@ -92,11 +92,11 @@ int MWVel[24][3] = {
/** Maps from monster action to monster animation letter. */
char animletter [ 7 ] = " nwahds " ;
/** Maps from direction to a left turn from the direction. */
d irection left [ 8 ] = { DIR_SE , DIR_S , DIR_SW , DIR_W , DIR_NW , DIR_N , DIR_NE , DIR_E } ;
D irection left [ 8 ] = { DIR_SE , DIR_S , DIR_SW , DIR_W , DIR_NW , DIR_N , DIR_NE , DIR_E } ;
/** Maps from direction to a right turn from the direction. */
d irection right [ 8 ] = { DIR_SW , DIR_W , DIR_NW , DIR_N , DIR_NE , DIR_E , DIR_SE , DIR_S } ;
D irection right [ 8 ] = { DIR_SW , DIR_W , DIR_NW , DIR_N , DIR_NE , DIR_E , DIR_SE , DIR_S } ;
/** Maps from direction to the opposite direction. */
d irection opposite [ 8 ] = { DIR_N , DIR_NE , DIR_E , DIR_SE , DIR_S , DIR_SW , DIR_W , DIR_NW } ;
D irection opposite [ 8 ] = { DIR_N , DIR_NE , DIR_E , DIR_SE , DIR_S , DIR_SW , DIR_W , DIR_NW } ;
/** Maps from direction to delta X-offset. */
int offset_x [ 8 ] = { 1 , 0 , - 1 , - 1 , - 1 , 0 , 1 , 1 } ;
/** Maps from direction to delta Y-offset. */
@ -472,7 +472,7 @@ void ClearMVars(int i)
monster [ i ] . actionFrame = 0 ;
}
void InitMonster ( int i , d irection rd , int mtype , int x , int y )
void InitMonster ( int i , D irection rd , int mtype , int x , int y )
{
CMonster * monst = & Monsters [ mtype ] ;
@ -593,7 +593,7 @@ void ClrAllMonsters()
Monst - > position . tile = { 0 , 0 } ;
Monst - > position . future = { 0 , 0 } ;
Monst - > position . old = { 0 , 0 } ;
Monst - > _mdir = static_cast < d irection> ( GenerateRnd ( 8 ) ) ;
Monst - > _mdir = static_cast < D irection> ( GenerateRnd ( 8 ) ) ;
Monst - > position . velocity = { 0 , 0 } ;
Monst - > _mAnimData = nullptr ;
Monst - > _mAnimDelay = 0 ;
@ -662,7 +662,7 @@ void PlaceMonster(int i, int mtype, int x, int y)
}
dMonster [ x ] [ y ] = i + 1 ;
auto rd = static_cast < d irection> ( GenerateRnd ( 8 ) ) ;
auto rd = static_cast < D irection> ( GenerateRnd ( 8 ) ) ;
InitMonster ( i , rd , mtype , x , y ) ;
}
@ -1226,7 +1226,7 @@ void DeleteMonster(int i)
monstactive [ i ] = temp ;
}
int AddMonster ( int x , int y , d irection dir , int mtype , bool InMap )
int AddMonster ( int x , int y , D irection dir , int mtype , bool InMap )
{
if ( nummonsters < MAXMONSTERS ) {
int i = monstactive [ nummonsters + + ] ;
@ -1246,7 +1246,7 @@ void monster_43C785(int i)
if ( monster [ i ] . MType ) {
mx = monster [ i ] . position . tile . x ;
my = monster [ i ] . position . tile . y ;
d irection dir = monster [ i ] . _mdir ;
D irection dir = monster [ i ] . _mdir ;
for ( d = 0 ; d < 8 ; d + + ) {
x = mx + offset_x [ d ] ;
y = my + offset_y [ d ] ;
@ -1271,7 +1271,7 @@ void monster_43C785(int i)
}
}
void NewMonsterAnim ( int i , AnimStruct * anim , d irection md )
void NewMonsterAnim ( int i , AnimStruct * anim , D irection md )
{
MonsterStruct * Monst = & monster [ i ] ;
Monst - > _mAnimData = anim - > Data [ md ] ;
@ -1378,12 +1378,12 @@ void M_Enemy(int i)
}
}
d irection M_GetDir ( int i )
D irection M_GetDir ( int i )
{
return GetDirection ( monster [ i ] . position . tile , monster [ i ] . enemyPosition ) ;
}
void M_StartStand ( int i , d irection md )
void M_StartStand ( int i , D irection md )
{
ClearMVars ( i ) ;
if ( monster [ i ] . MType - > mtype = = MT_GOLEM )
@ -1412,7 +1412,7 @@ void M_StartDelay(int i, int len)
}
}
void M_StartSpStand ( int i , d irection md )
void M_StartSpStand ( int i , D irection md )
{
NewMonsterAnim ( i , & monster [ i ] . MType - > Anims [ MA_SPECIAL ] , md ) ;
monster [ i ] . _mmode = MM_SPSTAND ;
@ -1422,7 +1422,7 @@ void M_StartSpStand(int i, direction md)
monster [ i ] . _mdir = md ;
}
void M_StartWalk ( int i , int xvel , int yvel , int xadd , int yadd , d irection EndDir )
void M_StartWalk ( int i , int xvel , int yvel , int xadd , int yadd , D irection EndDir )
{
int fx = xadd + monster [ i ] . position . tile . x ;
int fy = yadd + monster [ i ] . position . tile . y ;
@ -1441,7 +1441,7 @@ void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, direction EndDir
monster [ i ] . actionFrame = 0 ;
}
void M_StartWalk2 ( int i , int xvel , int yvel , int xoff , int yoff , int xadd , int yadd , d irection EndDir )
void M_StartWalk2 ( int i , int xvel , int yvel , int xoff , int yoff , int xadd , int yadd , D irection EndDir )
{
int fx = xadd + monster [ i ] . position . tile . x ;
int fy = yadd + monster [ i ] . position . tile . y ;
@ -1465,7 +1465,7 @@ void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
monster [ i ] . actionFrame = 0 ;
}
void M_StartWalk3 ( int i , int xvel , int yvel , int xoff , int yoff , int xadd , int yadd , int mapx , int mapy , d irection EndDir )
void M_StartWalk3 ( int i , int xvel , int yvel , int xoff , int yoff , int xadd , int yadd , int mapx , int mapy , D irection EndDir )
{
int fx = xadd + monster [ i ] . position . tile . x ;
int fy = yadd + monster [ i ] . position . tile . y ;
@ -1495,7 +1495,7 @@ void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff, int xadd, int y
void M_StartAttack ( int i )
{
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
NewMonsterAnim ( i , & monster [ i ] . MType - > Anims [ MA_ATTACK ] , md ) ;
monster [ i ] . _mmode = MM_ATTACK ;
monster [ i ] . position . offset = { 0 , 0 } ;
@ -1506,7 +1506,7 @@ void M_StartAttack(int i)
void M_StartRAttack ( int i , int missile_type , int dam )
{
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
NewMonsterAnim ( i , & monster [ i ] . MType - > Anims [ MA_ATTACK ] , md ) ;
monster [ i ] . _mmode = MM_RATTACK ;
monster [ i ] . _mVar1 = missile_type ;
@ -1519,7 +1519,7 @@ void M_StartRAttack(int i, int missile_type, int dam)
void M_StartRSpAttack ( int i , int missile_type , int dam )
{
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
NewMonsterAnim ( i , & monster [ i ] . MType - > Anims [ MA_SPECIAL ] , md ) ;
monster [ i ] . _mmode = MM_RSPATTACK ;
monster [ i ] . _mVar1 = missile_type ;
@ -1533,7 +1533,7 @@ void M_StartRSpAttack(int i, int missile_type, int dam)
void M_StartSpAttack ( int i )
{
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
NewMonsterAnim ( i , & monster [ i ] . MType - > Anims [ MA_SPECIAL ] , md ) ;
monster [ i ] . _mmode = MM_SATTACK ;
monster [ i ] . position . offset = { 0 , 0 } ;
@ -1577,7 +1577,7 @@ void M_ClearSquares(int i)
void M_GetKnockback ( int i )
{
d irection d = opposite [ monster [ i ] . _mdir ] ;
D irection d = opposite [ monster [ i ] . _mdir ] ;
if ( DirOK ( i , d ) ) {
M_ClearSquares ( i ) ;
monster [ i ] . position . old . x + = offset_x [ d ] ;
@ -1765,7 +1765,7 @@ void MonstStartKill(int i, int pnum, bool sendmsg)
else
PlayEffect ( i , 2 ) ;
d irection md = pnum > = 0 ? M_GetDir ( i ) : Monst - > _mdir ;
D irection md = pnum > = 0 ? M_GetDir ( i ) : Monst - > _mdir ;
Monst - > _mdir = md ;
NewMonsterAnim ( i , & Monst - > MType - > Anims [ MA_DEATH ] , md ) ;
Monst - > _mmode = MM_DEATH ;
@ -1808,7 +1808,7 @@ void M2MStartKill(int i, int mid)
else
PlayEffect ( mid , 2 ) ;
d irection md = opposite [ monster [ i ] . _mdir ] ;
D irection md = opposite [ monster [ i ] . _mdir ] ;
if ( monster [ mid ] . MType - > mtype = = MT_GOLEM )
md = DIR_S ;
@ -1867,7 +1867,7 @@ void M_SyncStartKill(int i, int x, int y, int pnum)
}
}
void M_StartFadein ( int i , d irection md , bool backwards )
void M_StartFadein ( int i , D irection md , bool backwards )
{
assurance ( ( DWORD ) i < MAXMONSTERS , i ) ;
assurance ( monster [ i ] . MType ! = nullptr , i ) ;
@ -1885,7 +1885,7 @@ void M_StartFadein(int i, direction md, bool backwards)
}
}
void M_StartFadeout ( int i , d irection md , bool backwards )
void M_StartFadeout ( int i , D irection md , bool backwards )
{
assurance ( ( DWORD ) i < MAXMONSTERS , i ) ;
assurance ( monster [ i ] . MType ! = nullptr , i ) ;
@ -2112,7 +2112,7 @@ void M_TryH2HHit(int i, int pnum, int Hit, int MinDam, int MaxDam)
if ( hper > = hit )
return ;
if ( blkper < blk ) {
d irection dir = GetDirection ( plr [ pnum ] . position . tile , monster [ i ] . position . tile ) ;
D irection dir = GetDirection ( plr [ pnum ] . position . tile , monster [ i ] . position . tile ) ;
StartPlrBlock ( pnum , dir ) ;
if ( pnum = = myplr & & plr [ pnum ] . wReflections > 0 ) {
plr [ pnum ] . wReflections - - ;
@ -2695,7 +2695,7 @@ bool M_DoStone(int i)
return false ;
}
void M_WalkDir ( int i , d irection md )
void M_WalkDir ( int i , D irection md )
{
assurance ( ( DWORD ) i < MAXMONSTERS , i ) ;
@ -2786,9 +2786,9 @@ void GroupUnity(int i)
}
}
bool M_CallWalk ( int i , d irection md )
bool M_CallWalk ( int i , D irection md )
{
d irection mdtemp = md ;
D irection mdtemp = md ;
bool ok = DirOK ( i , md ) ;
if ( GenerateRnd ( 2 ) ! = 0 )
ok = ok | | ( md = left [ mdtemp ] , DirOK ( i , md ) ) | | ( md = right [ mdtemp ] , DirOK ( i , md ) ) ;
@ -2814,7 +2814,7 @@ bool M_PathWalk(int i)
bool ( * Check ) ( int , int , int ) ;
/** Maps from walking path step to facing direction. */
const d irection plr2monst [ 9 ] = { DIR_S , DIR_NE , DIR_NW , DIR_SE , DIR_SW , DIR_N , DIR_E , DIR_S , DIR_W } ;
const D irection plr2monst [ 9 ] = { DIR_S , DIR_NE , DIR_NW , DIR_SE , DIR_SW , DIR_N , DIR_E , DIR_S , DIR_W } ;
commitment ( ( DWORD ) i < MAXMONSTERS , i ) ;
@ -2830,9 +2830,9 @@ bool M_PathWalk(int i)
return false ;
}
bool M_CallWalk2 ( int i , d irection md )
bool M_CallWalk2 ( int i , D irection md )
{
d irection mdtemp = md ;
D irection mdtemp = md ;
bool ok = DirOK ( i , md ) ; // Can we continue in the same direction
if ( GenerateRnd ( 2 ) ! = 0 ) { // Randomly go left or right
ok = ok | | ( mdtemp = left [ md ] , DirOK ( i , left [ md ] ) ) | | ( mdtemp = right [ md ] , DirOK ( i , right [ md ] ) ) ;
@ -2846,7 +2846,7 @@ bool M_CallWalk2(int i, direction md)
return ok ;
}
bool M_DumbWalk ( int i , d irection md )
bool M_DumbWalk ( int i , D irection md )
{
bool ok = DirOK ( i , md ) ;
if ( ok )
@ -2855,14 +2855,14 @@ bool M_DumbWalk(int i, direction md)
return ok ;
}
bool M_RoundWalk ( int i , d irection md , int * dir )
bool M_RoundWalk ( int i , D irection md , int * dir )
{
if ( * dir )
md = left [ left [ md ] ] ;
else
md = right [ right [ md ] ] ;
d irection mdtemp = md ;
D irection mdtemp = md ;
bool ok = DirOK ( i , md ) ;
if ( ! ok ) {
if ( * dir ) {
@ -2904,9 +2904,9 @@ void MAI_Zombie(int i)
int dist = std : : max ( abs ( mx - Monst - > enemyPosition . x ) , abs ( my - Monst - > enemyPosition . y ) ) ;
if ( dist > = 2 ) {
if ( dist > = 2 * Monst - > _mint + 4 ) {
d irection md = Monst - > _mdir ;
D irection md = Monst - > _mdir ;
if ( GenerateRnd ( 100 ) < 2 * Monst - > _mint + 20 ) {
md = static_cast < d irection> ( GenerateRnd ( 8 ) ) ;
md = static_cast < D irection> ( GenerateRnd ( 8 ) ) ;
}
M_DumbWalk ( i , md ) ;
} else {
@ -2932,7 +2932,7 @@ void MAI_SkelSd(int i)
int x = Monst - > position . tile . x - Monst - > enemyPosition . x ;
int y = Monst - > position . tile . y - Monst - > enemyPosition . y ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
Monst - > _mdir = md ;
if ( abs ( x ) > = 2 | | abs ( y ) > = 2 ) {
if ( Monst - > _mVar1 = = MM_DELAY | | ( GenerateRnd ( 100 ) > = 35 - 4 * Monst - > _mint ) ) {
@ -3010,7 +3010,7 @@ void MAI_Snake(int i)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
Monst - > _mdir = md ;
if ( abs ( mx ) > = 2 | | abs ( my ) > = 2 ) {
if ( abs ( mx ) < 3 & & abs ( my ) < 3 & & LineClear ( PosOkMonst , i , Monst - > position . tile . x , Monst - > position . tile . y , fx , fy ) & & Monst - > _mVar1 ! = MM_CHARGE ) {
@ -3074,7 +3074,7 @@ void MAI_Bat(int i)
xd = Monst - > position . tile . x - Monst - > enemyPosition . x ;
yd = Monst - > position . tile . y - Monst - > enemyPosition . y ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
Monst - > _mdir = md ;
v = GenerateRnd ( 100 ) ;
if ( Monst - > _mgoal = = MGOAL_RETREAT ) {
@ -3138,7 +3138,7 @@ void MAI_SkelBow(int i)
mx = Monst - > position . tile . x - Monst - > enemyPosition . x ;
my = Monst - > position . tile . y - Monst - > enemyPosition . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
Monst - > _mdir = md ;
v = GenerateRnd ( 100 ) ;
@ -3178,7 +3178,7 @@ void MAI_Fat(int i)
mx = Monst - > position . tile . x - Monst - > enemyPosition . x ;
my = Monst - > position . tile . y - Monst - > enemyPosition . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
Monst - > _mdir = md ;
v = GenerateRnd ( 100 ) ;
if ( abs ( mx ) > = 2 | | abs ( my ) > = 2 ) {
@ -3214,7 +3214,7 @@ void MAI_Sneak(int i)
mx - = Monst - > enemyPosition . x ;
my - = Monst - > enemyPosition . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
dist = 5 - Monst - > _mint ;
if ( Monst - > _mVar1 = = MM_GOTHIT ) {
Monst - > _mgoal = MGOAL_RETREAT ;
@ -3282,7 +3282,7 @@ void MAI_Fireman(int i)
xd = monster [ i ] . position . tile . x - fx ;
yd = monster [ i ] . position . tile . y - fy ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > _mgoal = = MGOAL_NORMAL ) {
if ( LineClearMissile ( Monst - > position . tile . x , Monst - > position . tile . y , fx , fy )
& & AddMissile ( Monst - > position . tile . x , Monst - > position . tile . y , fx , fy , md , MIS_FIREMAN , pnum , i , 0 , 0 ) ! = - 1 ) {
@ -3407,7 +3407,7 @@ void MAI_Cleaver(int i)
x = mx - Monst - > enemyPosition . x ;
y = my - Monst - > enemyPosition . y ;
d irection md = GetDirection ( { mx , my } , Monst - > position . last ) ;
D irection md = GetDirection ( { mx , my } , Monst - > position . last ) ;
Monst - > _mdir = md ;
if ( abs ( x ) > = 2 | | abs ( y ) > = 2 )
@ -3433,7 +3433,7 @@ void MAI_Round(int i, bool special)
fx = Monst - > enemyPosition . x ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 100 ) ;
@ -3499,7 +3499,7 @@ void MAI_Ranged(int i, int missile_type, bool special)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
Monst - > _mdir = md ;
@ -3522,7 +3522,7 @@ void MAI_Ranged(int i, int missile_type, bool special)
} else if ( Monst - > _msquelch ! = 0 ) {
fx = Monst - > position . last . x ;
fy = Monst - > position . last . y ;
d irection md = GetDirection ( Monst - > position . tile , { fx , fy } ) ;
D irection md = GetDirection ( Monst - > position . tile , { fx , fy } ) ;
M_CallWalk ( i , md ) ;
}
}
@ -3678,7 +3678,7 @@ void MAI_Garg(int i)
Monst = & monster [ i ] ;
dx = Monst - > position . tile . x - Monst - > position . last . x ;
dy = Monst - > position . tile . y - Monst - > position . last . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > _msquelch ! = 0 & & Monst - > _mFlags & MFLAG_ALLOW_SPECIAL ) {
M_Enemy ( i ) ;
mx = Monst - > position . tile . x - Monst - > enemyPosition . x ;
@ -3721,7 +3721,7 @@ void MAI_RoundRanged(int i, int missile_type, bool checkdoors, int dam, int less
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( checkdoors & & Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 10000 ) ;
@ -3813,7 +3813,7 @@ void MAI_RR2(int i, int mistype, int dam)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 100 ) ;
@ -3895,7 +3895,7 @@ void MAI_Golum(int i)
int _mex = monster [ i ] . position . tile . x - monster [ _menemy ] . position . future . x ;
int _mey = monster [ i ] . position . tile . y - monster [ _menemy ] . position . future . y ;
d irection md = GetDirection ( monster [ i ] . position . tile , monster [ _menemy ] . position . tile ) ;
D irection md = GetDirection ( monster [ i ] . position . tile , monster [ _menemy ] . position . tile ) ;
monster [ i ] . _mdir = md ;
if ( abs ( _mex ) < 2 & & abs ( _mey ) < 2 & & have_enemy ) {
_menemy = monster [ i ] . _menemy ;
@ -3948,7 +3948,7 @@ void MAI_SkelKing(int i)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 100 ) ;
@ -4011,7 +4011,7 @@ void MAI_Rhino(int i)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 100 ) ;
@ -4081,7 +4081,7 @@ void MAI_HorkDemon(int i)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < 255 ) {
MonstCheckDoors ( i ) ;
@ -4148,7 +4148,7 @@ void MAI_Counselor(int i)
fy = Monst - > enemyPosition . y ;
mx = Monst - > position . tile . x - fx ;
my = Monst - > position . tile . y - fy ;
d irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
D irection md = GetDirection ( Monst - > position . tile , Monst - > position . last ) ;
if ( Monst - > _msquelch < UINT8_MAX )
MonstCheckDoors ( i ) ;
v = GenerateRnd ( 100 ) ;
@ -4217,7 +4217,7 @@ void MAI_Garbud(int i)
_mx = Monst - > position . tile . x ;
_my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > mtalkmsg > = TEXT_GARBUD1
& & Monst - > mtalkmsg < = TEXT_GARBUD3
@ -4272,7 +4272,7 @@ void MAI_Zhar(int i)
mx = Monst - > position . tile . x ;
my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > mtalkmsg = = TEXT_ZHAR1 & & ! ( dFlags [ mx ] [ my ] & BFLAG_VISIBLE ) & & Monst - > _mgoal = = MGOAL_TALKING ) {
Monst - > mtalkmsg = TEXT_ZHAR2 ;
Monst - > _mgoal = MGOAL_INQUIRING ;
@ -4311,7 +4311,7 @@ void MAI_SnotSpil(int i)
mx = Monst - > position . tile . x ;
my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > mtalkmsg = = TEXT_BANNER10 & & ! ( dFlags [ mx ] [ my ] & BFLAG_VISIBLE ) & & Monst - > _mgoal = = MGOAL_TALKING ) {
Monst - > mtalkmsg = TEXT_BANNER11 ;
@ -4360,7 +4360,7 @@ void MAI_Lazurus(int i)
mx = Monst - > position . tile . x ;
my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( dFlags [ mx ] [ my ] & BFLAG_VISIBLE ) {
if ( ! gbIsMultiplayer ) {
if ( Monst - > mtalkmsg = = TEXT_VILE13 & & Monst - > _mgoal = = MGOAL_INQUIRING & & plr [ myplr ] . position . tile . x = = 35 & & plr [ myplr ] . position . tile . y = = 46 ) {
@ -4412,7 +4412,7 @@ void MAI_Lazhelp(int i)
Monst = & monster [ i ] ;
_mx = Monst - > position . tile . x ;
_my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( dFlags [ _mx ] [ _my ] & BFLAG_VISIBLE ) {
if ( ! gbIsMultiplayer ) {
@ -4446,7 +4446,7 @@ void MAI_Lachdanan(int i)
_mx = Monst - > position . tile . x ;
_my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( Monst - > mtalkmsg = = TEXT_VEIL9 & & ! ( dFlags [ _mx ] [ _my ] & BFLAG_VISIBLE ) & & monster [ i ] . _mgoal = = MGOAL_TALKING ) {
Monst - > mtalkmsg = TEXT_VEIL10 ;
@ -4483,7 +4483,7 @@ void MAI_Warlord(int i)
mx = Monst - > position . tile . x ;
my = Monst - > position . tile . y ;
d irection md = M_GetDir ( i ) ;
D irection md = M_GetDir ( i ) ;
if ( dFlags [ mx ] [ my ] & BFLAG_VISIBLE ) {
if ( Monst - > mtalkmsg = = TEXT_WARLRD9 & & Monst - > _mgoal = = MGOAL_INQUIRING )
Monst - > _mmode = MM_TALK ;
@ -4689,7 +4689,7 @@ void FreeMonsters()
FreeMissiles2 ( ) ;
}
bool DirOK ( int i , d irection mdir )
bool DirOK ( int i , D irection mdir )
{
int fx , fy ;
int x , y ;
@ -5089,7 +5089,7 @@ void MissToMonst(int i, int x, int y)
oldx = Miss - > position . tile . x ;
oldy = Miss - > position . tile . y ;
dMonster [ x ] [ y ] = m + 1 ;
Monst - > _mdir = static_cast < d irection> ( Miss - > _mimfnum ) ;
Monst - > _mdir = static_cast < D irection> ( Miss - > _mimfnum ) ;
Monst - > position . tile = { x , y } ;
M_StartStand ( m , Monst - > _mdir ) ;
if ( Monst - > MType - > mtype < MT_INCIN | | Monst - > MType - > mtype > MT_HELLBURN ) {
@ -5256,7 +5256,7 @@ bool IsGoat(int mt)
| | ( mt > = MT_NGOATBW & & mt < = MT_GGOATBW ) ;
}
int M_SpawnSkel ( int x , int y , d irection dir )
int M_SpawnSkel ( int x , int y , D irection dir )
{
int i , j , skeltypes , skel ;
@ -5283,7 +5283,7 @@ int M_SpawnSkel(int x, int y, direction dir)
return - 1 ;
}
void ActivateSpawn ( int i , int x , int y , d irection dir )
void ActivateSpawn ( int i , int x , int y , D irection dir )
{
dMonster [ x ] [ y ] = i + 1 ;
monster [ i ] . position . tile = { x , y } ;
@ -5302,7 +5302,7 @@ bool SpawnSkeleton(int ii, int x, int y)
return false ;
if ( PosOkMonst ( - 1 , x , y ) ) {
d irection dir = GetDirection ( { x , y } , { x , y } ) ; // TODO useless calculation
D irection dir = GetDirection ( { x , y } , { x , y } ) ; // TODO useless calculation
ActivateSpawn ( ii , x , y , dir ) ;
return true ;
}
@ -5341,7 +5341,7 @@ bool SpawnSkeleton(int ii, int x, int y)
dx = x - 1 + xx ;
dy = y - 1 + yy ;
d irection dir = GetDirection ( { dx , dy } , { x , y } ) ;
D irection dir = GetDirection ( { dx , dy } , { x , y } ) ;
ActivateSpawn ( ii , dx , dy , dir ) ;
return true ;