Files
Justin Marshall 101266ab72 Initial commit.
2026-04-27 10:35:40 -07:00

7723 lines
198 KiB
C++

/*-----------------------------------------------------------------------**
** Diablo
**
** Monsters file
**
** (C)1995 Condor, Inc. All rights reserved.
**
**-----------------------------------------------------------------------**
** $Header: /Diablo/MONSTER.CPP 3 1/23/97 7:22p Rseis $
**-----------------------------------------------------------------------**
**
** File Routines
**-----------------------------------------------------------------------*/
#include "diablo.h"
#pragma hdrstop
#include "storm/h/storm.h"
#include "sound.h"
#include "debug.h"
#include "monster.h"
#include "monstdat.h"
#include "engine.h"
#include "gendung.h"
#include "lighting.h"
#include "items.h"
#include "itemdat.h"
#include "player.h"
#include "effects.h"
#include "dead.h"
#include "missiles.h"
#include "misdat.h"
#include "control.h"
#include "objects.h"
#include "objdat.h"
#include "path.h"
#include "quests.h"
#include "minitext.h"
#include "textdat.h"
#include "monstint.h"
#include "msg.h"
#include "inv.h"
#include "multi.h"
#include "trigs.h"
#include "themes.h"
#include "drlg_l4.h"
#include "towners.h"
#include "setmaps.h"
#include "palette.h"
#include "scrollrt.h"
#include "cursor.h"
#include "drlg_l1.h"
#include "spells.h"
/*-----------------------------------------------------------------------*
** Function Prototypes
**-----------------------------------------------------------------------*/
BOOL LineClear(int x1, int y1, int x2, int y2);
int M_GetDir(int i);
typedef BOOL (*CHECKFUNC)(int x, int y);
typedef BOOL (*CHECKFUNC1)(int arg1, int x, int y);
BOOL LineClearF(CHECKFUNC Clear, int x1, int y1, int x2, int y2);
BOOL LineClearF1(CHECKFUNC1 Clear, int arg, int x1, int y1, int x2, int y2);
BOOL CheckNoSolid(int x, int y);
BOOL PosOkMissile(int x, int y);
int M_SpawnSkel(int x, int y, int dir);
void M_Teleport(int i);
void PlaceGroup(int, int, BOOL, int);
void ClrAllMonsters();
BOOL PosOkMonst2(int i, int x, int y);
BOOL PosOkMonst3(int i, int x, int y);
BOOL effect_is_playing(int nSFX);
void SpawnMap(int x, int y);
void SpawnBear(int x, int y);
extern const TextDataStruct alltext[];
//void DaveMonstMap(BOOL initupdate, int pnum);
/*-----------------------------------------------------------------------*
** Global Variables
**-----------------------------------------------------------------------*/
MonsterStruct monster[MAXMONSTERS];
long nummonsters;
int totalmonsters;
// monstactive -- indexes into monster[]
int monstactive[MAXMONSTERS]; // [0..nummonsters-1] -- active monsters
// [nummonsters..MAXMONSTERS-1] -- available monsters
int nummtypes = 0;
long monstimgtot;
int gfxflags;
int uniquetrans; // index to next available unique monster palette translation
int mleveltypes[NUMLEVELS][MAX_LVLMTYPES];
long monstkills[MONSTERTYPES];
static char sgszInvalidMonstName[] = "Invalid Monster";
/*-----------------------------------------------------------------------*
** Defines
**-----------------------------------------------------------------------*/
#define PACK_MEMBER 1
#define PACK_NOMEMBER 2
#define INITMONSTRAD 15 // Initial vision radius for no monsters
/*-----------------------------------------------------------------------*
** Macros
**-----------------------------------------------------------------------*/
#define InBounds(x,y) (0 <= (y) && (y) < MAXDUNY && 0 <= (x) && (x) < MAXDUNX)
#define WALKMODE(m) ((m) == MM_WALK || (m) == MM_WALK2 || (m) == MM_WALK3)
#define Sign(x) ((x) < 0 ? -1 : (x) > 0 ? 1 : 0)
#define Mod(val, x) ((val) < 0 ? (val)+(x) : (val) >= (x) ? (val)-(x) : (val))
/*-----------------------------------------------------------------------*
** File Variables
**-----------------------------------------------------------------------*/
// I had to add this variable, because _mVar2 seems like
// it must have been trashed, since sound never came on again -- pjw
static BYTE sgbSaveSoundOn;
// 16 32 64
int MWVel[24][3] = { {0x100,0x200,0x400}, // 1 frame
{0x80,0x100,0x200}, // 2 frame
{0x55,0xaa,0x155}, // 3 frame
{0x40,0x80,0x100}, // 4 frame
{0x33,0x66,0xcc}, // 5 frame
{0x2a,0x55,0xaa}, // 6 frame
{0x24,0x49,0x92}, // 7 frame
{0x20,0x40,0x80}, // 8 frame
{0x1c,0x38,0x71}, // 9 frame
{0x1a,0x33,0x66}, // 10 frame
{0x17,0x2e,0x5d}, // 11 frame
{0x15,0x2a,0x55}, // 12 frame
{0x13,0x27,0x4e}, // 13 frame
{0x12,0x24,0x49}, // 14 frame
{0x11,0x22,0x44}, // 15 frame
{0x10,0x20,0x40}, // 16 frame
{0x0f,0x1e,0x3c}, // 17 frame
{0x0e,0x1c,0x39}, // 18 frame
{0x0d,0x1a,0x36}, // 19 frame
{0x0c,0x19,0x33}, // 20 frame
{0x0c,0x18,0x30}, // 21 frame
{0x0b,0x17,0x2e}, // 22 frame
{0x0b,0x16,0x2c}, // 23 frame
{0x0a,0x15,0x2a} }; // 24 frame
// Muli-player monster multiplier %
/*int MPMM[4] = { 100, // 1 player
150, // 2 player
175, // 3 player
200 }; // 4 player*/
CMonster Monsters[MAX_LVLMTYPES];
char animletter[] = "nwahds";
int left[] = {7,0,1,2,3,4,5,6};
int right[] = {1,2,3,4,5,6,7,0};
int opposite[] = {4,5,6,7,0,1,2,3};
int offset_x[] = {1,0,-1,-1,-1,0,1,1};
int offset_y[] = {1,1,1,0,-1,-1,-1,0};
static const int infront_x[] = { 1, 0,-1, -1, -1, 0, 1, 1};
static const int infront_y[] = { 1, 1, 1, 0, -1, -1, -1, 0};
int rnd5[] = { 5, 10, 15, 20 };
int rnd10[] = { 10, 15, 20, 30 };
int rnd20[] = { 20, 30, 40, 50 };
int rnd60[] = { 60, 70, 80, 90 };
void MAI_Zombie(int);
void MAI_Fat(int);
void MAI_SkelSd(int);
void MAI_SkelBow(int);
void MAI_Scav(int);
void MAI_Rhino(int);
void MAI_GoatMc(int);
void MAI_GoatBow(int);
void MAI_Fallen(int);
void MAI_Magma(int);
void MAI_SkelKing(int);
void MAI_Bat(int);
void MAI_Garg(int);
void MAI_Cleaver(int);
void MAI_Succ(int);
void MAI_Lich(int);
void MAI_ArchLich(int);
void MAI_Psychorb(int);
void MAI_Necromorb(int);
void MAI_Sneak(int);
void MAI_Storm(int);
void MAI_Fireman(int i);
void MAI_Garbud(int);
void MAI_Acid(int);
void MAI_AcidUniq(int);
void MAI_Golum(int);
void MAI_Zhar(int);
void MAI_SnotSpil(int);
void MAI_Snake(int);
void MAI_Counselor(int);
void MAI_Mega(int);
void MAI_Diablo(int);
void MAI_Lazurus(int);
void MAI_Lazhelp(int);
void MAI_Lachdanan(int);
void MAI_Warlord(int);
void MAI_Firebat(int);
void MAI_Hellbat(int);
void MAI_HorkDemon(int);
void MAI_BoneDemon(int);
void (*AiProc[NUM_AI])(int) =
{
MAI_Zombie,
MAI_Fat,
MAI_SkelSd,
MAI_SkelBow,
MAI_Scav,
MAI_Rhino,
MAI_GoatMc,
MAI_GoatBow,
MAI_Fallen,
MAI_Magma,
MAI_SkelKing,
MAI_Bat,
MAI_Garg,
MAI_Cleaver,
MAI_Succ,
MAI_Sneak,
MAI_Storm,
MAI_Fireman,
MAI_Garbud,
MAI_Acid,
MAI_AcidUniq,
MAI_Golum,
MAI_Zhar,
MAI_SnotSpil,
MAI_Snake,
MAI_Counselor,
MAI_Mega,
MAI_Diablo,
MAI_Lazurus,
MAI_Lazhelp,
MAI_Lachdanan,
MAI_Warlord,
MAI_Firebat,
MAI_Hellbat,
MAI_HorkDemon,
MAI_Lich,
MAI_ArchLich,
MAI_Psychorb,
MAI_Necromorb,
MAI_BoneDemon,
};
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void TranslateMonsterGFX(int monst, BOOL HasSpecial)
{
app_assert((DWORD)monst < MAX_LVLMTYPES);
BYTE * pData = Monsters[monst].pTrans;
for (int n = 256; n--; ++pData) {
if (*pData == 255)
*pData = 0;
}
int const nf = HasSpecial ? 6 : 5;
for (int j = 0; j < nf; ++j) {
if ((j == 1) && (Monsters[monst].mtype >= MT_COUNSLR) && (Monsters[monst].mtype <= MT_ADVOCATE)) continue;
for (int i = 0; i < 8; ++i)
TranslateCels(Monsters[monst].Anims[j].Cels[i], Monsters[monst].pTrans, Monsters[monst].Anims[j].Frames);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
#if 0 // UNUSED
static BOOL MonstTaken(int i)
{
int lev;
BOOL found = FALSE;
int m;
int templvl; // JKE
// Temp hack for monsters JKE 7/30
templvl = currlevel;
// if (templvl > 20) templvl -= 8;
// else if (templvl > 16) templvl -= 4;
// for(lev = 0; lev <= currlevel && !found; ++lev) // JKE
for(lev = 0; lev <= templvl && !found; ++lev)
{
for(m = 0; m < MAX_LVLMTYPES && mleveltypes[m] && !found; ++m)
found = ((i < mleveltypes[lev][m]-1)
&&
!strcmp(monsterdata[i].filename, monsterdata[mleveltypes[lev][m]-1].filename));
}
return found;
}
#endif // UNUSED
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void InitLevelMonsters()
{
int i;
nummtypes = 0;
monstimgtot = 0;
gfxflags = 0;
for (i = 0; i < MAX_LVLMTYPES; ++i)
Monsters[i].mPlaceFlags = 0;
ClrAllMonsters();
nummonsters = 0;
totalmonsters = MAXMONSTERS; // this value gets further restricted later on
// active monsters list
for (i = 0; i < MAXMONSTERS; ++i) {
monstactive[i] = i;
}
uniquetrans = 0;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int AddMonsterType(int type, int placeflag)
{
int i;
BOOL done = FALSE;
// check if this type is already being loaded
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (i = 0; i < nummtypes && !done; ++i)
done = Monsters[i].mtype == type;
--i;
if (!done)
{
i = nummtypes++;
Monsters[i].mtype = type;
monstimgtot += monsterdata[type].mImgSize;
InitMonsterGFX(i);
InitMonsterSND(i);
}
Monsters[i].mPlaceFlags |= placeflag;
return i;
}
/*-----------------------------------------------------------------------*
* GetLevelMTypes()
*
* Pick the monsters types to be placed in this level
**-----------------------------------------------------------------------*/
void GetLevelMTypes()
{
int typelist[MONSTERTYPES];
int nt, i;
int tidx, mt;
int minl,maxl;
char mamask;
int templvl; // temp hack JKE
#if IS_VERSION(SHAREWARE)
mamask = MAT_SW;
#else
mamask = MAT_SW | MAT_YES;
#endif
// Certain monsters are required for certain levels
AddMonsterType(MT_GOLEM, MPFLAG_DONT);
if (currlevel == 16) {
AddMonsterType(MT_ADVOCATE, MPFLAG_SCATTER);
AddMonsterType(MT_RBLACK, MPFLAG_SCATTER);
AddMonsterType(MT_DIABLO, MPFLAG_DONT);
return;
}
if (currlevel == HIVESTART + 1)
{
AddMonsterType(MT_SPAWN, MPFLAG_SCATTER);
}
if (currlevel == HIVESTART + 2)
{
AddMonsterType(MT_SPAWN, MPFLAG_SCATTER);
AddMonsterType(MT_HORKD, MPFLAG_UNIQ);
}
if (currlevel == HIVEEND)
{
AddMonsterType(MT_BUG, MPFLAG_UNIQ);
}
if (currlevel == NA_KRUL_LEVEL /*CRYPTEND*/)
{
AddMonsterType(MT_LICH2, MPFLAG_SCATTER);
AddMonsterType(MT_NKR, MPFLAG_DONT);
}
// Set levels load their own monster types
if (!setlevel)
{
if (QuestStatus(Q_BUTCHER)) {
AddMonsterType(MT_CLEAVER, MPFLAG_DONT);
}
if (QuestStatus(Q_GARBUD)) {
AddMonsterType(UniqMonst[MU_GARBUD].mtype, MPFLAG_UNIQ);
}
if (QuestStatus(Q_ZHAR)) {
AddMonsterType(UniqMonst[MU_ZHAR].mtype, MPFLAG_UNIQ);
}
if (QuestStatus(Q_LTBANNER)) {
AddMonsterType(UniqMonst[MU_SNOTSPIL].mtype, MPFLAG_UNIQ);
}
if (QuestStatus(Q_VEIL)) {
AddMonsterType(UniqMonst[MU_LACHDA].mtype, MPFLAG_UNIQ);
}
if (QuestStatus(Q_WARLORD)) {
AddMonsterType(UniqMonst[MU_WARLORD].mtype, MPFLAG_UNIQ);
}
if (gbMaxPlayers != 1 && currlevel == quests[Q_SKELKING]._qlevel) {
AddMonsterType(MT_SKING, MPFLAG_UNIQ);
// Skelking requires skeleton minions
int skeltypes[LASTMT];
int numskeltypes = 0;
for (i = MT_WSKELAX; i <= MT_XSKELSD; ++i)
{
if (IsSkel(i))
{
minl = ((monsterdata[i].mMinDLvl * 15) / 30) + 1;
maxl = ((monsterdata[i].mMaxDLvl * 15) / 30) + 1;
if ((currlevel >= minl) && (currlevel <= maxl) && (MonstAvailTbl[i] & mamask))
skeltypes[numskeltypes++] = i;
}
}
AddMonsterType(skeltypes[random(88,numskeltypes)], MPFLAG_SCATTER);
}
// Pick general monsters
// Make list of available monster types for this level
// Temp hack monster JKE
templvl = currlevel;
// if (templvl > 20) templvl -=8;
// else if (templvl > 16) templvl -= 4;
nt = 0;
for (i = 0; i < LASTMT; ++i) {
minl = ((monsterdata[i].mMinDLvl * 15) / 30) + 1;
maxl = ((monsterdata[i].mMaxDLvl * 15) / 30) + 1;
// if ((currlevel >= minl) && (currlevel <= maxl) && (MonstAvailTbl[i] & mamask)) {
// typelist[nt] = i;
// ++nt;
// }
// use templvl to patch over current level
if ((templvl >= minl) && (templvl <= maxl) && (MonstAvailTbl[i] & mamask)) {
typelist[nt] = i;
++nt;
}
}
if (monstdebug)
{
for(i = 0; i < debugmonsttypes; ++i)
AddMonsterType(DebugMonsters[i], MPFLAG_SCATTER);
}
else
{
while ((nt > 0) && (nummtypes < MAX_LVLMTYPES) && (monstimgtot < IMG_MAX)) {
// prune excessively large monsters
for (i = 0; i < nt; )
{
if (monsterdata[typelist[i]].mImgSize > IMG_MAX - monstimgtot)
typelist[i] = typelist[--nt];
else
++i;
}
if (nt)
{
tidx = random(88, nt);
mt = typelist[tidx];
AddMonsterType(mt, MPFLAG_SCATTER);
typelist[tidx] = typelist[--nt];
}
}
}
}
else if (setlvlnum == SL_SKELKING) {
AddMonsterType(MT_SKING, MPFLAG_UNIQ);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void InitMonsterGFX (int monst)
{
int anim;
long i;
char strBuff[256];
int mtype;
BYTE *p;
app_assert((DWORD)monst < MAX_LVLMTYPES);
mtype = Monsters[monst].mtype;
for(anim = 0; anim < MAX_ANIMTYPE; ++anim)
{
if((!(animletter[anim] == 's' && !monsterdata[mtype].has_special)) && monsterdata[mtype].Frames[anim] > 0)
{
sprintf(strBuff, monsterdata[mtype].filename, animletter[anim]);
app_assert(! Monsters[monst].Anims[anim].CMem);
Monsters[monst].Anims[anim].CMem = LoadFileInMemSig(strBuff,NULL,'MONS');
p = Monsters[monst].Anims[anim].CMem;
if (Monsters[monst].mtype == MT_GOLEM && (animletter[anim] == 's' || animletter[anim] == 'd')) {
for(i=0; i<8; ++i) Monsters[monst].Anims[anim].Cels[i] = p;
} else {
for(i=0; i<8; ++i) Monsters[monst].Anims[anim].Cels[i] = p + *(DWORD *)(p + (i<<2));
}
}
Monsters[monst].Anims[anim].Frames = monsterdata[mtype].Frames[anim];
Monsters[monst].Anims[anim].Rate = monsterdata[mtype].Rate[anim];
}
Monsters[monst].mAnimWidth = monsterdata[mtype].mAnimWidth;
Monsters[monst].mAnimWidth2 = (monsterdata[mtype].mAnimWidth - 64) >> 1;
Monsters[monst].mMinHP = monsterdata[mtype].mMinHP;
Monsters[monst].mMaxHP = monsterdata[mtype].mMaxHP;
Monsters[monst].has_special = monsterdata[mtype].has_special;
Monsters[monst].mAFNum = monsterdata[mtype].mAFNum;
Monsters[monst].MData = &monsterdata[mtype];
if (monsterdata[mtype].transflag) {
Monsters[monst].pTrans = LoadFileInMemSig(monsterdata[mtype].TransFile,NULL,'MONS');
TranslateMonsterGFX(monst, monsterdata[mtype].has_special);
DiabloFreePtr(Monsters[monst].pTrans);
}
if (EquivMonst(mtype, MT_NMAGMA) && ((gfxflags & 0x0001) == 0)) {
gfxflags |= 0x0001;
ILoadMissileGFX(MF_MAGBALL);
}
if (EquivMonst(mtype, MT_STORM) && ((gfxflags & 0x0002) == 0)) {
gfxflags |= 0x0002;
ILoadMissileGFX(MF_THINLIGHT);
}
if ((mtype == MT_SUCCUBUS) && ((gfxflags & 0x0004) == 0)) {
gfxflags |= 0x0004;
// ILoadMissileGFX(MF_FLARE); already used for Blood Star
// ILoadMissileGFX(MF_FLAREXP);
}
if (EquivMonst(mtype, MT_INCIN) && ((gfxflags & 0x0008) == 0)) {
gfxflags |= 0x0008;
ILoadMissileGFX(MF_KRULL);
}
if ((EquivMonst(mtype, MT_NACID) || mtype == MT_SPIDER2) &&
((gfxflags & 0x0010) == 0)) {
gfxflags |= 0x0010;
ILoadMissileGFX(MF_ACID);
ILoadMissileGFX(MF_ACIDSPLAT);
ILoadMissileGFX(MF_ACIDPUD);
}
if ((mtype == MT_SNOWWICH) && ((gfxflags & 0x0020) == 0)) {
gfxflags |= 0x0020;
ILoadMissileGFX(MF_BFLARE);
ILoadMissileGFX(MF_BFLAREXP);
}
if ((mtype == MT_HLSPWN) && ((gfxflags & 0x0040) == 0)) {
gfxflags |= 0x0040;
ILoadMissileGFX(MF_DFLARE);
ILoadMissileGFX(MF_DFLAREXP);
}
if ((mtype == MT_SOLBRNR) && ((gfxflags & 0x0080) == 0)) {
gfxflags |= 0x0080;
ILoadMissileGFX(MF_CFLARE);
ILoadMissileGFX(MF_CFLAREXP);
}
if ((mtype == MT_LICH) && ((gfxflags & 0x0100) == 0))
{
gfxflags |= 0x0100;
ILoadMissileGFX(MF_ORANGEFLARE);
ILoadMissileGFX(MF_ORANGEEXPLOSION);
}
if ((mtype == MT_LICH2) && ((gfxflags & 0x0200) == 0))
{
gfxflags |= 0x0200;
ILoadMissileGFX(MF_YELLOWFLARE);
ILoadMissileGFX(MF_YELLOWEXPLOSION);
}
if ((mtype == MT_EYE || mtype == MT_BONED2) && ((gfxflags & 0x0400) == 0))
{
gfxflags |= 0x0400;
ILoadMissileGFX(MF_BLUE2FLARE);
}
if ((mtype == MT_EYE2) && ((gfxflags & 0x0800) == 0))
{
gfxflags |= 0x0800;
ILoadMissileGFX(MF_REDFLARE);
ILoadMissileGFX(MF_REDEXPLOSION);
}
if ((mtype == MT_EYE) && ((gfxflags & 0x1000) == 0))
{
gfxflags |= 0x1000;
ILoadMissileGFX(MF_BLUEEXPLOSION);
}
if ((mtype == MT_BONED2) && ((gfxflags & 0x2000) == 0))
{
gfxflags |= 0x2000;
ILoadMissileGFX(MF_BLUE2EXPLOSION);
}
if (mtype == MT_DIABLO)
ILoadMissileGFX(MF_FIREPLAR);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void ClearMVars(int i)
{
app_assert((DWORD)i < MAXMONSTERS);
monster[i]._mVar1 = 0;
monster[i]._mVar2 = 0;
monster[i]._mVar3 = 0;
monster[i]._mVar4 = 0;
monster[i]._mVar5 = 0;
monster[i]._mVar6 = 0;
monster[i]._mVar7 = 0;
monster[i]._mVar8 = 0;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void InitMonster(int i, int rd, int mtype, int x, int y)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert((DWORD)mtype < MAX_LVLMTYPES);
CMonster *monst = &Monsters[mtype];
app_assert(monst->MData != NULL);
monster[i]._mdir = rd;
monster[i]._mx = x;
monster[i]._my = y;
monster[i]._mfutx = x;
monster[i]._mfuty = y;
monster[i]._moldx = x;
monster[i]._moldy = y;
monster[i]._mMTidx = mtype;
monster[i]._mmode = MM_STAND;
monster[i].mName = monst->MData->mName;
monster[i].MType = monst;
monster[i].MData = monst->MData;
monster[i]._mAnimData = monst->Anims[MA_STAND].Cels[rd];
monster[i]._mAnimDelay = monst->Anims[MA_STAND].Rate;
monster[i]._mAnimCnt = random(88, monster[i]._mAnimDelay - 1);
monster[i]._mAnimLen = monst->Anims[MA_STAND].Frames;
monster[i]._mAnimFrame = random(88, monster[i]._mAnimLen - 1) + 1;
if (monst->mtype == MT_DIABLO) {
// monster[i]._mmaxhp = (random(88, 1666 - 1666 + 1) + 1666) << HP_SHIFT;
monster[i]._mmaxhp = (random(88, 3333 - 3333 + 1) + 3333) << HP_SHIFT;
} else {
monster[i]._mmaxhp = (random(88, monst->mMaxHP - monst->mMinHP + 1) + monst->mMinHP) << HP_SHIFT;
}
/* if (gbMaxPlayers != 1)
monster[i]._mmaxhp = (monster[i]._mmaxhp * MPMM[gbActivePlayers-1]) / 100;
else
monster[i]._mmaxhp = monster[i]._mmaxhp >> 1;
if (monster[i]._mmaxhp < (1 << HP_SHIFT)) monster[i]._mmaxhp = 1 << HP_SHIFT;*/
if (gbMaxPlayers == 1) {
monster[i]._mmaxhp = monster[i]._mmaxhp >> 1;
if (monster[i]._mmaxhp < (1 << HP_SHIFT)) monster[i]._mmaxhp = 1 << HP_SHIFT;
}
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i]._mAi = monst->MData->mAi;
monster[i]._mint = monst->MData->mInt;
monster[i]._mgoal = MG_ATTACK;
monster[i]._mgoalvar1 = 0;
monster[i]._mgoalvar2 = 0;
monster[i]._mgoalvar3 = 0;
monster[i]._mgoalvar4 = 0;
monster[i]._pathcount = 0;
monster[i]._mDelFlag = FALSE;
monster[i]._uniqtype = 0;
monster[i]._msquelch = 0;
monster[i].mlid = 0;
monster[i]._mRndSeed = GetRndSeed();
monster[i]._mAISeed = GetRndSeed();
monster[i].mWhoHit = 0;
monster[i].mLevel = monst->MData->mLevel;
monster[i].mExp = monst->MData->mExp;
monster[i].mHit = monst->MData->mHit;
monster[i].mMinDamage = monst->MData->mMinDamage;
monster[i].mMaxDamage = monst->MData->mMaxDamage;
monster[i].mHit2 = monst->MData->mHit2;
monster[i].mMinDamage2 = monst->MData->mMinDamage2;
monster[i].mMaxDamage2 = monst->MData->mMaxDamage2;
monster[i].mArmorClass = monst->MData->mArmorClass;
monster[i].mMagicRes = monst->MData->mMagicRes;
monster[i].leader = 0;
monster[i].leaderflag = 0;
monster[i]._mFlags = monst->MData->mFlags;
monster[i].mtalkmsg = 0;
if (monster[i]._mAi == AI_GARG)
{
monster[i]._mAnimData = monst->Anims[MA_SPECIAL].Cels[rd];
monster[i]._mAnimFrame = 1;
monster[i]._mFlags |= MFLAG_STILL;
monster[i]._mmode = MM_SATTACK;
}
if (gnDifficulty == D_NIGHTMARE) {
monster[i]._mmaxhp = (monster[i]._mmaxhp * 3) + (((gbMaxPlayers == 1) ? 50 : 100) << HP_SHIFT);
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mLevel += 15;
monster[i].mExp = (monster[i].mExp << 1) + 2000;
monster[i].mHit += 85;
monster[i].mMinDamage = (monster[i].mMinDamage * 2) + 4;
monster[i].mMaxDamage = (monster[i].mMaxDamage * 2) + 4;
monster[i].mHit2 += 85;
monster[i].mMinDamage2 = (monster[i].mMinDamage2 * 2) + 4;
monster[i].mMaxDamage2 = (monster[i].mMaxDamage2 * 2) + 4;
monster[i].mArmorClass += 50;
}
else if (gnDifficulty == D_HELL) {
monster[i]._mmaxhp = (monster[i]._mmaxhp * 4) + (((gbMaxPlayers == 1) ? 100 : 200) << HP_SHIFT);
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mLevel += 30;
monster[i].mExp = (monster[i].mExp << 2) + 4000;
monster[i].mHit += 120;
monster[i].mMinDamage = (monster[i].mMinDamage * 4) + 6;
monster[i].mMaxDamage = (monster[i].mMaxDamage * 4) + 6;
monster[i].mHit2 += 120;
monster[i].mMinDamage2 = (monster[i].mMinDamage2 * 4) + 6;
monster[i].mMaxDamage2 = (monster[i].mMaxDamage2 * 4) + 6;
monster[i].mArmorClass += 80;
monster[i].mMagicRes = monst->MData->mMagicRes2;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void ClrAllMonsters()
{
int i;
MonsterStruct *Monst;
for (i = 0; i < MAXMONSTERS; ++i) {
Monst = &monster[i];
ClearMVars(i);
//track down freeloaders from previous levels by making them obvious
Monst->mName = sgszInvalidMonstName;
Monst->_mgoal = 0;
Monst->_mmode = MM_STAND;
Monst->_mVar1 = MM_STAND;
Monst->_mVar2 = 0;
Monst->_mx = 0;
Monst->_my = 0;
Monst->_mfutx = 0;
Monst->_mfuty = 0;
Monst->_moldx = 0;
Monst->_moldy = 0;
Monst->_mdir = random(89, 8);
Monst->_mxvel = 0;
Monst->_myvel = 0;
Monst->_mAnimData = NULL;
Monst->_mAnimDelay = 0;
Monst->_mAnimCnt = 0;
Monst->_mAnimLen = 0;
Monst->_mAnimFrame = 0;
Monst->_mFlags = 0;
Monst->_mDelFlag = FALSE;
Monst->_menemy = random(89, gbActivePlayers);
Monst->_menemyx = plr[Monst->_menemy]._pfutx;
Monst->_menemyy = plr[Monst->_menemy]._pfuty;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL MonstPlace(int xp, int yp) {
if (xp < 0 || xp >= DMAXX || yp < 0 || yp >= DMAXY) return FALSE;
if (dMonster[xp][yp] != 0) return FALSE;
if (dPlayer[xp][yp] != 0) return FALSE;
if (dFlags[xp][yp] & BFLAG_MONSTACTIVE) return FALSE;
if (dFlags[xp][yp] & BFLAG_SETPC) return FALSE;
if (SolidLoc(xp,yp)) return FALSE;
return TRUE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void PlaceMonster(int i, int mtype, int x, int y)
{
int rd;
// stoopid hack to NEVER get duplicate Na-Kruls
if (Monsters[mtype].mtype == MT_NKR)
{
int monstindex;
for (monstindex = 0; monstindex < nummonsters; ++monstindex)
if (monster[monstindex]._mMTidx == mtype ||
monster[monstindex].MType->mtype == MT_NKR)
return;
}
dMonster[x][y] = i + 1;
rd = random(90, 8);
InitMonster(i, rd, mtype, x, y);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void LoadUniMonstTrans(int uid)
{
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void PlaceUniqueMonst(int uniqindex, int miniontype, int packsize)
{
app_assert((DWORD)nummonsters < MAXMONSTERS);
UniqMonstStruct *Uniq = &UniqMonst[uniqindex];
MonsterStruct *Monst = &monster[nummonsters];
int xp,yp;
int x,y;
BOOL done;
int count, count2;
char filestr[64];
done = FALSE;
count2 = 0;
int uniqtype;
// Check if too many uniques. Limit is unique palette translation table size
if((uniquetrans << 8) + 4864 >= LIGHTSIZE)
return;
// find the index of the monster graphics
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (uniqtype = 0; uniqtype < nummtypes; ++uniqtype)
if (Monsters[uniqtype].mtype == UniqMonst[uniqindex].mtype) break;
app_assert(uniqtype < nummtypes);
do
{
xp = random(91, DMAXX - DIRTEDGE) + (DIRTEDGED2);
yp = random(91, DMAXY - DIRTEDGE) + (DIRTEDGED2);
count = 0;
for(x = xp-3; x < xp+3; ++x)
for(y = yp-3; y < yp+3; ++y)
if(InBounds(x,y) && MonstPlace(x,y))
++count;
} while((count < 9 // try finding a clear spot
&& ++count2 < 1000) // avoid infinite loop
|| !MonstPlace(xp,yp)); // make sure there's at least
// a spot for the leader
if(uniqindex == MU_SNOTSPIL) {
xp = (setpc_x << 1) + DIRTEDGED2 + 8;
yp = (setpc_y << 1) + DIRTEDGED2 + 12;
}
if(uniqindex == MU_WARLORD) {
xp = (setpc_x << 1) + DIRTEDGED2 + 6;
yp = (setpc_y << 1) + DIRTEDGED2 + 7;
}
if(uniqindex == MU_ZHAR) {
int i;
BOOL zharflag = TRUE;
for (i = 0; i < themeCount; ++i) {
if ((i == zharlib) && (zharflag == TRUE)) {
zharflag = FALSE;
xp = ((themeLoc[i].x << 1) + DIRTEDGED2)+4;
yp = ((themeLoc[i].y << 1) + DIRTEDGED2)+4;
}
}
}
if (gbMaxPlayers == 1) {
if(uniqindex == MU_LAZARUS) {
xp = 32;
yp = 46;
}
if(uniqindex == MU_REDVEX) {
xp = 40;
yp = 45;
}
if(uniqindex == MU_BLKJADE) {
xp = 38;
yp = 49;
}
if(uniqindex == MU_SKELKING) {
xp = 35;
yp = 47;
}
} else {
if(uniqindex == MU_LAZARUS) {
xp = (setpc_x << 1) + DIRTEDGED2 + 3;
yp = (setpc_y << 1) + DIRTEDGED2 + 6;
}
if(uniqindex == MU_REDVEX) {
xp = (setpc_x << 1) + DIRTEDGED2 + 5;
yp = (setpc_y << 1) + DIRTEDGED2 + 3;
}
if(uniqindex == MU_BLKJADE) {
xp = (setpc_x << 1) + DIRTEDGED2 + 5;
yp = (setpc_y << 1) + DIRTEDGED2 + 9;
}
}
if (uniqindex == MU_CLEAVER) {
done = FALSE;
// Find certain tile where Butcher goes
for (yp = 0; yp < DMAXY && !done; ++yp)
for (xp = 0; xp < DMAXX && !done; ++xp)
done = (dPiece[xp][yp] == 367);
// NOTE: xp and yp get incremented an extra time after done=TRUE, but
// coincidentally, that's where we want to place butcher
}
if (uniqindex == MU_NAKRUL)
{
if (Na_Krul.x == 0 || Na_Krul.y == 0)
{
Na_Krul.MIndex = -1;
return;
}
xp = Na_Krul.x - 2;
yp = Na_Krul.y;
Na_Krul.MIndex = nummonsters;
}
PlaceMonster(nummonsters, uniqtype, xp, yp);
Monst->_uniqtype = uniqindex+1;
if (Uniq->mlevel != 0) Monst->mLevel = Uniq->mlevel*2;
else Monst->mLevel += 5;
Monst->mExp = (Monst->mExp*2);
Monst->mName = Uniq->mName;
Monst->_mmaxhp = Uniq->mmaxhp << HP_SHIFT;
/* if (gbMaxPlayers != 1)
Monst->_mmaxhp = (Monst->_mmaxhp * MPMM[gbActivePlayers-1]) / 100;
else
Monst->_mmaxhp = Monst->_mmaxhp >> 1;
if (Monst->_mmaxhp < (1 << HP_SHIFT)) Monst->_mmaxhp = 1 << HP_SHIFT;*/
if (gbMaxPlayers == 1) {
Monst->_mmaxhp = Monst->_mmaxhp >> 1;
if (Monst->_mmaxhp < (1 << HP_SHIFT)) Monst->_mmaxhp = 1 << HP_SHIFT;
}
Monst->_mhitpoints = Monst->_mmaxhp;
Monst->_mAi = Uniq->mAi;
Monst->_mint = Uniq->mint;
Monst->mMinDamage = Uniq->mMinDamage;
Monst->mMaxDamage = Uniq->mMaxDamage;
Monst->mMinDamage2 = Uniq->mMinDamage;
Monst->mMaxDamage2 = Uniq->mMaxDamage;
Monst->mMagicRes = Uniq->mMagicRes;
Monst->mtalkmsg = Uniq->mtalkmsg;
// Don't light up the hork demon, it washes him out.
if ( uniqindex == MU_HORKDEMON) {
Monst->mlid = 0;
}
else {
Monst->mlid = AddLight(Monst->_mx, Monst->_my, 3);
}
if ((gbMaxPlayers != 1) && (Monst->_mAi == AI_LAZHELP)) Monst->mtalkmsg = 0;
if (Monst->mtalkmsg != 0) Monst->_mgoal = MG_TALK;
if (gnDifficulty == D_NIGHTMARE) {
Monst->_mmaxhp = (Monst->_mmaxhp * 3) + (((gbMaxPlayers == 1) ? 50 : 100) << HP_SHIFT);
Monst->_mhitpoints = Monst->_mmaxhp;
Monst->mLevel += 15;
Monst->mExp = (Monst->mExp << 1) + 2000;
Monst->mMinDamage = (Monst->mMinDamage * 2) + 4;
Monst->mMaxDamage = (Monst->mMaxDamage * 2) + 4;
Monst->mMinDamage2 = (Monst->mMinDamage2 * 2) + 4;
Monst->mMaxDamage2 = (Monst->mMaxDamage2 * 2) + 4;
}
else if (gnDifficulty == D_HELL) {
Monst->_mmaxhp = (Monst->_mmaxhp * 4) + (((gbMaxPlayers == 1) ? 100 : 200) << HP_SHIFT);
Monst->_mhitpoints = Monst->_mmaxhp;
Monst->mLevel += 30;
Monst->mExp = (Monst->mExp << 2) + 4000;
Monst->mMinDamage = (Monst->mMinDamage * 4) + 6;
Monst->mMaxDamage = (Monst->mMaxDamage * 4) + 6;
Monst->mMinDamage2 = (Monst->mMinDamage2 * 4) + 6;
Monst->mMaxDamage2 = (Monst->mMaxDamage2 * 4) + 6;
}
// Load unique monster translations
sprintf(filestr, "Monsters\\Monsters\\%s.TRN", Uniq->mTFile);
app_assert((uniquetrans << 8) + 4864 < LIGHTSIZE);
LoadFileWithMem(filestr, pLightTbl + (uniquetrans << 8) + 4864);
Monst->_uniqtrans = uniquetrans;
++uniquetrans;
if(Uniq->mUnqAttr & UN_H)
{
Monst->mHit = Uniq->mUnqVar1;
Monst->mHit2 = Uniq->mUnqVar1;
}
if(Uniq->mUnqAttr & UN_A)
{
Monst->mArmorClass = Uniq->mUnqVar1;
}
++nummonsters;
if(Uniq->mUnqAttr & UN_PACK)
{
PlaceGroup(miniontype, packsize, Uniq->mUnqAttr, nummonsters-1);
}
// quick fix for monsters that were gargoyles before they became unique
if (Monst->_mAi != AI_GARG)
{
Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
Monst->_mAnimFrame = random(88, Monst->_mAnimLen - 1) + 1;
Monst->_mFlags &= ~MFLAG_STILL;
Monst->_mmode = MM_STAND;
}
}
void Hose_NaKrul()
{
if (currlevel == NA_KRUL_LEVEL)
{
int mi = Na_Krul.MIndex;
if (mi < 0 || mi >= nummonsters)
return;
MonsterStruct *Monst = &monster[mi];
PlayEffect(mi, MS_DEATH);
quests[Q_NA_KRUL]._qlog = FALSE;
Monst->_mmaxhp = Monst->_mmaxhp / 2;
Monst->_mhitpoints = Monst->_mmaxhp;
Monst->mArmorClass -= 50;
Monst->mMagicRes = 0x0000;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
#if !IS_VERSION(SHAREWARE)
static void PlaceUniques()
{
int u;
int mt;
BOOL done;
//uniquetrans = 0;
for(u = 0; UniqMonst[u].mtype != -1; ++u)
{
#if CHEATS
if ((UniqMonst[u].mlevel == currlevel)
|| (UniqMonst[u].mlevel && davedebug)) {
#else
if (UniqMonst[u].mlevel == currlevel) {
#endif
done = FALSE;
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for(mt = 0; mt < nummtypes && !done; ++mt)
done = Monsters[mt].mtype == UniqMonst[u].mtype;
--mt;
if ((u == MU_GARBUD) && (quests[Q_GARBUD]._qactive == QUEST_NOTAVAIL))
done = FALSE;
if ((u == MU_ZHAR) && (quests[Q_ZHAR]._qactive == QUEST_NOTAVAIL))
done = FALSE;
if ((u == MU_SNOTSPIL) && (quests[Q_LTBANNER]._qactive == QUEST_NOTAVAIL))
done = FALSE;
if ((u == MU_LACHDA) && (quests[Q_VEIL]._qactive == QUEST_NOTAVAIL))
done = FALSE;
if ((u == MU_WARLORD) && (quests[Q_WARLORD]._qactive == QUEST_NOTAVAIL))
done = FALSE;
if(done)
{
PlaceUniqueMonst(u, mt, 8);
}
}
}
}
#endif
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
#if !IS_VERSION(SHAREWARE)
static void PlaceQuestMonsters()
{
int skeltype;
byte *setp;
if (!setlevel) {
if (QuestStatus(Q_BUTCHER))
PlaceUniqueMonst(MU_CLEAVER, 0, 0);
if ((currlevel == quests[Q_SKELKING]._qlevel) && (gbMaxPlayers != 1))
{
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (skeltype = 0; skeltype < nummtypes; ++skeltype)
if (IsSkel(Monsters[skeltype].mtype)) break;
app_assert(skeltype < nummtypes);
PlaceUniqueMonst(MU_SKELKING, skeltype, 30);
}
if (QuestStatus(Q_LTBANNER))
{
setp = LoadFileInMemSig("Levels\\L1Data\\Banner1.DUN",NULL,'MONS');
SetMapMonsters(setp, (setpc_x << 1), (setpc_y << 1));
DiabloFreePtr(setp);
}
if (QuestStatus(Q_BLOOD))
{
setp = LoadFileInMemSig("Levels\\L2Data\\Blood2.DUN", NULL, 'MONS');
SetMapMonsters(setp, (setpc_x << 1), (setpc_y << 1));
DiabloFreePtr(setp);
}
if (QuestStatus(Q_BLIND))
{
setp = LoadFileInMemSig("Levels\\L2Data\\Blind2.DUN", NULL, 'MONS');
SetMapMonsters(setp, (setpc_x << 1), (setpc_y << 1));
DiabloFreePtr(setp);
}
if (QuestStatus(Q_ANVIL))
{
setp = LoadFileInMemSig("Levels\\L3Data\\Anvil.DUN",NULL,'MONS');
SetMapMonsters(setp, ((setpc_x+1) << 1), ((setpc_y+1) << 1));
DiabloFreePtr(setp);
}
if (QuestStatus(Q_WARLORD))
{
setp = LoadFileInMemSig("Levels\\L4Data\\Warlord.DUN",NULL,'MONS');
SetMapMonsters(setp, (setpc_x << 1), (setpc_y << 1));
DiabloFreePtr(setp);
AddMonsterType(UniqMonst[MU_WARLORD].mtype, MPFLAG_SCATTER); // to allow scatterable monst of mtype
}
if (QuestStatus(Q_VEIL))
{
AddMonsterType(UniqMonst[MU_LACHDA].mtype, MPFLAG_SCATTER); // to allow scatterable monst of mtype
}
if (QuestStatus(Q_ZHAR)) {
if (zharlib == -1)
quests[Q_ZHAR]._qactive = QUEST_NOTAVAIL;
}
if ((currlevel == quests[Q_BETRAYER]._qlevel) && (gbMaxPlayers != 1)) {
AddMonsterType(UniqMonst[MU_LAZARUS].mtype, MPFLAG_UNIQ);
AddMonsterType(UniqMonst[MU_REDVEX].mtype, MPFLAG_UNIQ);
PlaceUniqueMonst(MU_LAZARUS, 0, 0);
PlaceUniqueMonst(MU_REDVEX, 0, 0);
PlaceUniqueMonst(MU_BLKJADE, 0, 0);
setp = LoadFileInMemSig("Levels\\L4Data\\Vile1.DUN",NULL,'MONS');
SetMapMonsters(setp, (setpc_x << 1), (setpc_y << 1));
DiabloFreePtr(setp);
}
if (currlevel == NA_KRUL_LEVEL)
{
//if ((quests[Q_NA_KRUL]._qactive != QUEST_NOTAVAIL) &&
// (quests[Q_NA_KRUL]._qlog))
{
int numminions = 2;
if (gnDifficulty == D_NIGHTMARE)
numminions = 4;
else if (gnDifficulty == D_HELL)
numminions = 6;
// see if we already have a Na-Krul
Na_Krul.MIndex = -1;
int uniqtype;
for (uniqtype = 0; uniqtype < nummtypes; ++uniqtype)
if (Monsters[uniqtype].mtype == UniqMonst[MU_NAKRUL].mtype) break;
if (uniqtype < nummtypes)
{
int monstindex;
for (monstindex = 0; monstindex < nummonsters; ++monstindex)
{
if (monster[monstindex]._uniqtype != 0 ||
monster[monstindex]._mMTidx == uniqtype)
{
Na_Krul.MIndex = monstindex;
break;
}
}
}
if (Na_Krul.MIndex == -1) // didn't find
{
PlaceUniqueMonst(MU_NAKRUL, 0, 0);
}
}
}
}
else if (setlvlnum == SL_SKELKING) {
PlaceUniqueMonst(MU_SKELKING, 0, 0);
}
}
#endif
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void PlaceGroup(int mtype, int num, BOOL leaderf, int leader)
{
int xp, yp;
int x1, y1;
int j;
int placed = 0;
int try1 = 0;
int try2;
int rd;
app_assert((DWORD)leader < MAXMONSTERS);
do
{
// Clear out the subset placed last time through the loop
while(placed)
{
--nummonsters;
--placed;
app_assert((DWORD)nummonsters < MAXMONSTERS);
app_assert((DWORD)monster[nummonsters]._mx < MAXDUNX);
app_assert((DWORD)monster[nummonsters]._my < MAXDUNY);
dMonster[monster[nummonsters]._mx][monster[nummonsters]._my] = 0;
}
if(leaderf & UN_PACK)
{
rd = random(92, 8);
x1 = xp = monster[leader]._mx + offset_x[rd];
y1 = yp = monster[leader]._my + offset_y[rd];
}
else
{
do
{
x1 = xp = random(93, DMAXX - DIRTEDGE) + (DIRTEDGED2);
y1 = yp = random(93, DMAXY - DIRTEDGE) + (DIRTEDGED2);
} while (!MonstPlace(xp, yp));
}
if ((nummonsters + num) > totalmonsters) num = totalmonsters - nummonsters;
j = 0;
try2 = 0;
while (j < num && try2 < 100) {
if (MonstPlace(xp, yp) && (dTransVal[xp][yp] == dTransVal[x1][y1])
&& !((leaderf & UN_STICK) && !DIST(xp-x1,yp-y1,4))) {
PlaceMonster(nummonsters, mtype, xp, yp);
if(leaderf & UN_PACK)
{
monster[nummonsters]._mmaxhp *= 2;
monster[nummonsters]._mhitpoints = monster[nummonsters]._mmaxhp;
monster[nummonsters]._mint = monster[leader]._mint;
if (leaderf & UN_STICK)
{
monster[nummonsters].leader = leader;
monster[nummonsters].leaderflag = PACK_MEMBER;
monster[nummonsters]._mAi = monster[leader]._mAi;
}
// quick fix for monsters that were gargoyles before they became unique
if (monster[nummonsters]._mAi != AI_GARG)
{
monster[nummonsters]._mAnimData = monster[nummonsters].MType->Anims[MA_STAND].Cels[monster[nummonsters]._mdir];
monster[nummonsters]._mAnimFrame = random(88, monster[nummonsters]._mAnimLen - 1) + 1;
monster[nummonsters]._mFlags &= ~MFLAG_STILL;
monster[nummonsters]._mmode = MM_STAND;
}
}
++nummonsters;
++placed;
++j;
}
else
++try2;
xp += offset_x[random(94, 8)];
yp += offset_x[random(94, 8)];
}
} while((placed < num) && (++try1 < 10));
if(leaderf & UN_STICK)
monster[leader].packsize = placed;
}
/*-----------------------------------------------------------------------**
**-----------------------------------------------------------------------*/
#if !IS_VERSION(SHAREWARE)
void LoadDiabMonsts()
{
BYTE *pSetPiece;
int xx, yy;
pSetPiece = LoadFileInMemSig("Levels\\L4Data\\diab1.DUN",NULL,'STPC');
xx = (diabquad1x << 1);
yy = (diabquad1y << 1);
SetMapMonsters(pSetPiece, xx, yy);
DiabloFreePtr(pSetPiece);
pSetPiece = LoadFileInMemSig("Levels\\L4Data\\diab2a.DUN",NULL,'STPC');
xx = (diabquad2x << 1);
yy = (diabquad2y << 1);
SetMapMonsters(pSetPiece, xx, yy);
DiabloFreePtr(pSetPiece);
pSetPiece = LoadFileInMemSig("Levels\\L4Data\\diab3a.DUN",NULL,'STPC');
xx = (diabquad3x << 1);
yy = (diabquad3y << 1);
SetMapMonsters(pSetPiece, xx, yy);
DiabloFreePtr(pSetPiece);
pSetPiece = LoadFileInMemSig("Levels\\L4Data\\diab4a.DUN",NULL,'STPC');
xx = (diabquad4x << 1);
yy = (diabquad4y << 1);
SetMapMonsters(pSetPiece, xx, yy);
DiabloFreePtr(pSetPiece);
}
#endif
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void InitMonsters ()
{
int i, mtype;
int na, nt;
int scattertypes[LASTMT];
int numscattypes = 0;
long fv,j;
int numplacemonsters;
int s,t;
void DaveCheck2();
if (gbMaxPlayers != 1) DaveCheck2();
// add 4 golem places first
// WARNING!! IF YOU CHANGE THIS YOU MUST TEST POSION WATER QUEST!!!
if (!setlevel) {
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
}
// We will place the monsters seperately for 16
#if !IS_VERSION(SHAREWARE)
if (!setlevel && currlevel == 16) {
LoadDiabMonsts();
}
#endif
// Monsters are not placed where bFlags[][] & BFLAG_MONSTACTIVE is set
// This prevents: 1) Monsters attacking players as they enter dungeon
// 2) Monsters setting off traps
nt = numtrigs;
if (currlevel == 15) nt = 1;
for (i = 0; i < nt; ++i)
{
for (s = -2; s < 2; ++s)
for (t = -2; t < 2; ++t)
DoVision(trigs[i]._tx + s, trigs[i]._ty + t, INITMONSTRAD, FALSE, FALSE);
}
#if !IS_VERSION(SHAREWARE)
PlaceQuestMonsters();
#endif
if (!setlevel)
{
#if !IS_VERSION(SHAREWARE)
PlaceUniques(); // Place uniques before any other monsters
#endif
// Calc a volume of monsters
fv = 0;
for (i = DIRTEDGED2; i < (DMAXY - (DIRTEDGED2)); ++i) {
for (j = DIRTEDGED2; j < (DMAXX - (DIRTEDGED2)); ++j) {
if (!SolidLoc(i,j)) ++fv;
}
}
numplacemonsters = fv / MONSTDENSITY;
#if 0 // Debugging = 1, normal = 0
numplacemonsters = 1;
#else
if (gbMaxPlayers != 1) numplacemonsters += (numplacemonsters >> 1);
#endif
if (numplacemonsters + nummonsters > MAXMONSTERS - 10)
numplacemonsters = MAXMONSTERS - 10 - nummonsters;
totalmonsters = nummonsters + numplacemonsters;
#ifndef PACKS_ONLY // switch for debugging pack AI
// Place scattered monsters
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (i = 0; i < nummtypes; ++i)
{
if (Monsters[i].mPlaceFlags & MPFLAG_SCATTER)
scattertypes[numscattypes++] = i;
}
while (nummonsters < totalmonsters) {
mtype = scattertypes[random(95, numscattypes)];
if (currlevel != 1 // no groups on level 1
&& random(95, 2))
{
if (currlevel == 2 || // half-size groups on level 2
(currlevel >= CRYPTSTART && currlevel <= CRYPTEND))
na = random(95, 2) + 2;
else
na = random(95, 3) + 3;
}
else na = 1;
PlaceGroup(mtype, na, FALSE, NULL);
}
#endif // PACKS_ONLY
}
for (i = 0; i < nt; ++i)
{
for (s = -2; s < 2; ++s)
for (t = -2; t < 2; ++t)
DoUnVision(trigs[i]._tx + s, trigs[i]._ty + t, INITMONSTRAD);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void SetMapMonsters(BYTE *pMap, int startx, int starty)
{
int i,j;
WORD rw,rh;
WORD *lm;
int mt,mx,my;
int mtype;
// add 4 golem places first
// WARNING! IF YOU CHANGE THIS YOU MUST TEST THE POISON WATER QUEST!!!!
AddMonsterType(MT_GOLEM, MPFLAG_DONT);
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
AddMonster(1, 0, 0, 0, FALSE);
if ((setlevel) && (setlvlnum == SL_VILEBETRAYER)) {
AddMonsterType(UniqMonst[MU_LAZARUS].mtype, MPFLAG_UNIQ);
AddMonsterType(UniqMonst[MU_REDVEX].mtype, MPFLAG_UNIQ);
AddMonsterType(UniqMonst[MU_BLKJADE].mtype, MPFLAG_UNIQ);
PlaceUniqueMonst(MU_LAZARUS, 0, 0);
PlaceUniqueMonst(MU_REDVEX, 0, 0);
PlaceUniqueMonst(MU_BLKJADE, 0, 0);
}
lm = (WORD *)pMap;
rw = *(lm++);
rh = *(lm++);
// Skip map
lm += rw * rh;
// Convert to index mini tile level instead of mega
rw = rw << 1;
rh = rh << 1;
// Skip treasure map
lm += rw * rh;
for (j = 0; j < rh; ++j) {
for (i = 0; i < rw; ++i) {
if (*lm != 0) {
mt = *lm;
mt = MonstConvTbl[mt-1];
mtype = AddMonsterType(mt, MPFLAG_DONT);
mx = i + DIRTEDGED2 + startx;
my = j + DIRTEDGED2 + starty;
PlaceMonster(nummonsters++, mtype, mx, my);
}
++lm;
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void DeleteMonster(int i)
{
int temp;
app_assert((DWORD)(nummonsters-1) < MAXMONSTERS);
app_assert((DWORD)i < MAXMONSTERS);
temp = monstactive[--nummonsters];
monstactive[nummonsters] = monstactive[i];
monstactive[i] = temp;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int AddMonster(int x, int y, int dir, int mtype, BOOL InMap)
{
int i;
if (nummonsters < MAXMONSTERS) {
i = monstactive[nummonsters++];
if (InMap) dMonster[x][y] = i + 1;
InitMonster(i, dir, mtype, x, y);
return i;
} else return -1;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void CloneMonster(int m)
{
if (monster[m].MType == NULL)
return;
int oldx = monster[m]._mx;
int oldy = monster[m]._my;
int dir = monster[m]._mdir;
// try to find a place to put a new monster, next to old monster
int x, y, theta;
for (theta = 0; theta < 8; ++theta)
{
x = oldx + offset_x[theta];
y = oldy + offset_y[theta];
if (SolidLoc(x, y) || dPlayer[x][y] || dMonster[x][y])
continue;
if (!dObject[x][y])
break;
int oi = (dObject[x][y] > 0) ? (dObject[x][y] - 1) : -(dObject[x][y] + 1);
if (!object[oi]._oSolidFlag)
break;
}
if (theta >= 8) // no space
return;
int mtype = monster[m].MType->mtype;
for (int i=0; i < MAX_LVLMTYPES; ++i)
{
if (Monsters[i].mtype == mtype)
break;
}
if (i < MAX_LVLMTYPES)
AddMonster(x, y, dir, i, TRUE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void NewMonsterAnim(int i, AnimStruct &anim, int md)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert((DWORD)md < 8);
MonsterStruct *Monst = &monster[i];
Monst->_mAnimData = anim.Cels[md];
Monst->_mAnimLen = anim.Frames;
Monst->_mAnimFrame = 1;
Monst->_mAnimCnt = 0;
Monst->_mAnimDelay = anim.Rate;
Monst->_mdir = md;
Monst->_mFlags &= ~(MFLAG_BACKWARDS|MFLAG_STILL);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_Ranged (int i)
{
app_assert((DWORD)i < MAXMONSTERS);
if (monster[i]._mAi == AI_SKELBOW ||
monster[i]._mAi == AI_GOATBOW ||
monster[i]._mAi == AI_SUCC ||
monster[i]._mAi == AI_LAZHELP) return TRUE;
return FALSE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_Talker (int i)
{
app_assert((DWORD)i < MAXMONSTERS);
if (monster[i]._mAi == AI_LAZURUS ||
monster[i]._mAi == AI_WARLORD ||
monster[i]._mAi == AI_GARBUD ||
monster[i]._mAi == AI_ZHAR ||
monster[i]._mAi == AI_SNOTSPIL ||
monster[i]._mAi == AI_LACHDANAN ||
monster[i]._mAi == AI_LAZHELP) return TRUE;
return FALSE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_Enemy (int i)
{
int j;
int pnum, closest;
int bestdist;
bool bestsameroom;
app_assert((DWORD)i < MAXMONSTERS);
MonsterStruct *Monst = &monster[i];
BYTE enemyx,enemyy;
closest = -1;
bestdist = -1;
bestsameroom = false;
if (Monst->_mFlags & MFLAG_BERSERK
|| !(Monst->_mFlags & MFLAG_MKILLER) ) {
for(pnum = 0; pnum < MAX_PLRS; ++pnum) {
if (!plr[pnum].plractive
|| currlevel != plr[pnum].plrlevel
|| plr[pnum]._pLvlChanging
|| ((plr[pnum]._pHitPoints >> HP_SHIFT) == 0) )
continue;
bool const sameroom = (dTransVal[Monst->_mx][Monst->_my] == dTransVal[plr[pnum]._px][plr[pnum]._py]);
int const dist = max(abs(Monst->_mx - plr[pnum]._px), abs(Monst->_my - plr[pnum]._py));
if ((sameroom && !bestsameroom) || ((sameroom || !bestsameroom) && dist < bestdist) || closest == -1) {
Monst->_mFlags &= ~MFLAG_MID;
// Monst->_mFlags &= ~MFLAG_MKILLER;
closest = pnum;
enemyx = plr[pnum]._pfutx;
enemyy = plr[pnum]._pfuty;
bestdist = dist;
bestsameroom = sameroom;
}
}
}
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for (j = 0; j < nummonsters; ++j) {
int const mi = monstactive[j];
if ((mi != i) &&
((monster[mi]._mhitpoints >> HP_SHIFT) > 0) &&
((monster[mi]._mx != 1) || (monster[mi]._my != 0)) && // special confus-o-matic code for inactive golum
((!M_Talker(mi)) || monster[mi].mtalkmsg == 0) &&
/*(DIST((monster[mi]._mx - Monst->_mx),(monster[mi]._my - Monst->_my),2)) &&*/
((Monst->_mFlags & MFLAG_MKILLER) || (Monst->_mFlags & MFLAG_BERSERK) ||
((DIST((monster[mi]._mx - Monst->_mx),(monster[mi]._my - Monst->_my),2)) || (M_Ranged(i)))) &&
(Monst->_mFlags & MFLAG_MKILLER || (Monst->_mFlags & MFLAG_BERSERK)
|| monster[mi]._mFlags & MFLAG_MKILLER)) {
bool const sameroom = (dTransVal[Monst->_mx][Monst->_my] == dTransVal[monster[mi]._mx][monster[mi]._my]);
int const dist = max(abs(Monst->_mx - monster[mi]._mx), abs(Monst->_my - monster[mi]._my));
if ((sameroom && !bestsameroom) || ((sameroom || !bestsameroom) && dist < bestdist) || closest == -1) {
Monst->_mFlags |= MFLAG_MID;
closest = mi;
enemyx = monster[mi]._mfutx;
enemyy = monster[mi]._mfuty;
bestdist = dist;
bestsameroom = sameroom;
}
}
}
// everyone dead?
if (closest != -1)
{
Monst->_menemy = closest;
Monst->_menemyx = enemyx;
Monst->_menemyy = enemyy;
Monst->_mFlags &= ~MFLAG_NOENEMY;
}
else
Monst->_mFlags |= MFLAG_NOENEMY;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static int M_GetDir(int i)
{
app_assert((DWORD)i < MAXMONSTERS);
return GetDirection(monster[i]._mx, monster[i]._my, monster[i]._menemyx, monster[i]._menemyy);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_CheckEFlag(int i)
{
int tx,ty,tv;
int t;
WORD *mt;
app_assert((DWORD)i < MAXMONSTERS);
tx = monster[i]._mx - 1;
ty = monster[i]._my + 1;
tv = 0;
mt = &(dMT[tx][ty].mt[0]);
for(t = 2; t < 10; ++t)
tv |= mt[t];
tv |= dSpecial[tx][ty];
if (tv != 0) monster[i]._meflag = 1;
else monster[i]._meflag = 0;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_StartStand(int i, int md)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
ClearMVars(i);
if (monster[i].MType->mtype == MT_GOLEM)
NewMonsterAnim(i, monster[i].MType->Anims[MA_WALK], md);
else
NewMonsterAnim(i, monster[i].MType->Anims[MA_STAND], md);
monster[i]._mVar1 = monster[i]._mmode;
monster[i]._mVar2 = 0; // count how long he's been standing
monster[i]._mmode = MM_STAND;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
// Pick nearest enemy
M_Enemy(i);
}
/*-----------------------------------------------------------------------*
* M_StartDelay
*
* Keeps monster in Stand animation for len frames
* Monster must be in Stand mode before entering Delay mode
**-----------------------------------------------------------------------*/
static void M_StartDelay(int i, int len)
{
if(len > 0)
{
if (monster[i]._mAi == AI_LAZURUS) return;
app_assert((DWORD)i < MAXMONSTERS);
monster[i]._mVar2 = len;
monster[i]._mmode = MM_DELAY;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartSpStand(int i, int md)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_SPSTAND;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartWalk(int i, int xvel, int yvel, int xadd, int yadd, int EndDir)
{
long fx,fy;
int pn;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
fx = monster[i]._mx + xadd;
fy = monster[i]._my + yadd;
app_assert((DWORD)fx < MAXDUNX);
app_assert((DWORD)fy < MAXDUNY);
pn = dPiece[fx][fy] - 1;
dMonster[fx][fy] = -1 - i;
monster[i]._mmode = MM_WALK;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mfutx = fx;
monster[i]._mfuty = fy;
monster[i]._mxvel = xvel;
monster[i]._myvel = yvel;
monster[i]._mVar1 = xadd;
monster[i]._mVar2 = yadd;
monster[i]._mVar3 = EndDir;
monster[i]._mdir = EndDir;
NewMonsterAnim(i, monster[i].MType->Anims[MA_WALK], EndDir);
monster[i]._mVar6 = 0;
monster[i]._mVar7 = 0;
monster[i]._mVar8 = 0;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartWalk2(int i, int xvel, int yvel, int xoff, int yoff,
int xadd, int yadd, int EndDir)
{
long fx,fy;
int pn;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
fx = monster[i]._mx + xadd;
fy = monster[i]._my + yadd;
app_assert((DWORD)fx < MAXDUNX);
app_assert((DWORD)fy < MAXDUNY);
pn = dPiece[fx][fy] - 1;
app_assert((DWORD)monster[i]._mx < MAXDUNX);
app_assert((DWORD)monster[i]._my < MAXDUNY);
dMonster[monster[i]._mx][monster[i]._my] = -1 - i;
monster[i]._mVar1 = monster[i]._mx;
monster[i]._mVar2 = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mx = fx;
monster[i]._my = fy;
monster[i]._mfutx = fx;
monster[i]._mfuty = fy;
dMonster[fx][fy] = i + 1;
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0) {
ChangeLightXY(monster[i].mlid, monster[i]._mx, monster[i]._my);
}
monster[i]._mxoff = xoff;
monster[i]._myoff = yoff;
monster[i]._mmode = MM_WALK2;
monster[i]._mxvel = xvel;
monster[i]._myvel = yvel;
monster[i]._mVar3 = EndDir;
monster[i]._mdir = EndDir;
NewMonsterAnim(i, monster[i].MType->Anims[MA_WALK], EndDir);
monster[i]._mVar6 = xoff << 4;
monster[i]._mVar7 = yoff << 4;
monster[i]._mVar8 = 0;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartWalk3(int i, int xvel, int yvel, int xoff, int yoff,
int xadd, int yadd, int txa, int tya, int EndDir)
{
long fx,fy;
long tx,ty;
int pn, pn2;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
fx = monster[i]._mx + xadd;
fy = monster[i]._my + yadd;
tx = monster[i]._mx + txa; // Temp location for drawing
ty = monster[i]._my + tya;
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0) {
ChangeLightXY(monster[i].mlid, tx, ty);
}
app_assert((DWORD)fx < MAXDUNX);
app_assert((DWORD)fy < MAXDUNY);
pn = dPiece[fx][fy] - 1;
pn2 = dPiece[tx][ty] - 1;
app_assert((DWORD)monster[i]._mx < MAXDUNX);
app_assert((DWORD)monster[i]._my < MAXDUNY);
dMonster[monster[i]._mx][monster[i]._my] = -1 - i;
dMonster[fx][fy] = -1 - i;
monster[i]._mVar4 = tx;
monster[i]._mVar5 = ty;
dFlags[tx][ty] |= BFLAG_MONSTLR;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mfutx = fx;
monster[i]._mfuty = fy;
monster[i]._mxoff = xoff;
monster[i]._myoff = yoff;
monster[i]._mmode = MM_WALK3;
monster[i]._mxvel = xvel;
monster[i]._myvel = yvel;
monster[i]._mVar1 = fx;
monster[i]._mVar2 = fy;
monster[i]._mVar3 = EndDir;
monster[i]._mdir = EndDir;
NewMonsterAnim(i, monster[i].MType->Anims[MA_WALK], EndDir);
monster[i]._mVar6 = xoff << 4;
monster[i]._mVar7 = yoff << 4;
monster[i]._mVar8 = 0;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartAttack(int i)
{
int md;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
md = M_GetDir(i);
NewMonsterAnim(i, monster[i].MType->Anims[MA_ATTACK], md);
monster[i]._mmode = MM_ATTACK;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
** Ranged weapons
**-----------------------------------------------------------------------*/
static void M_StartRAttack(int i, int missile_type, int dam)
{
int md;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
md = M_GetDir(i);
NewMonsterAnim(i, monster[i].MType->Anims[MA_ATTACK], md);
monster[i]._mmode = MM_RATTACK;
monster[i]._mVar1 = missile_type;
monster[i]._mVar2 = dam;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
** Ranged Special weapons
**-----------------------------------------------------------------------*/
static void M_StartRSpAttack(int i, int missile_type, int dam)
{
int md;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
md = M_GetDir(i);
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_RSATTACK;
monster[i]._mVar1 = missile_type;
monster[i]._mVar2 = 0;
monster[i]._mVar3 = dam;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartSpAttack(int i)
{
int md;
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
md = M_GetDir(i);
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_SATTACK;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
monster[i]._mdir = md;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
* M_StartEat is the same as M_StartSpAttack except mdir isn't affected
**-----------------------------------------------------------------------*/
static void M_StartEat(int i)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], monster[i]._mdir);
monster[i]._mmode = MM_SATTACK;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
M_CheckEFlag(i);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_ClearSquares(int i)
{
app_assert((DWORD)i < MAXMONSTERS);
int const mx = monster[i]._moldx;
int const my = monster[i]._moldy;
int const mt = -1 - i;
int const mt2 = i + 1;
app_assert((DWORD)(mx+1) < MAXDUNX);
app_assert((DWORD)(my+1) < MAXDUNY);
for (int y = my-1; y <= my+1; ++y) {
for (int x = mx-1; x <= mx+1; ++x) {
if (dMonster[x][y] == mt || dMonster[x][y] == mt2) {
dMonster[x][y] = 0;
}
}
}
dFlags[mx+1][my+0] &= BFMASK_MONSTLR;
dFlags[mx+0][my+1] &= BFMASK_MONSTLR;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_GetKnockback(int i)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
// knock back enemy if you can
int const d = (monster[i]._mdir + 4) & 0x7;
if (DirOK(i, d)) {
M_ClearSquares(i);
monster[i]._moldx += offset_x[d];
monster[i]._moldy += offset_y[d];
NewMonsterAnim(i, monster[i].MType->Anims[MA_GOTHIT], monster[i]._mdir);
monster[i]._mmode = MM_GOTHIT;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mx = monster[i]._moldx;
monster[i]._my = monster[i]._moldy;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
M_CheckEFlag(i);
M_ClearSquares(i);
app_assert((DWORD)monster[i]._mx < MAXDUNX);
app_assert((DWORD)monster[i]._my < MAXDUNY);
dMonster[monster[i]._mx][monster[i]._my] = i + 1;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_StartHit(int i, int pnum, int dam)
{
app_assert((DWORD)i < MAXMONSTERS);
app_assert(monster[i].MType != NULL);
if (pnum >= 0) monster[i].mWhoHit |= (1 << pnum); // Who damaged me
if (pnum == myplr) {
extern void delta_monster_hp(int mi,long hp,BYTE bLevel);
delta_monster_hp(i,monster[i]._mhitpoints,currlevel);
NetSendCmdMonstDamage(FALSE,i,dam);
}
PlayEffect(i, MS_GOTHIT);
// Sneaky demons always get hit
if (!EquivMonst(monster[i].MType->mtype, MT_SNEAK))
// Other monsters only get hit if damage is severe
//if (((dam >> HP_SHIFT) < (monster[i].mLevel + 3)) && (!(plr[pnum]._pIFlags & IAF_KNOCKBACK)))
if ((dam >> HP_SHIFT) < (monster[i].mLevel + 3))
return;
// Set monster's enemy to be this player
if (pnum >= 0) {
monster[i]._menemy = pnum;
monster[i]._menemyx = plr[pnum]._pfutx;
monster[i]._menemyy = plr[pnum]._pfuty;
monster[i]._mFlags &= ~MFLAG_MID;
monster[i]._mdir = M_GetDir(i);
}
// Check for special hits/teleports
if(monster[i].MType->mtype == MT_BLINK) {
M_Teleport(i);
} else {
if (EquivMonst(monster[i].MType->mtype, MT_NSCAV) ||
monster[i].MType->mtype == MT_GRAVDG) {
// allow it to seek food again.
monster[i]._mgoal = MG_ATTACK;
monster[i]._mgoalvar1 = 0;
monster[i]._mgoalvar2 = 0;
}
}
if (monster[i]._mmode != MM_STONE) {
NewMonsterAnim(i, monster[i].MType->Anims[MA_GOTHIT], monster[i]._mdir);
monster[i]._mmode = MM_GOTHIT;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mx = monster[i]._moldx;
monster[i]._my = monster[i]._moldy;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
M_CheckEFlag(i);
M_ClearSquares(i);
dMonster[monster[i]._mx][monster[i]._my] = i + 1;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_DiabloDeath(int i, BOOL sendmsg)
{
MonsterStruct *Monst = &monster[i];
// disable any other sounds from playing, for dramatic effect
#if !IS_VERSION(SHAREWARE)
PlaySFX(USFX_DIABLOD);
#endif
quests[Q_DIABLO]._qactive = QUEST_DONE;
if (sendmsg) NetSendCmdQuest(TRUE, Q_DIABLO);
sgbSaveSoundOn = gbSoundOn;
gbSoundOn = FALSE;
// disable player processing, so we can take over screen scrolling
gbProcessPlayers = FALSE;
// kill all other monsters on level
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for (int j = 0; j < nummonsters; ++j) {
int const k = monstactive[j];
if (k != i && monster[i]._msquelch) {
NewMonsterAnim(k, monster[k].MType->Anims[MA_DEATH], monster[k]._mdir);
monster[k]._mmode = MM_DEATH;
monster[k]._mxoff = 0;
monster[k]._myoff = 0;
monster[k]._mVar1 = 0;
monster[k]._mx = monster[k]._moldx;
monster[k]._my = monster[k]._moldy;
monster[k]._mfutx = monster[k]._mx;
monster[k]._mfuty = monster[k]._my;
monster[k]._moldx = monster[k]._mx;
monster[k]._moldy = monster[k]._my;
M_CheckEFlag(k);
M_ClearSquares(k);
dMonster[monster[k]._mx][monster[k]._my] = k + 1;
}
}
AddLight(Monst->_mx, Monst->_my, 8);
DoVision(Monst->_mx, Monst->_my, 8, FALSE, TRUE);
// set up scrolling vars
int steps = max(abs(ViewX-Monst->_mx),abs(ViewY-Monst->_my));
steps = min(20, steps);
Monst->_mVar3 = ViewX << 16; // convert to fixed-point
Monst->_mVar4 = ViewY << 16;
// calculate scroll offsets
Monst->_mVar5 = (int)((double)(Monst->_mVar3 - (Monst->_mx << 16))/(double)steps);
Monst->_mVar6 = (int)((double)(Monst->_mVar4 - (Monst->_my << 16))/(double)steps);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M2MStartHit(int mid, int i, int dam)
{
if ((DWORD)mid >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("Invalid monster %d getting hit by monster",mid);
#else
return;
#endif
}
if (monster[mid].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("Monster %d \"%s\" getting hit by monster: MType NULL",mid,monster[mid].mName);
#else
return;
#endif
}
if (i >= 0) monster[i].mWhoHit |= (1 << i); // Who damaged me
extern void delta_monster_hp(int mi,long hp, BYTE bLevel);
delta_monster_hp(mid, monster[mid]._mhitpoints, currlevel);
NetSendCmdMonstDamage(FALSE, mid, dam);
PlayEffect(mid, MS_GOTHIT);
// Sneaky demons always get hit
if (!EquivMonst(monster[mid].MType->mtype, MT_SNEAK))
// Other monsters only get hit if damage is severe
if ((dam >> HP_SHIFT) < (monster[mid].mLevel + 3)) return;
// face plr who hit me
if (i >= 0) monster[mid]._mdir = (monster[i]._mdir + 4) &0x07;
// Check for special hits/teleports
if(monster[mid].MType->mtype == MT_BLINK) {
M_Teleport(mid);
} else {
if (EquivMonst(monster[mid].MType->mtype, MT_NSCAV) ||
monster[mid].MType->mtype == MT_GRAVDG) {
// allow it to seek food again.
monster[mid]._mgoal = MG_ATTACK;
monster[mid]._mgoalvar1 = 0;
monster[mid]._mgoalvar2 = 0;
}
}
if (monster[mid]._mmode != MM_STONE) {
if (monster[mid].MType->mtype != MT_GOLEM) {
NewMonsterAnim(mid, monster[mid].MType->Anims[MA_GOTHIT], monster[mid]._mdir);
monster[mid]._mmode = MM_GOTHIT;
}
monster[mid]._mxoff = 0;
monster[mid]._myoff = 0;
monster[mid]._mx = monster[mid]._moldx;
monster[mid]._my = monster[mid]._moldy;
monster[mid]._mfutx = monster[mid]._mx;
monster[mid]._mfuty = monster[mid]._my;
monster[mid]._moldx = monster[mid]._mx;
monster[mid]._moldy = monster[mid]._my;
M_CheckEFlag(mid);
M_ClearSquares(mid);
dMonster[monster[mid]._mx][monster[mid]._my] = mid + 1;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void MonstKillEffect(int i, BOOL sendmsg)
{
MonsterStruct *Monst = &monster[i];
if (QuestStatus(Q_GARBUD) && (Monst->mName == UniqMonst[MU_GARBUD].mName))
CreateTypeItem(Monst->_mx+1, Monst->_my+1, TRUE, IT_MACE, IMID_NONE, TRUE, FALSE);
else if (Monst->mName == UniqMonst[MU_DEFILER].mName)
{
if (effect_is_playing(HSFX_DEFILER5))
stream_stop();
quests[Q_DEFILER]._qlog = FALSE;
SpawnMap(Monst->_mx, Monst->_my);
}
else if (Monst->mName == UniqMonst[MU_HORKDEMON].mName)
{
if (gbTheo)
SpawnBear(Monst->_mx, Monst->_my);
else
CreateAmulet(Monst->_mx, Monst->_my, 13, FALSE, TRUE);
}
else if (Monst->MType->mtype == MT_SPAWN)
{
// do nothing
}
else if (Monst->MType->mtype == MT_NKR)
{
int whichEffect = (Na_Krul.Books)?HSFX_NA_KRUL4:HSFX_NA_KRUL5;
if (gbCowsuit) // override -- funny
whichEffect = HSFX_NA_KRUL6;
if (effect_is_playing(whichEffect))
stream_stop();
quests[Q_NA_KRUL]._qlog = FALSE;
Na_Krul.MIndex = -2;
CreateMagicWeapon(Monst->_mx, Monst->_my, IT_SWORD, ITEM_GRTSWORD, FALSE, TRUE);
CreateMagicWeapon(Monst->_mx, Monst->_my, IT_STAFF, ITEM_STLSTAFF, FALSE, TRUE);
CreateMagicWeapon(Monst->_mx, Monst->_my, IT_BOW, ITEM_STLLONGBOW, FALSE, TRUE);
CreateSpellBook (Monst->_mx, Monst->_my, SPL_APOCA, FALSE, TRUE);
}
else if (i > 3)
{
SpawnItem(i, Monst->_mx, Monst->_my, sendmsg);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void MonstStartKill(int i, int pnum, BOOL sendmsg)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined (_DEBUG)
app_fatal("MonstStartKill: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
//app_fatal("MonstStartKill: Monster %d \"%s\" MType NULL",i,monster[i].mName);
return;
}
int md;
MonsterStruct *Monst = &monster[i];
// killer gets credit too, and divvy up exper
if (pnum >= 0) Monst->mWhoHit |= (1 << pnum); // Who killed me
// rjs.patch1.start.1/23/97 - fixes golem giving exp when killed
//old. if (pnum < MAX_PLRS) AddPlrMonstExper(Monst->mLevel, Monst->mExp, Monst->mWhoHit);
if ((pnum < MAX_PLRS) && (i > MAX_PLRS)) AddPlrMonstExper(Monst->mLevel, Monst->mExp, Monst->mWhoHit);
// rjs.patch1.end.1/23/97
// Kill the monster (for myplr or other plr)
++monstkills[Monst->MType->mtype];
Monst->_mhitpoints = 0;
SetRndSeed(Monst->_mRndSeed);
MonstKillEffect(i, sendmsg);
#if 0
if (QuestStatus(Q_GARBUD) && (Monst->mName == UniqMonst[MU_GARBUD].mName))
CreateTypeItem(Monst->_mx+1, Monst->_my+1, TRUE, IT_MACE, IMID_NONE, TRUE, FALSE);
else if (Monst->mName == UniqMonst[MU_DEFILER].mName)
{
quests[Q_DEFILER]._qlog = FALSE;
SpawnMap(Monst->_mx, Monst->_my);
}
else if (Monst->mName == UniqMonst[MU_HORKDEMON].mName)
if (gbTheo)
SpawnBear(Monst->_mx, Monst->_my);
else if (Monst->MType->mtype == MT_SPAWN)
{
// do nothing
}
else if (Monst->MType->mtype == MT_NKR)
{
quests[Q_NA_KRUL]._qlog = FALSE;
}
else if (i > 3) SpawnItem(i, Monst->_mx, Monst->_my, sendmsg);
#endif
if (Monst->MType->mtype == MT_DIABLO) {
M_DiabloDeath(i, TRUE);
}
else
PlayEffect(i, MS_DEATH);
if (pnum >= 0) md = M_GetDir(i);
else md = Monst->_mdir;
Monst->_mdir = md;
NewMonsterAnim(i, Monst->MType->Anims[MA_DEATH], md);
Monst->_mmode = MM_DEATH;
Monst->_mgoal = 0;
Monst->_mxoff = 0;
Monst->_myoff = 0;
Monst->_mVar1 = 0;
Monst->_mx = Monst->_moldx;
Monst->_my = Monst->_moldy;
Monst->_mfutx = Monst->_mx;
Monst->_mfuty = Monst->_my;
Monst->_moldx = Monst->_mx;
Monst->_moldy = Monst->_my;
M_CheckEFlag(i);
M_ClearSquares(i);
dMonster[Monst->_mx][Monst->_my] = i + 1;
CheckQuestKill(i, sendmsg);
// Send Fallen Ones running in fear
M_FallenFear(Monst->_mx, Monst->_my);
// Acid demon emits acid pool
if ((EquivMonst(Monst->MType->mtype, MT_NACID)) ||
(Monst->MType->mtype == MT_SPIDER2))
AddMissile(Monst->_mx, Monst->_my, 0, 0, 0, MIT_ACIDPUD, MI_ENEMYPLR, i, Monst->_mint + 1, 0);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M2MStartKill(int i, int mid)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M2MStartKill: Invalid monster (attacker) %d",i);
#else
return;
#endif
}
if ((DWORD)mid >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M2MStartKill: Invalid monster (killed) %d",mid);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
//app_fatal("M2MStartKill: Monster %d \"%s\" MType NULL",mid,monster[mid].mName);
return;
}
int md;
void delta_kill_monster(int mi, BYTE x, BYTE y, BYTE bLevel);
delta_kill_monster(mid, monster[mid]._mx, monster[mid]._my, currlevel);
NetSendCmdLocParam1(FALSE, CMD_MONSTDEATH, monster[mid]._mx, monster[mid]._my, mid);
monster[mid].mWhoHit |= (1 << i); // Who killed me
if (i < MAX_PLRS) AddPlrMonstExper(monster[mid].mLevel, monster[mid].mExp, monster[mid].mWhoHit);
++monstkills[monster[mid].MType->mtype];
monster[mid]._mhitpoints = 0;
SetRndSeed(monster[mid]._mRndSeed);
MonstKillEffect(mid, TRUE);
#if 0
// @@@ needs to be fixed for multiplayer (death not synced, etc)
if (mid >= MAX_PLRS) SpawnItem(mid, monster[mid]._mx, monster[mid]._my, TRUE);
#endif
if (monster[mid].MType->mtype == MT_DIABLO) {
M_DiabloDeath(mid, TRUE);
}
else
PlayEffect(mid, MS_DEATH);
//PlayEffect(mid, MS_DEATH);
md = (monster[i]._mdir + 4) & 0x07;
if (monster[mid].MType->mtype == MT_GOLEM) md = 0;
monster[mid]._mdir = md;
NewMonsterAnim(mid, monster[mid].MType->Anims[MA_DEATH], md);
monster[mid]._mmode = MM_DEATH;
monster[mid]._mxoff = 0;
monster[mid]._myoff = 0;
monster[mid]._mx = monster[mid]._moldx;
monster[mid]._my = monster[mid]._moldy;
monster[mid]._mfutx = monster[mid]._mx;
monster[mid]._mfuty = monster[mid]._my;
monster[mid]._moldx = monster[mid]._mx;
monster[mid]._moldy = monster[mid]._my;
M_CheckEFlag(mid);
M_ClearSquares(mid);
dMonster[monster[mid]._mx][monster[mid]._my] = mid + 1;
CheckQuestKill(mid, TRUE);
// Send Fallen Ones running in fear
M_FallenFear(monster[mid]._mx, monster[mid]._my);
// Acid demon emits acid pool
if(EquivMonst(monster[mid].MType->mtype, MT_NACID))
AddMissile(monster[mid]._mx, monster[mid]._my, 0, 0, 0, MIT_ACIDPUD, MI_ENEMYPLR, mid, monster[mid]._mint + 1, 0);
M_StartStand(i, monster[i]._mdir);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_StartKill(int i, int pnum)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined (_DEBUG)
app_fatal("M_StartKill: Invalid monster %d",i);
#else
return;
#endif
}
// Send a message to everyone saying I killed the monster
if (myplr == pnum) {
void delta_kill_monster(int mi, BYTE x, BYTE y, BYTE bLevel);
delta_kill_monster(i,monster[i]._mx,monster[i]._my,currlevel);
if (i != pnum)
NetSendCmdLocParam1(FALSE,CMD_MONSTDEATH,monster[i]._mx,monster[i]._my,i);
else
NetSendCmdLocParam1(FALSE,CMD_KILLGOLEM,monster[i]._mx,monster[i]._my,currlevel);
}
MonstStartKill(i, pnum, TRUE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_SyncStartKill(int i, int x, int y, int pnum)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_SyncStartKill: Invalid monster %d",i);
#else
return;
#endif
}
// Already dead?
if (monster[i]._mhitpoints == 0) return;
if (monster[i]._mmode == MM_DEATH) return;
app_assert(pnum != myplr);
if (!dMonster[x][y]) {
M_ClearSquares(i);
monster[i]._mx = x;
monster[i]._my = y;
monster[i]._moldx = x;
monster[i]._moldy = y;
}
MonstStartKill(i, pnum, FALSE);
// app_assert(dMonster[monster[i]._mx][monster[i]._my] == i+1
// || dMonster[monster[i]._mx][monster[i]._my] == -(i+1));
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartFadein(int i, int md, BOOL backwards)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_StartFadein: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_StartFadein: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return;
#endif
}
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_FADEIN;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
M_CheckEFlag(i);
monster[i]._mdir = md;
monster[i]._mFlags &= ~MFLAG_INVISIBLE;
if (backwards)
{
monster[i]._mFlags |= MFLAG_BACKWARDS;
monster[i]._mAnimFrame = monster[i]._mAnimLen;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartFadeout(int i, int md, BOOL backwards)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_StartFadeout: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_StartFadeout: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return;
#endif
}
NewMonsterAnim(i, monster[i].MType->Anims[MA_SPECIAL], md);
monster[i]._mmode = MM_FADEOUT;
monster[i]._mxoff = 0;
monster[i]._myoff = 0;
monster[i]._mfutx = monster[i]._mx;
monster[i]._mfuty = monster[i]._my;
monster[i]._moldx = monster[i]._mx;
monster[i]._moldy = monster[i]._my;
M_CheckEFlag(i);
monster[i]._mdir = md;
if (backwards)
{
monster[i]._mFlags |= MFLAG_BACKWARDS;
monster[i]._mAnimFrame = monster[i]._mAnimLen;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_StartHeal(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_StartHeal: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_StartHeal: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
Monst->_mAnimData = Monst->MType->Anims[MA_SPECIAL].Cels[Monst->_mdir];
Monst->_mAnimFrame = Monst->MType->Anims[MA_SPECIAL].Frames;
Monst->_mFlags |= MFLAG_BACKWARDS;
Monst->_mmode = MM_HEAL;
Monst->_mVar1 = Monst->_mmaxhp / (16*(random(97, 5)+4));
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_ChangeLightOffset(int monst)
{
if ((DWORD)monst >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_ChangeLightOffset: Invalid monster %d",monst);
#else
return;
#endif
}
int lx,ly;
int sign;
lx = (monster[monst]._mxoff + (monster[monst]._myoff << 1));
ly = ((monster[monst]._myoff << 1) - monster[monst]._mxoff);
// Divide these values by 8, because lighting offsets have
// 8 subdivisions per tile.
if (lx < 0)
{
sign = -1;
lx = -lx;
}
else
sign = 1;
lx = lx >> 3;
lx *= sign;
if (ly < 0)
{
sign = -1;
ly = -ly;
}
else
sign = 1;
ly = ly >> 3;
ly *= sign;
if (monster[monst].mlid != 0) {
ChangeLightOff(monster[monst].mlid, lx, ly);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoStand(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoStand: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoStand: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->MType->mtype == MT_GOLEM)
Monst->_mAnimData = Monst->MType->Anims[MA_WALK].Cels[Monst->_mdir];
else
Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
if (Monst->_mAnimFrame == Monst->_mAnimLen) {
M_Enemy(i);
}
++Monst->_mVar2;
return RUN_DONE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoWalk(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
int rv;
if (monster[i]._mVar8 == monster[i].MType->Anims[MA_WALK].Frames) {
dMonster[monster[i]._mx][monster[i]._my] = 0;
monster[i]._mx += monster[i]._mVar1;
monster[i]._my += monster[i]._mVar2;
dMonster[monster[i]._mx][monster[i]._my] = i + 1;
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0) {
ChangeLightXY(monster[i].mlid, monster[i]._mx, monster[i]._my);
}
M_StartStand(i, monster[i]._mdir);
rv = RUN_AGAIN;
// DaveMonstMap(FALSE, 0);
} else {
if (monster[i]._mAnimCnt == 0) {
if (monster[i]._mVar8 == 0 && monster[i].MType->mtype == MT_FLESH)
{
PlayEffect(i, MS_SATTACK);
}
++monster[i]._mVar8;
monster[i]._mVar6 += monster[i]._mxvel;
monster[i]._mVar7 += monster[i]._myvel;
monster[i]._mxoff = monster[i]._mVar6 >> 4;
monster[i]._myoff = monster[i]._mVar7 >> 4;
}
rv = RUN_DONE;
}
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0)
M_ChangeLightOffset(i);
return (rv);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoWalk2(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk2: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk2: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
int rv;
if (monster[i]._mVar8 == monster[i].MType->Anims[MA_WALK].Frames) {
dMonster[monster[i]._mVar1][monster[i]._mVar2] = 0;
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0) {
ChangeLightXY(monster[i].mlid, monster[i]._mx, monster[i]._my);
}
M_StartStand(i, monster[i]._mdir);
rv = RUN_AGAIN;
// DaveMonstMap(FALSE, 0);
} else {
if (monster[i]._mAnimCnt == 0) {
if (monster[i]._mVar8 == 0 && monster[i].MType->mtype == MT_FLESH)
{
PlayEffect(i, MS_SATTACK);
}
++monster[i]._mVar8;
monster[i]._mVar6 += monster[i]._mxvel;
monster[i]._mVar7 += monster[i]._myvel;
monster[i]._mxoff = monster[i]._mVar6 >> 4;
monster[i]._myoff = monster[i]._mVar7 >> 4;
}
rv = RUN_DONE;
}
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0)
M_ChangeLightOffset(i);
return(rv);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoWalk3(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk3: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoWalk3: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
int rv;
if (monster[i]._mVar8 == monster[i].MType->Anims[MA_WALK].Frames) {
dMonster[monster[i]._mx][monster[i]._my] = 0;
monster[i]._mx = monster[i]._mVar1;
monster[i]._my = monster[i]._mVar2;
dFlags[monster[i]._mVar4][monster[i]._mVar5] &= BFMASK_MONSTLR;
dMonster[monster[i]._mx][monster[i]._my] = i + 1;
if( !(monster[i]._mFlags & MFLAG_INVISIBLE)
&& monster[i].mlid != 0) {
ChangeLightXY(monster[i].mlid, monster[i]._mx, monster[i]._my);
}
M_StartStand(i, monster[i]._mdir);
rv = RUN_AGAIN;
// DaveMonstMap(FALSE, 0);
} else {
if (monster[i]._mAnimCnt == 0) {
if (monster[i]._mVar8 == 0 && monster[i].MType->mtype == MT_FLESH)
{
PlayEffect(i, MS_SATTACK);
}
++monster[i]._mVar8;
monster[i]._mVar6 += monster[i]._mxvel;
monster[i]._mVar7 += monster[i]._myvel;
monster[i]._mxoff = monster[i]._mVar6 >> 4;
monster[i]._myoff = monster[i]._mVar7 >> 4;
}
rv = RUN_DONE;
}
if(monster[i]._uniqtype && !(monster[i]._mFlags & MFLAG_INVISIBLE))
M_ChangeLightOffset(i);
return(rv);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_TryM2MHit(int i, int mid, int hper, int mind, int maxd)
{
int hit, dam;
BOOL ret;
if ((DWORD)mid >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_TryM2MHit: Invalid monster %d",mid);
#else
return;
#endif
}
if (monster[mid].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_TryM2MHit: Monster %d \"%s\" MType NULL",mid,monster[mid].mName);
#else
return;
#endif
}
if ((monster[mid]._mhitpoints >> HP_SHIFT) <= 0) return;
if (monster[mid].MType->mtype == MT_ILLWEAV && monster[mid]._mgoal == MG_RUN_AWAY) return;
hit = random(4, 100);
if (monster[mid]._mmode == MM_STONE) hit = 0;
if (CheckMonsterHit(mid, ret)) {
return;
} else {
if (hit < hper) {
dam = random(5, maxd - mind + 1) + mind;
dam = dam << HP_SHIFT;
monster[mid]._mhitpoints -= dam;
//rjs - x2 stone dam fix - if (monster[mid]._mmode == MM_STONE) monster[mid]._mhitpoints -= dam;
if ((monster[mid]._mhitpoints >> HP_SHIFT) <= 0) {
if (monster[mid]._mmode == MM_STONE) {
M2MStartKill(i, mid);
monster[mid]._mmode = MM_STONE;
} else M2MStartKill(i, mid);
} else {
if (monster[mid]._mmode == MM_STONE) {
M2MStartHit(mid, i, dam);
monster[mid]._mmode = MM_STONE;
} else M2MStartHit(mid, i, dam);
}
}
}
return;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static void M_TryH2HHit(int i, int pnum, int Hit, int MinDam, int MaxDam)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_TryH2HHit: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_TryH2HHit: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return;
#endif
}
int hit, hper, tac;
long dam;
int dx, dy;
int blk, blkper, blkdir;
int mdam;
if ((monster[i]._mFlags & MFLAG_MID) != 0) {
M_TryM2MHit(i, pnum, Hit, MinDam, MaxDam);
return;
}
app_assert((DWORD)pnum < MAX_PLRS);
if ((plr[pnum]._pHitPoints >> HP_SHIFT) <= 0) return;
if (plr[pnum]._pInvincible) return;
if ((plr[pnum]._pSpellFlags & SF_ETHER) != 0) return;
dx = abs(monster[i]._mx - plr[pnum]._px);
dy = abs(monster[i]._my - plr[pnum]._py);
if ((dx < 2) && (dy < 2)) {
// Did I hit?
hit = random(98, 100);
#if CHEATS
if (simplecheat || cheatflag) hit = 1000; // TEMP!
#endif
//rjs tac = (byte)plr[pnum]._pArmorClass + plr[pnum]._pIAC + plr[pnum]._pIBonusAC;
tac = plr[pnum]._pIAC + plr[pnum]._pIBonusAC;
if ((plr[pnum]._pIFlags2 & IAF2_DEMONAC) &&
(monster[i].MData->mMonstClass == MC_DEMON))
tac += 40;
if ((plr[pnum]._pIFlags2 & IAF2_UNDEADAC) &&
(monster[i].MData->mMonstClass == MC_UNDEAD))
tac += 20;
tac += (plr[pnum]._pDexterity / 5);
hper = 30 + Hit - tac + ((monster[i].mLevel - plr[pnum]._pLevel) << 1);
if (hper < 15) hper = 15;
if ((currlevel == 14) && (hper < 20)) hper = 20;
if ((currlevel == 15) && (hper < 25)) hper = 25;
if ((currlevel == 16) && (hper < 30)) hper = 30;
if (((plr[pnum]._pmode == PM_STAND) || (plr[pnum]._pmode == PM_ATTACK)) && (plr[pnum]._pBlockFlag)) blk = random(98, 100);
else blk = 100;
blkper = plr[pnum]._pBaseToBlk + plr[pnum]._pDexterity - ((monster[i].mLevel - plr[pnum]._pLevel) << 1);
if (blkper < 0) blkper = 0;
if (blkper > 100) blkper = 100;
if (hit < hper) {
if (blk < blkper) {
blkdir = GetDirection(plr[pnum]._px, plr[pnum]._py, monster[i]._mx, monster[i]._my);
StartPlrBlock(pnum, blkdir);
if (pnum == myplr
&& plr[pnum]._pReflectCount > 0) {
--plr[pnum]._pReflectCount;
// Reflect back with 20->30% of the damage.
dam = (MaxDam - MinDam + 1) << HP_SHIFT;
dam = random(99, dam) + (MinDam << HP_SHIFT);
dam += (plr[pnum]._pIGetHit << HP_SHIFT);
if (dam < (1 << HP_SHIFT)) dam = (1 << HP_SHIFT);
mdam = static_cast<int>(dam * (0.01 * (random(100, 10) + 20)));
monster[i]._mhitpoints -= mdam;
dam -= mdam;
if (dam < 0) {
dam = 0;
}
if (monster[i]._mhitpoints >> HP_SHIFT <= 0) {
M_StartKill (i, pnum);
} else {
M_StartHit(i, pnum, mdam);
}
}
} else {
if (monster[i].MType->mtype == MT_YZOMBIE && pnum == myplr)
{
// find manashield
int k;
int mi;
int msi = -1;
for (k = 0; k < nummissiles; ++k) {
mi = missileactive[k];
if (missile[mi]._mitype == MIT_MANASHIELD && missile[mi]._misource == pnum) {
msi = mi;
}
}
if(plr[pnum]._pMaxHP > 1 << HP_SHIFT )
{
plr[pnum]._pMaxHP -= 1 << HP_SHIFT;
if(plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
if( msi >= 0 )
missile[msi]._miVar1 = plr[pnum]._pHitPoints;
}
plr[pnum]._pMaxHPBase -= 1 << HP_SHIFT;
if (plr[pnum]._pHPBase > plr[pnum]._pMaxHPBase) {
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
if( msi >= 0 )
missile[msi]._miVar2 = plr[pnum]._pHPBase;
}
}
}
dam = (MaxDam - MinDam + 1) << HP_SHIFT;
dam = random(99, dam) + (MinDam << HP_SHIFT);
dam += (plr[pnum]._pIGetHit << HP_SHIFT);
if (dam < (1 << HP_SHIFT)) dam = (1 << HP_SHIFT);
if (pnum == myplr) {
if (plr[pnum]._pReflectCount > 0)
{
--plr[pnum]._pReflectCount;
// Reflect back with 20->30% of the damage.
mdam = static_cast<int>(dam * (0.01 * (random(100, 10) + 20)));
monster[i]._mhitpoints -= mdam;
dam -= mdam;
if (dam < 0) {
dam = 0;
}
if (monster[i]._mhitpoints >> HP_SHIFT <= 0) {
M_StartKill (i, pnum);
} else {
M_StartHit(i, pnum, mdam);
}
}
plr[pnum]._pHitPoints -= dam;
plr[pnum]._pHPBase -= dam;
}
if (plr[pnum]._pIFlags & IAF_THORN) {
mdam = ((random (99, 3) + 1) << HP_SHIFT);
monster[i]._mhitpoints -= mdam;
if (monster[i]._mhitpoints >> HP_SHIFT <= 0) {
M_StartKill (i, pnum);
//(old) AddPlrExperience(pnum, monster[i].mLevel, monster[i].mExp);
//(new, but moved) AddPlrMonstExper(monster[i].mLevel, monster[i].mExp, monster[i].mWhoHit);
} else {
M_StartHit(i, pnum, mdam);
}
}
if (!(monster[i]._mFlags & IAF_MNOHEAL)) {
if (monster[i].MType->mtype == MT_SKING
&& gbMaxPlayers != 1)
monster[i]._mhitpoints += dam;
}
if (plr[pnum]._pHitPoints > plr[pnum]._pMaxHP) {
plr[pnum]._pHitPoints = plr[pnum]._pMaxHP;
plr[pnum]._pHPBase = plr[pnum]._pMaxHPBase;
}
if ((plr[pnum]._pHitPoints >> HP_SHIFT) <= 0) {
// rjs - manashld fix? - plr[pnum]._pHitPoints = 0;
StartPlrKill(pnum, FALSE);
M_StartStand(i, monster[i]._mdir);
} else {
StartPlrHit(pnum, dam, FALSE);
if (monster[i]._mFlags & MFLAG_KNOCKBACK) {
// make sure player is doing a hit animation
if (plr[pnum]._pmode != PM_GOTHIT)
StartPlrHit(pnum, 0, TRUE);
// knock back enemy one square
int newx,newy,oldx,oldy;
oldx = plr[pnum]._px;
oldy = plr[pnum]._py;
newx = oldx + offset_x[monster[i]._mdir];
newy = oldy + offset_y[monster[i]._mdir];
if(PosOkPlayer(pnum, newx, newy))
{
plr[pnum]._px = newx;
plr[pnum]._py = newy;
FixPlayerLocation(pnum,plr[pnum]._pdir);
FixPlrWalkTags(pnum);
dPlayer[newx][newy] = pnum + 1;
SetPlayerOld(pnum);
}
}
}
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoAttack(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoAttack: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoAttack: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoAttack: Monster %d \"%s\" MData NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mAnimFrame == Monst->MData->mAFNum) {
M_TryH2HHit(i, Monst->_menemy, Monst->mHit, Monst->mMinDamage, Monst->mMaxDamage);
if (Monst->_mAi != AI_SNAKE)
PlayEffect(i, MS_ATTACK);
}
// Special code for Magma -- second punch
if (EquivMonst(Monst->MType->mtype, MT_NMAGMA)
&& Monst->_mAnimFrame == 9)
{
M_TryH2HHit(i, Monst->_menemy, Monst->mHit+10, Monst->mMinDamage-2, Monst->mMaxDamage-2);
PlayEffect(i, MS_ATTACK);
}
// Special code for Storm -- second punch
if (EquivMonst(Monst->MType->mtype, MT_STORM)
&& Monst->_mAnimFrame == 13)
{
M_TryH2HHit(i, Monst->_menemy, Monst->mHit-20, Monst->mMinDamage+4, Monst->mMaxDamage+4);
PlayEffect(i, MS_ATTACK);
}
// Special code for Snake -- play sound before attack frame
if (Monst->_mAi == AI_SNAKE && Monst->_mAnimFrame == 1)
PlayEffect(i, MS_ATTACK);
if (Monst->_mAnimFrame == Monst->_mAnimLen) {
M_StartStand(i, Monst->_mdir);
return(RUN_AGAIN);
} else return (RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoRAttack(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoRAttack: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoRAttack: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoRAttack: Monster %d \"%s\" MData NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
int multimissiles;
int mi;
if (monster[i]._mAnimFrame == monster[i].MData->mAFNum) {
if (monster[i]._mVar1 != -1)
{
if (monster[i]._mVar1 == MIT_CBOLT)
multimissiles = 3;
else
multimissiles = 1;
for (mi = 0; mi < multimissiles; ++mi) // special loop code to handle CBOLT, which must be cast 3 times
AddMissile(monster[i]._mx + infront_x[monster[i]._mdir],
monster[i]._my + infront_y[monster[i]._mdir],
monster[i]._menemyx, monster[i]._menemyy, monster[i]._mdir, monster[i]._mVar1, MI_ENEMYPLR, i, monster[i]._mVar2, 0);
}
PlayEffect(i, MS_ATTACK);
}
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return (RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoRSpAttack(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoRSpAttack: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoRSpAttack: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoRSpAttack: Monster %d \"%s\" MData NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i]._mAnimFrame == monster[i].MData->mAFNum2 && !monster[i]._mAnimCnt) {
AddMissile(monster[i]._mx + infront_x[monster[i]._mdir],
monster[i]._my + infront_y[monster[i]._mdir],
monster[i]._menemyx, monster[i]._menemyy, monster[i]._mdir, monster[i]._mVar1, MI_ENEMYPLR, i, monster[i]._mVar3, 0);
if (Monsters[i].Snds[MS_SATTACK].effect[0] != 0){
PlayEffect(i, MS_SATTACK);
}
}
// special code for Mega demon -- hold attack animation frame
if (monster[i]._mAi == AI_MEGA && monster[i]._mAnimFrame == 3)
{
if (!monster[i]._mVar2++)
monster[i]._mFlags |= MFLAG_STILL;
else if (monster[i]._mVar2 == 15)
monster[i]._mFlags &= ~MFLAG_STILL;
}
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return (RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoSAttack(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoSAttack: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoSAttack: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoSAttack: Monster %d \"%s\" MData NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i]._mAnimFrame == monster[i].MData->mAFNum2)
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit2, monster[i].mMinDamage2, monster[i].mMaxDamage2);
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoFadein(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoFadein: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if ((monster[i]._mFlags & MFLAG_BACKWARDS && monster[i]._mAnimFrame == 1)
|| (!(monster[i]._mFlags & MFLAG_BACKWARDS) && monster[i]._mAnimFrame == monster[i]._mAnimLen))
{
M_StartStand(i, monster[i]._mdir);
monster[i]._mFlags &= ~MFLAG_BACKWARDS;
return(RUN_AGAIN);
} else return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoFadeout(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoFadeout: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
int mtype;
if ((monster[i]._mFlags & MFLAG_BACKWARDS && monster[i]._mAnimFrame == 1)
|| (!(monster[i]._mFlags & MFLAG_BACKWARDS) && monster[i]._mAnimFrame == monster[i]._mAnimLen))
{
app_assert(monster[i].MType != NULL);
mtype = monster[i].MType->mtype;
if (EquivMonst(mtype, MT_INCIN))
monster[i]._mFlags &= ~MFLAG_BACKWARDS;
else
{
monster[i]._mFlags &= ~MFLAG_BACKWARDS;
monster[i]._mFlags |= MFLAG_INVISIBLE;
}
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoHeal(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoHeal: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
MonsterStruct *Monst = &monster[i];
if (monster[i]._mFlags & MFLAG_NOHEAL) return RUN_DONE;
// Gargoyle turning back to stone
if(Monst->_mAnimFrame == 1)
{
Monst->_mFlags &= ~MFLAG_BACKWARDS;
Monst->_mFlags |= MFLAG_STILL;
if(Monst->_mhitpoints + Monst->_mVar1 < Monst->_mmaxhp)
Monst->_mhitpoints += Monst->_mVar1;
else
{
Monst->_mhitpoints = Monst->_mmaxhp;
Monst->_mFlags &= ~MFLAG_STILL;
Monst->_mmode = MM_SATTACK;
}
}
return RUN_DONE;
}
/*-----------------------------------------------------------------------**
**-----------------------------------------------------------------------*/
int M_DoTalk(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoTalk: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
MonsterStruct *Monst = &monster[i];
M_StartStand(i, monster[i]._mdir);
Monst->_mgoal=MG_WAITTOTALK;
if (effect_is_playing(alltext[monster[i].mtalkmsg].sfxnr)) return RUN_DONE;
InitQTextMsg(monster[i].mtalkmsg);
if (monster[i].mName == UniqMonst[MU_GARBUD].mName) {
if (monster[i].mtalkmsg == TXT_GARB1)
quests[Q_GARBUD]._qactive = QUEST_NOTDONE;
quests[Q_GARBUD]._qlog = TRUE;
if (monster[i].mtalkmsg == TXT_GARB2) {
if(!(monster[i]._mFlags & MFLAG_DROP)) {
SpawnItem(i, monster[i]._mx+1, monster[i]._my+1, TRUE);
monster[i]._mFlags |= MFLAG_DROP;
}
}
}
if (monster[i].mName == UniqMonst[MU_ZHAR].mName) {
if (monster[i].mtalkmsg == TXT_ZHAR1) {
if(!(monster[i]._mFlags & MFLAG_DROP)) {
quests[Q_ZHAR]._qactive = QUEST_NOTDONE;
quests[Q_ZHAR]._qlog = TRUE;
CreateTypeItem(monster[i]._mx+1, monster[i]._my+1, FALSE, IT_MISC, IMID_BOOK, TRUE, FALSE);
monster[i]._mFlags |= MFLAG_DROP;
}
}
}
if (monster[i].mName == UniqMonst[MU_SNOTSPIL].mName) {
if ((monster[i].mtalkmsg == TXT_BOL1) && (!(monster[i]._mFlags & MFLAG_DROP))) {
app_assert(setpc_x != 0);
ObjChangeMap(setpc_x, setpc_y, setpc_x+(setpc_w>>1)+2, setpc_y+(setpc_h>>1)-2);
int const tren = TransVal;
TransVal = 9;
DRLG_MRectTrans(setpc_x, setpc_y, setpc_x+(setpc_w>>1)+4, setpc_y+(setpc_h>>1));
TransVal = tren;
quests[Q_LTBANNER]._qvar1 = 2;
if (quests[Q_LTBANNER]._qactive == QUEST_NOTACTIVE) quests[Q_LTBANNER]._qactive = QUEST_NOTDONE;
monster[i]._mFlags |= MFLAG_DROP;
}
if (quests[Q_LTBANNER]._qvar1 < 2) {
sprintf(tempstr, "SS Talk = %i, Flags = %i", monster[i].mtalkmsg, monster[i]._mFlags);
app_fatal(tempstr);
}
}
if (monster[i].mName == UniqMonst[MU_LACHDA].mName) {
if (monster[i].mtalkmsg == TXT_VEIL1) {
quests[Q_VEIL]._qactive = QUEST_NOTDONE;
quests[Q_VEIL]._qlog = TRUE;
}
if ((monster[i].mtalkmsg == TXT_VEIL3) && (!(monster[i]._mFlags & MFLAG_DROP))) {
SpawnUnique(UID_STEELVEIL, monster[i]._mx+1, monster[i]._my+1);
monster[i]._mFlags |= MFLAG_DROP;
}
}
if (monster[i].mName == UniqMonst[MU_WARLORD].mName) {
app_assert(gbMaxPlayers == 1);
quests[Q_WARLORD]._qvar1 = 2;
}
if ((monster[i].mName == UniqMonst[MU_LAZARUS].mName) && (gbMaxPlayers != 1)) {
quests[Q_BETRAYER]._qvar1 = 6;
monster[i]._mgoal = MG_ATTACK;
monster[i]._msquelch = 255;
monster[i].mtalkmsg = 0;
}
return RUN_DONE;
}
/*-----------------------------------------------------------------------*
* M_Teleport
*
* Teleports monster i to one of it's enemy's 8 adjacent squares.
**----------------------------------------------------------------------*/
void M_Teleport(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_Teleport: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
BOOL done = FALSE;
int mulx,muly;
int x,y;
int a,b;
int px,py;
if (Monst->_mmode == MM_STONE)
return;
px = Monst->_menemyx;
py = Monst->_menemyy;
// randomize search direction
mulx = random(100,2)*2-1;
muly = random(100,2)*2-1;
for(a = -1; a <= 1 && !done; ++a)
for(b = -1; b < 1 && !done; ++b)
if(a || b)
{
x = px + a*mulx;
y = py + b*muly;
if(InBounds(x,y)
&& x != Monst->_mx && y != Monst->_my)
if(PosOkMonst(i,x,y))
done = TRUE;
}
if(done)
{
M_ClearSquares(i);
app_assert((DWORD)Monst->_mx < MAXDUNX);
app_assert((DWORD)Monst->_my < MAXDUNY);
dMonster[Monst->_mx][Monst->_my] = 0;
dMonster[x][y] = i+1;
// M_StartHit knocks monster back to oldx,oldy, so those are the members to set
Monst->_moldx = x;
Monst->_moldy = y;
Monst->_mdir = M_GetDir(i);
M_CheckEFlag(i);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoGotHit(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoGotHit: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoGotHit: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_UpdateLeader(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_UpdateLeader: Invalid monster %d",i);
#else
return;
#endif
}
int x,tmp;
// check for pack leader
if(monster[i]._uniqtype && (UniqMonst[monster[i]._uniqtype-1].mUnqAttr & UN_STICK))
// free the pack
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for(x = 0; x < nummonsters; ++x)
{
if(monster[tmp=monstactive[x]].leaderflag == PACK_MEMBER
&& monster[tmp].leader == i)
{
monster[tmp].leaderflag = 0;
}
}
// check for pack member
if(monster[i].leaderflag == PACK_MEMBER)
--monster[monster[i].leader].packsize;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void play_movie(const char * pszMovie,BOOL bAllowCancel);
extern BOOL gbRunGame;
extern BOOL deathflag;
extern BYTE gbDoEnding;
void DoEnding() {
// tell other players to view victory
if (gbMaxPlayers > 1) SNetLeaveGame(SNET_EXIT_PLAYERWON);
//SetCursor(NO_CURSOR);
//FullBlit(TRUE);
//PaletteFadeOut(FADE_FAST);
music_stop();
// give SNet some more time to field messages
if (gbMaxPlayers > 1) Sleep(1000);
#if !IS_VERSION(SHAREWARE)
LONG lMusicVol;
BOOL bMusicOn;
if (plr[myplr]._pClass == CLASS_WARRIOR
|| plr[myplr]._pClass == CLASS_BARBARIAN) play_movie("gendata\\DiabVic2.smk",FALSE);
else if (plr[myplr]._pClass == CLASS_SORCEROR) play_movie("gendata\\DiabVic1.smk",FALSE);
else if (plr[myplr]._pClass == CLASS_MONK) play_movie("gendata\\DiabVic1.smk",FALSE);
else play_movie("gendata\\DiabVic3.smk",FALSE);
play_movie("gendata\\Diabend.smk",FALSE);
// turn music to full volume
bMusicOn = gbMusicOn;
gbMusicOn = TRUE;
lMusicVol = music_volume(VOLUME_READ);
music_volume(VOLUME_MAX);
music_start(MUSIC_L2);
extern BOOL gbLoopMovie;
gbLoopMovie = TRUE;
play_movie("gendata\\loopdend.smk",TRUE);
gbLoopMovie = FALSE;
#endif
//ClrDraw();
//FullBlit(FALSE);
//PaletteFadeOut(FADE_FAST);
// restore music volume
#if !IS_VERSION(SHAREWARE)
music_stop();
music_volume(lMusicVol);
gbMusicOn = bMusicOn;
#endif
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void PrepDoEnding() {
// enable sound again
gbSoundOn = sgbSaveSoundOn;
gbDoEnding = TRUE;
gbRunGame = FALSE;
deathflag = FALSE;
app_assert((DWORD)myplr < MAX_PLRS);
plr[myplr].pDiabloKillLevel = max(
plr[myplr].pDiabloKillLevel,
(DWORD) gnDifficulty + 1
);
for (int i = 0; i < MAX_PLRS; ++i) {
plr[i]._pmode = PM_QUIT;
plr[i]._pInvincible = TRUE;
if (gbMaxPlayers > 1) {
if ((plr[i]._pHitPoints >> HP_SHIFT) == 0)
plr[i]._pHitPoints = 1 << HP_SHIFT;
if ((plr[i]._pMana >> MANA_SHIFT) == 0)
plr[i]._pMana = 1 << MANA_SHIFT;
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoDeath(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoDeath: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoDeath: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
++monster[i]._mVar1;
if (monster[i].MType->mtype == MT_DIABLO) {
ViewX += Sign(monster[i]._mx - ViewX);
ViewY += Sign(monster[i]._my - ViewY);
if (monster[i]._mVar1 == 140) {
PrepDoEnding();
}
} else {
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
if (monster[i]._uniqtype == 0)
AddDead(monster[i]._mx, monster[i]._my, monster[i].MType->mdeadval, monster[i]._mdir);
else
AddDead(monster[i]._mx, monster[i]._my, monster[i]._udeadval, monster[i]._mdir);
app_assert(!(dFlags[monster[i]._mx+1][monster[i]._my] & BFLAG_MONSTLR)
&& !(dFlags[monster[i]._mx][monster[i]._my+1] & BFLAG_MONSTLR));
dMonster[monster[i]._mx][monster[i]._my] = 0;
monster[i]._mDelFlag = TRUE;
M_UpdateLeader(i);
}
}
return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoSpStand(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoSpStand: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoSpStand: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
if (monster[i]._mAnimFrame == monster[i].MData->mAFNum2) {
PlayEffect(i, MS_SATTACK);
}
if (monster[i]._mAnimFrame == monster[i]._mAnimLen) {
M_StartStand(i, monster[i]._mdir);
return(RUN_AGAIN);
} else return(RUN_DONE);
}
int M_DoDelay(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoDelay: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_DoDelay: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return RUN_DONE;
#endif
}
int md;
md = M_GetDir(i);
monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Cels[md];
if (monster[i]._mAi == AI_LAZURUS) {
if ((monster[i]._mVar2 > 8) || (monster[i]._mVar2 < 0)) monster[i]._mVar2 = 8;
}
if(!monster[i]._mVar2--)
{
int tmp = monster[i]._mAnimFrame;
M_StartStand(i, monster[i]._mdir); // StartStand sets AnimFrame to 0
monster[i]._mAnimFrame = tmp; // restore AnimFrame to avoid pop
// in case monster continues standing.
return(RUN_AGAIN);
} else return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_DoStone(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_DoStone: Invalid monster %d",i);
#else
return RUN_DONE;
#endif
}
if (monster[i]._mhitpoints == 0) {
dMonster[monster[i]._mx][monster[i]._my] = 0;
monster[i]._mDelFlag = TRUE;
}
return(RUN_DONE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_WalkDir(int i, int md)
{
int mwi;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_WalkDir: Invalid monster %d",i);
#else
return;
#endif
}
mwi = monster[i].MType->Anims[MA_WALK].Frames - 1;
switch (md) {
case M_DIRU :
M_StartWalk(i, 0, -MWVel[mwi][1], -1, -1, M_DIRU);
break;
case M_DIRUR :
M_StartWalk(i, MWVel[mwi][1], -MWVel[mwi][0], 0, -1, M_DIRUR);
break;
case M_DIRR :
M_StartWalk3(i, MWVel[mwi][2], 0, -32, -16, 1, -1, 1, 0, M_DIRR);
break;
case M_DIRDR :
M_StartWalk2(i, MWVel[mwi][1], MWVel[mwi][0], -32, -16, 1, 0, M_DIRDR);
break;
case M_DIRD :
M_StartWalk2(i, 0, MWVel[mwi][1], 0, -32, 1, 1, M_DIRD);
break;
case M_DIRDL :
M_StartWalk2(i, -MWVel[mwi][1], MWVel[mwi][0], 32, -16, 0, 1, M_DIRDL);
break;
case M_DIRL :
M_StartWalk3(i, -MWVel[mwi][2], 0, 32, -16, -1, 1, 0, 1, M_DIRL);
break;
case M_DIRUL :
M_StartWalk(i, -MWVel[mwi][1], -MWVel[mwi][0], -1 ,0, M_DIRUL);
break;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void GroupUnity(int i)
{
int leader;
int tmp;
int m;
//
// IMPLEMENT GROUP COHESION
//
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("GroupUnity: Invalid monster %d",i);
#else
return;
#endif
}
if(monster[i].leaderflag)
{
leader = monster[i].leader;
// test if there's a wall between monst and pack leader
tmp = LineClearF(CheckNoSolid, monster[i]._mx, monster[i]._my,
monster[leader]._mfutx, monster[leader]._mfuty);
if(!tmp && monster[i].leaderflag == PACK_MEMBER)
{
// have to leave pack
--monster[leader].packsize;
monster[i].leaderflag = PACK_NOMEMBER;
}
else if(tmp && monster[i].leaderflag == PACK_NOMEMBER
&& DIST(monster[i]._mx - monster[leader]._mfutx,
monster[i]._my - monster[leader]._mfuty, 4))
{
// rejoin pack
++monster[leader].packsize;
monster[i].leaderflag = PACK_MEMBER;
}
}
if(monster[i].leaderflag == PACK_MEMBER)
{
// make sure leader is active
if(monster[i]._msquelch > monster[leader]._msquelch)
{
monster[leader]._lastx = monster[i]._mx;
monster[leader]._lasty = monster[i]._my;
monster[leader]._msquelch = monster[i]._msquelch-1;
}
if (monster[leader]._mAi == AI_GARG && (monster[leader]._mFlags & MFLAG_STILL)) {
monster[leader]._mFlags &= ~MFLAG_STILL;
monster[leader]._mmode = MM_SATTACK;
}
}
else if(monster[i]._uniqtype && (UniqMonst[monster[i]._uniqtype-1].mUnqAttr & UN_STICK))
{
// make sure all of pack is activated
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for(m = 0; m < nummonsters; ++m)
{
if(monster[tmp=monstactive[m]].leaderflag == PACK_MEMBER
&& monster[tmp].leader == i)
{
if(monster[i]._msquelch > monster[tmp]._msquelch)
{
monster[tmp]._lastx = monster[i]._mx;
monster[tmp]._lasty = monster[i]._my;
monster[tmp]._msquelch = monster[i]._msquelch-1;
}
if (monster[tmp]._mAi == AI_GARG && (monster[tmp]._mFlags & MFLAG_STILL)) {
monster[tmp]._mFlags &= ~MFLAG_STILL;
monster[tmp]._mmode = MM_SATTACK;
}
}
}
}
// END OF GROUP COHESION
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_CallWalk(int i, int md)
{
int mdtemp = md;
BOOL ok = FALSE;
ok = DirOK(i,md);
if(random(101,2))
ok = ok || DirOK(i, md = left[mdtemp]) || DirOK(i, md = right[mdtemp]);
else
ok = ok || DirOK(i, md = right[mdtemp]) || DirOK(i, md = left[mdtemp]);
if(random(102,2))
ok = ok || DirOK(i, md = right[right[mdtemp]]) || DirOK(i, md = left[left[mdtemp]]);
else
ok = ok || DirOK(i, md = left[left[mdtemp]]) || DirOK(i, md = right[right[mdtemp]]);
if(ok)
M_WalkDir(i, md);
return ok;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_PathWalk(int i)
{
char path[MAXPATHLEN];
static const char plr2monst[] = { 0, 5, 3, 7, 1, 4, 6, 0, 2 };
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_PathWalk: Invalid monster %d",i);
#else
return FALSE;
#endif
}
CHECKFUNC1 Check = (monster[i]._mFlags & MFLAG_CHECKDOORS) ? PosOkMonst3:PosOkMonst;
int pathlen = FindPath(Check, i, monster[i]._mx, monster[i]._my,
monster[i]._menemyx, monster[i]._menemyy,
path);
if(pathlen) {
M_CallWalk(i, plr2monst[path[0]]);
return TRUE;
}
else
return FALSE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_CallWalk2(int i, int md)
{
int mdtemp = md;
BOOL ok = FALSE;
ok = DirOK(i,md);
if(random(101,2))
ok = ok || DirOK(i, md = left[mdtemp]) || DirOK(i, md = right[mdtemp]);
else
ok = ok || DirOK(i, md = right[mdtemp]) || DirOK(i, md = left[mdtemp]);
if(ok)
M_WalkDir(i, md);
return ok;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_DumbWalk(int i, int md)
{
BOOL ok;
ok = DirOK(i,md);
if(ok)
M_WalkDir(i, md);
return ok;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL M_RoundWalk(int i, int md, int &dir)
{
int mdtemp;
BOOL ok = FALSE;
if(dir)
md = left[left[md]];
else
md = right[right[md]];
mdtemp = md;
ok = DirOK(i,md);
if(!ok)
{
// Note: The use of || below is a trick: the second condition is not evaluated
// (and therefore md is not re-set) if the first condition evaluates TRUE.
if(dir)
ok = DirOK(i, md = right[mdtemp]) || DirOK(i, md = right[right[mdtemp]]);
else
ok = DirOK(i, md = left[mdtemp]) || DirOK(i, md = left[left[mdtemp]]);
}
if(ok)
M_WalkDir(i,md);
else
{
// Note: The value of md here is set according to the second condition of the
// || operators above. Therefore, md is, by design, the direction towards
// the player.
dir = !dir;
ok = M_CallWalk(i,opposite[mdtemp]);
}
return ok;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void M_Face(int i)
{
int md;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("M_Face: Invalid monster %d",i);
#else
return;
#endif
}
if (monster[i]._msquelch) {
md = M_GetDir(i);
monster[i]._mdir = md;
if (monster[i].MType == NULL)
{
#if defined(_DEBUG)
app_fatal("M_Face: Monster %d \"%s\" MType NULL",i,monster[i].mName);
#else
return;
#endif
}
monster[i]._mAnimData = monster[i].MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Zombie(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Zombie: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int mx, my, md, v;
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx -= Monst->_menemyx;
my -= Monst->_menemyy;
md = Monst->_mdir;
v = random(103,100);
// Try attack
if (DIST(mx,my,2)) {
if (v < (10 + 2*Monst->_mint)) M_StartAttack(i);
} else {
// Try walk
if (v < (10 + 2*Monst->_mint)) {
// Check on distance from player
if(DIST(mx,my,4+2*Monst->_mint)) {
md = M_GetDir(i);
M_CallWalk(i, md);
} else {
if(random(104,100) < (20 + 2*Monst->_mint)) md = random(104,8);
M_DumbWalk(i, md);
}
}
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_SkelSd(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_SkelSd: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int mx, my, md;
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
Monst->_mdir = md;
// Try attack
if (DIST(mx,my,2)) {
if (Monst->_mVar1 == MM_DELAY || random(105,100) < 20 + 2*Monst->_mint)
M_StartAttack(i);
else
M_StartDelay(i, random(105,10)+10 - 2*Monst->_mint);
} else {
// Try walk -- more likely to walk if already walking
if ((Monst->_mVar1 != MM_DELAY) && random(106,100) < 35 - 4*Monst->_mint)
M_StartDelay(i, random(106,10) + 15 - 2*Monst->_mint);
else
M_CallWalk(i, md);
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL MAI_Path(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Path: Invalid monster %d",i);
#else
return FALSE;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->MType->mtype != MT_GOLEM) // golum always ready to walk
&& ((!Monst->_msquelch)
|| (Monst->_mmode != MM_STAND)
|| !(Monst->_mgoal == MG_ATTACK
|| Monst->_mgoal == MG_WALK_AROUND1
|| Monst->_mgoal == MG_ATTACK2)
|| (Monst->_mx == 1 && Monst->_my == 0))) // inactive golum
return FALSE;
if (!LineClearF1(PosOkMonst2, i,Monst->_mx,Monst->_my,Monst->_menemyx,Monst->_menemyy)
|| (Monst->_pathcount >= 5 && Monst->_pathcount < 8))
{
// Try Opening Door
if (Monst->_mFlags & MFLAG_CHECKDOORS)
MonstCheckDoors(i);
if (++Monst->_pathcount >= 5)
{
if (M_PathWalk(i))
return TRUE;
}
else // don't want to zero pathcount
return FALSE;
}
if (Monst->MType->mtype != MT_GOLEM) Monst->_pathcount = 0; //path count for golum handled in ai
return FALSE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Snake(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Snake: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int fx, fy, mx, my, md, pnum;
char pattern[] = { +1, +1, 0, -1, -1 , 0};
int tmp;
pnum = Monst->_menemy;
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
Monst->_mdir = md;
// Try attack
if (DIST(mx,my,2)) {
if (Monst->_mVar1 == MM_DELAY
|| Monst->_mVar1 == MM_MISSILE
|| random(105,100) < 20 + 1*Monst->_mint)
M_StartAttack(i);
else
M_StartDelay(i, random(105,10)+10 - 1*Monst->_mint);
}
else if (DIST(mx,my,3)
&& LineClearF1(PosOkMonst, i,Monst->_mx,Monst->_my,fx,fy)
&& Monst->_mVar1 != MM_MISSILE)
{
// Launch snake
if (AddMissile(Monst->_mx, Monst->_my, fx,fy, md, MIT_RHINO, pnum, i, 0, 0) != -1) {
PlayEffect(i, MS_ATTACK);
dMonster[Monst->_mx][Monst->_my] = -(i+1);
Monst->_mmode = MM_MISSILE;
}
} else {
// Try walk -- more likely to walk if already walking
if ((Monst->_mVar1 != MM_DELAY) && random(106,100) < 35 - 2*Monst->_mint)
M_StartDelay(i, random(106,10) + 15 - 1*Monst->_mint);
else
{
md = Mod(md + pattern[Monst->_mgoalvar1], 8);
if (++Monst->_mgoalvar1 > 5)
Monst->_mgoalvar1 = 0;
tmp = Mod(md - Monst->_mgoalvar2, 8);
if (tmp > 0)
{
if (tmp < 4)
Monst->_mgoalvar2 = Mod(Monst->_mgoalvar2 + 1, 8);
else if (tmp == 4)
Monst->_mgoalvar2 = md;
else
Monst->_mgoalvar2 = Mod(Monst->_mgoalvar2 - 1, 8);
}
app_assert(Monst->_mgoalvar2 >= 0 && Monst->_mgoalvar2 < 8);
if (!M_DumbWalk(i, Monst->_mgoalvar2))
M_CallWalk2(i, Monst->_mdir);
}
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Bat(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Bat: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int mx, my, md, v, pnum;
int fx, fy;
pnum = Monst->_menemy;
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
Monst->_mdir = md;
v = random(107,100);
if(Monst->_mgoal == MG_RUN_AWAY)
{
if(!Monst->_mgoalvar1)
{
M_CallWalk(i, opposite[md]);
++Monst->_mgoalvar1;
}
else
{
if(random(108,2))
M_CallWalk(i, left[md]);
else
M_CallWalk(i, right[md]);
Monst->_mgoal = MG_ATTACK;
}
}
else
{
fx = Monst->_menemyx;
fy = Monst->_menemyy;
// Try attack
if ((Monst->MType->mtype == MT_GLOOM)
&& (!DIST(mx,my,5) && v < 33 + 4*Monst->_mint) &&
LineClearF1(PosOkMonst, i,Monst->_mx,Monst->_my,fx,fy))
{
// Turn into missile
if (AddMissile(Monst->_mx, Monst->_my, fx, fy, md, MIT_RHINO, pnum, i, 0, 0) != -1) {
dMonster[Monst->_mx][Monst->_my] = -(i+1);
Monst->_mmode = MM_MISSILE;
}
}
else if (DIST(mx,my,2)) {
if (v < 8 + 4*Monst->_mint)
{
M_StartAttack(i);
// After attacking, fly away
Monst->_mgoal = MG_RUN_AWAY;
Monst->_mgoalvar1 = 0;
if(Monst->MType->mtype == MT_FAMILIAR) {
// Note: arg 5 is a signal to the lightning code.
// The code checks if this is != to arg 1, and if so, checks for
// collision. Normally, collision is only checked for when
// lightning moves, but in this case it won't move!
AddMissile(Monst->_menemyx, Monst->_menemyy, Monst->_menemyx+1, 0, -1, MIT_LIGHTNING, MI_ENEMYPLR, i, random(109,10)+1, 0);
}
}
} else {
// Try walk
if ((Monst->_mVar2 > 20 && v < (13 + Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (63 + Monst->_mint))) {
M_CallWalk(i, md);
}
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_SkelBow(int i)
{
int mx, my, md, fx, fy;
BOOL walking = FALSE;
int v;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_SkelBow: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
md = M_GetDir(i);
Monst->_mdir = md;
// Try walk
v = random(110,100);
if (DIST(mx,my,4)
&&
((Monst->_mVar2 > 20
&& v < 13 + 2*Monst->_mint)
|| (WALKMODE(Monst->_mVar1)
&& Monst->_mVar2 == 0
&& v < 63 + 2*Monst->_mint)))
{
walking = M_DumbWalk(i, opposite[md]);
}
fx = Monst->_menemyx;
fy = Monst->_menemyy;
if (!walking && (random(110,100) < 3+2*Monst->_mint) &&
LineClear(Monst->_mx,Monst->_my,fx, fy))
{
// Try attack
M_StartRAttack(i,MIT_ARROW,4);
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Fat(int i)
{
int mx, my, md, v;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Fat: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
md = M_GetDir(i);
Monst->_mdir = md;
v = random(111,100);
// Try attack
if (DIST(mx,my,2)) {
if (v < (15 + 4*Monst->_mint)) M_StartAttack(i);
else if (v < (20 + 4*Monst->_mint)) M_StartSpAttack(i);
} else {
// Try walk
if ((Monst->_mVar2 > 20 && v < (20 + 4*Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (70 + 4*Monst->_mint))) {
M_CallWalk(i, md);
}
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Sneak(int i)
{
int mx, my, md, v;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Sneak: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int dist;
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
if (dLight[mx][my] != lightmax) {
mx -= Monst->_menemyx;
my -= Monst->_menemyy;
md = M_GetDir(i);
dist = 5 - Monst->_mint;
// If gothit, run away
if(Monst->_mVar1 == MM_GOTHIT)
{
Monst->_mgoal = MG_RUN_AWAY;
Monst->_mgoalvar1 = 0; // count run_away moves
}
// if far away enough, stop running away
else if(!DIST(mx,my,dist+3) || Monst->_mgoalvar1 > 8)
{
Monst->_mgoal = MG_ATTACK;
Monst->_mgoalvar1 = 0;
}
if(Monst->_mgoal == MG_RUN_AWAY && !(Monst->_mFlags & MFLAG_NOENEMY))
{
// Use special "owner location", i.e. the location of the player
// according to the computer which owns the player
// This is an attempt to reduce the amount of monster warping due to
// diverging paths on different computers
if (Monst->_mFlags & MFLAG_MID) {
md = GetDirection(Monst->_mx, Monst->_my,
monster[Monst->_menemy]._mx, monster[Monst->_menemy]._my);
}
else {
md = GetDirection(Monst->_mx, Monst->_my,
plr[Monst->_menemy]._pownerx, plr[Monst->_menemy]._pownery);
}
md = opposite[md];
if(Monst->MType->mtype == MT_UNSEEN)
{
if(random(112,2))
md = left[md];
else
md = right[md];
}
}
Monst->_mdir = md;
v = random(112,100);
// become visible
if(DIST(mx,my,dist) && (Monst->_mFlags & MFLAG_INVISIBLE))
M_StartFadein(i,md,FALSE);
// become invisible
else if(!DIST(mx,my,dist+1) && !(Monst->_mFlags & MFLAG_INVISIBLE))
M_StartFadeout(i,md,TRUE);
// Try attack
else if ((Monst->_mgoal == MG_RUN_AWAY)
||
( !DIST(mx,my,2)
&&
((Monst->_mVar2 > 20 && v < (14 + 4*Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (64 + 4*Monst->_mint))))) {
// Try walk
++Monst->_mgoalvar1;
M_CallWalk(i, md);
}
// face dir
if (Monst->_mmode == MM_STAND)
{
if (DIST(mx,my,2) && (v < (10 + 4*Monst->_mint))) {
M_StartAttack(i);
}
else
{
Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Fireman(int i)
{
int mx, my, md, v, pnum;
int fx, fy;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Fireman: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND && Monst->_msquelch) {
pnum = Monst->_menemy;
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = M_GetDir(i);
if(Monst->_mgoal == MG_ATTACK)
{
if(LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Launch monster missile
if (AddMissile(Monst->_mx, Monst->_my, fx,fy, md, MIT_FIREMAN, pnum, i, 0, 0) != -1) {
Monst->_mmode = MM_MISSILE;
Monst->_mgoal = MG_ATTACK2;
Monst->_mgoalvar1 = 0;
}
}
}
else if(Monst->_mgoal == MG_ATTACK2)
{
if(Monst->_mgoalvar1 == 3)
{
Monst->_mgoal = MG_ATTACK;
M_StartFadeout(i,md,TRUE);
}
else if(LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Try attack
M_StartRAttack(i,MIT_KRULL,4);
++Monst->_mgoalvar1;
}
else
{
M_StartDelay(i, random(112,10) + 5);
++Monst->_mgoalvar1;
}
}
else if(Monst->_mgoal == MG_RUN_AWAY)
{
M_StartFadein(i, md,FALSE);
Monst->_mgoal = MG_ATTACK2;
}
Monst->_mdir = md;
v = random(112,100);
if(Monst->_mmode == MM_STAND)
{
if(DIST(mx,my,2) && Monst->_mgoal == MG_ATTACK)
{
M_TryH2HHit(i, monster[i]._menemy, monster[i].mHit, monster[i].mMinDamage, monster[i].mMaxDamage);
Monst->_mgoal = MG_RUN_AWAY;
if(!M_CallWalk(i, opposite[md]))
{
M_StartFadein(i, md,FALSE);
Monst->_mgoal = MG_ATTACK2;
}
}
else
{
if(!M_CallWalk(i, md))
{
if(Monst->_mgoal == MG_ATTACK || Monst->_mgoal == MG_RUN_AWAY)
{
M_StartFadein(i, md, FALSE);
Monst->_mgoal = MG_ATTACK2;
}
}
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Fallen(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Fallen: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int x,y;
int xpos,ypos;
int m;
int rad;
int mx,my;
int aitype;
if (Monst->_mgoal == MG_ATTACK2)
{
if(Monst->_mgoalvar1)
--Monst->_mgoalvar1;
else
Monst->_mgoal = MG_ATTACK;
}
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch))
{
if (Monst->_mgoal == MG_RUN_AWAY && Monst->_mgoalvar1-- == 0)
{
Monst->_mgoal = MG_ATTACK;
M_StartStand(i, opposite[Monst->_mdir]);
}
if (Monst->_mAnimFrame == Monst->_mAnimLen) {
if (random(113,4) == 0)
{
// start 'dance'
if (!(monster[i]._mFlags & MFLAG_NOHEAL)) {
M_StartSpStand(i, Monst->_mdir);
if(Monst->_mmaxhp - (2*Monst->_mint+2) >= Monst->_mhitpoints)
Monst->_mhitpoints += 2*Monst->_mint+2;
else
Monst->_mhitpoints = Monst->_mmaxhp;
}
// set surrounding monsters into relentless attack
rad = 2*Monst->_mint+4;
for(y = -rad; y <= rad; ++y)
{
for(x = -rad; x <= rad; ++x)
{
xpos = Monst->_mx + x;
ypos = Monst->_my + y;
if(InBounds(x,y))
{
m = dMonster[xpos][ypos];
if(m > 0)
{
--m;
aitype = monster[m]._mAi;
if(aitype == AI_FALLEN)
{
monster[m]._mgoal = MG_ATTACK2;
// Set # frames for crazy attack mode
monster[m]._mgoalvar1 = (2*Monst->_mint+7)*15;
}
}
}
}
}
}
}
else if (Monst->_mgoal == MG_RUN_AWAY)
{
M_CallWalk(i,Monst->_mdir);
}
else if (Monst->_mgoal == MG_ATTACK2)
{
// attack relentlessly
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if(DIST(mx,my,2))
M_StartAttack(i);
else
M_CallWalk(i, M_GetDir(i));
}
else
MAI_SkelSd(i);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Cleaver(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Cleaver: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int mx, my, md;
if (Monst->_mmode == MM_STAND && Monst->_msquelch) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
Monst->_mdir = md;
// If close, attack
if (DIST(mx,my,2)) {
M_StartAttack(i);
} else {
// Try walk
M_CallWalk(i, md);
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Round(int i, BOOL special)
{
int mx, my, md, v;
int fx, fy, dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Round: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(114,100);
if (DIST(mx,my,2)
|| Monst->_msquelch != 255
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy]) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| (!DIST(mx,my,4) && !random(115,4)))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(116,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
// Calculate distance to player
dist = max(abs(mx),abs(my));
if( (Monst->_mgoalvar1++ >= (dist << 1)
&& DirOK(i,md))
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy])
{
Monst->_mgoal = MG_ATTACK;
}
else if(!M_RoundWalk(i,md,Monst->_mgoalvar2))
M_StartDelay(i, random(125,10)+10);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if (DIST(mx,my,2)) {
if (v < 23 + 2*Monst->_mint)
{
Monst->_mdir = md;
if(special && Monst->_mhitpoints < (Monst->_mmaxhp >> 1) && random(117,2))
M_StartSpAttack(i);
else
M_StartAttack(i);
}
}
else if ((Monst->_mVar2 > 20 && v < (28 + 2*Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (78 + 2*Monst->_mint))) {
M_CallWalk(i, md);
}
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
void MAI_GoatMc(int i)
{
MAI_Round(i, TRUE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Ranged(int i, int missile_type, BOOL special)
{
int fx, fy, mx, my, md;
BOOL walking = FALSE;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Ranged: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
if (Monst->_msquelch == 255
|| monster[i]._mFlags & MFLAG_MID) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = M_GetDir(i);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
Monst->_mdir = md;
if (Monst->_mVar1 == MM_RATTACK)
{
// pause after each arrow
M_StartDelay(i, random(118,20));
}
else if (DIST(mx,my,4) && random(119,100) < 70 + 10*Monst->_mint)
{
// retreat
walking = M_CallWalk(i, opposite[md]);
}
if (Monst->_mmode == MM_STAND)
{
if (LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Try attack
if(special)
M_StartRSpAttack(i,missile_type,4);
else
M_StartRAttack(i,missile_type,4);
}
else
// face dir
Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
else if(Monst->_msquelch // 0 < msquelch < 255
&& !(monster[i]._mFlags & MFLAG_MID)) // temp. golum fix
{
mx = Monst->_lastx;
my = Monst->_lasty;
md = GetDirection(Monst->_mx, Monst->_my, mx, my);
M_CallWalk(i, md);
}
}
}
void MAI_GoatBow(int i)
{
MAI_Ranged(i,MIT_ARROW, FALSE);
}
void MAI_Succ(int i)
{
MAI_Ranged(i,MIT_FLARE, FALSE);
}
void MAI_Lich(int i)
{
MAI_Ranged(i,MIT_ORANGEFLARE, FALSE);
}
void MAI_ArchLich(int i)
{
MAI_Ranged(i,MIT_YELLOWFLARE, FALSE);
}
void MAI_Psychorb(int i)
{
MAI_Ranged(i,MIT_BLUEFLARE, FALSE);
}
void MAI_Necromorb(int i)
{
MAI_Ranged(i,MIT_REDFLARE, FALSE);
}
void MAI_AcidUniq(int i)
{
MAI_Ranged(i,MIT_ACID, TRUE);
}
void MAI_Firebat(int i)
{
MAI_Ranged(i,MIT_FIREBOLT, FALSE);
}
void MAI_Hellbat(int i)
{
MAI_Ranged(i,MIT_FIREBALL, FALSE);
}
/*-----------------------------------------------------------------------*
* MAI_Scav
*
* MG_EAT is the scavenger's eat goal.
* _mgoalvar1 : =0 ==> no goal dest
* >0 ==> _mgoalvar1-1 is x coord of food
* _mgoalvar2 : _mgoalvar2-1 is y coord of food
*
**-----------------------------------------------------------------------*/
void MAI_Scav(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Scav: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int x,y;
BOOL done = FALSE;
if (Monst->_mmode == MM_STAND) {
if(Monst->_mhitpoints < (Monst->_mmaxhp >> 1) && Monst->_mgoal != MG_EAT)
{
if(monster[i].leaderflag)
{
// leave pack permanently
--monster[monster[i].leader].packsize;
monster[i].leaderflag = 0;
}
Monst->_mgoal = MG_EAT;
Monst->_mgoalvar3 = 10;
}
if (Monst->_mgoal == MG_EAT && Monst->_mgoalvar3)
{
--Monst->_mgoalvar3;
// Are we on top of food?
if (dDead[Monst->_mx][Monst->_my])
{
M_StartEat(i);
if (!(monster[i]._mFlags & MFLAG_NOHEAL)) {
int maxhp = (Monst->MType->mMaxHP << HP_SHIFT);
if (gbMaxPlayers == 1)
maxhp >>= 1;
int healamt = maxhp >> 3;
Monst->_mhitpoints += healamt;
// by eating, the monster can get to its species maximum
// in hit points...
if (Monst->_mhitpoints > maxhp)
Monst->_mhitpoints = maxhp;
if (Monst->_mmaxhp < Monst->_mhitpoints)
Monst->_mmaxhp = Monst->_mhitpoints;
if (Monst->_mgoalvar3 <= 0 || // done eating
Monst->_mhitpoints == maxhp)
{
dDead[Monst->_mx][Monst->_my] = 0; // monster buried
}
}
// if ((Monst->_mhitpoints) >= (Monst->_mmaxhp >> 1) + (Monst->_mmaxhp >> 2))
if ((Monst->_mhitpoints) == (Monst->_mmaxhp))
{
Monst->_mgoal = MG_ATTACK;
Monst->_mgoalvar1 = 0;
Monst->_mgoalvar2 = 0;
}
}
else
{
if (!Monst->_mgoalvar1)
{
// Find food!
// Randomize search direction
if(random(120,2))
{
for(y = -4; y <= 4 && !done; ++y)
for(x = -4; x <= 4 && !done; ++x)
if(InBounds(x,y))
done = dDead[Monst->_mx + x][Monst->_my + y]
&& LineClearF(CheckNoSolid, Monst->_mx,Monst->_my,Monst->_mx + x,Monst->_my + y);
--x;
--y;
}
else
{
for(y = 4; y >= -4 && !done; --y)
for(x = 4; x >= -4 && !done; --x)
if(InBounds(x,y))
done = dDead[Monst->_mx + x][Monst->_my + y]
&& LineClearF(CheckNoSolid,Monst->_mx,Monst->_my,Monst->_mx + x,Monst->_my + y);
++x;
++y;
}
if(done)
{
// Note: 1 is added to the following vars because
// 0 is reserved as a flag meaning undefined.
Monst->_mgoalvar1 = Monst->_mx + x +1;
Monst->_mgoalvar2 = Monst->_my + y +1;
}
}
if(Monst->_mgoalvar1)
{
x = Monst->_mgoalvar1 - 1;
y = Monst->_mgoalvar2 - 1;
Monst->_mdir = GetDirection(Monst->_mx, Monst->_my, x, y);
M_CallWalk(i, Monst->_mdir);
}
}
}
else
// if(Monst->_mmode == MM_STAND)
// none of the above cases applied, so resort to default behavior
MAI_SkelSd(i);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Garg(int i)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Garg: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int mx, my;
int md;
mx = Monst->_mx - Monst->_lastx;
my = Monst->_my - Monst->_lasty;
md = M_GetDir(i);
if(Monst->_msquelch && (Monst->_mFlags & MFLAG_STILL))
{
M_Enemy(i);
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if(DIST(mx,my,Monst->_mint+2))
Monst->_mFlags &= ~MFLAG_STILL;
}
else if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch))
{
if(Monst->_mhitpoints < (Monst->_mmaxhp >> 1))
{
// run away to get healed.
Monst->_mgoal = MG_RUN_AWAY;
}
if(Monst->_mgoal == MG_RUN_AWAY)
{
if(DIST(mx,my,Monst->_mint+2))
{
if(!M_CallWalk(i,opposite[md]))
Monst->_mgoal = MG_ATTACK;
}
else
{
Monst->_mgoal = MG_ATTACK;
M_StartHeal(i);
}
}
MAI_Round(i, FALSE);
}
}
/*-----------------------------------------------------------------------*
* MAI_RoundRanged
*
* Similar to MAI_Round, but does ranged attacks (throws lava)
*
**-----------------------------------------------------------------------*/
void MAI_RoundRanged(int i, int missile_type, BOOL checkdoors, int dam, BOOL lessmissiles)
{
int fx, fy, mx, my, md, v, pnum;
int dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_RoundRanged: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
pnum = Monst->_menemy;
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(checkdoors && Monst->_msquelch < 255)
MonstCheckDoors(i);
// Using random(10000) instead of random(100) for increased precision
// for small numbers, e.g. random(100) < (5 >> 1)
v = random(121,10000);
if (DIST(mx,my,2)
|| Monst->_msquelch != 255
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy]) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| (!DIST(mx,my,3) && !random(122,4 << lessmissiles)))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(123,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
// Calculate distance to player
dist = max(abs(mx),abs(my));
if(Monst->_mgoalvar1++ >= (dist << 1)
&& DirOK(i,md))
{
Monst->_mgoal = MG_ATTACK;
}
else if(v < (500 + 500*Monst->_mint) >> lessmissiles
&&
LineClear(Monst->_mx, Monst->_my, fx, fy))
{
// Missile Attack
M_StartRSpAttack(i,missile_type,dam);
}
else
M_RoundWalk(i,md,Monst->_mgoalvar2);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if (((!DIST(mx,my,3) && v < (1000 + 500*Monst->_mint) >> lessmissiles)
||
v < (500 + 500*Monst->_mint) >> lessmissiles)
&&
LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Missile Attack
M_StartRSpAttack(i,missile_type,dam);
}
else if (DIST(mx,my,2))
{
if (v < 6000 + 1000*Monst->_mint)
{
Monst->_mdir = md;
M_StartAttack(i);
}
}
else if (((v=random(124,100)) < (5000 + 1000*Monst->_mint))
||
(WALKMODE(Monst->_mVar1)
&&
Monst->_mVar2 == 0 && v < (8000 + 1000*Monst->_mint)))
{
M_CallWalk(i, md);
}
}
// face dir
if (Monst->_mmode == MM_STAND)
M_StartDelay(i, random(125,10)+5);
}
}
void MAI_Magma(int i)
{
MAI_RoundRanged(i, MIT_MAGMABALL, TRUE,4, FALSE);
}
void MAI_Storm(int i)
{
MAI_RoundRanged(i, MIT_THINLIGHTCTRL, TRUE,4, FALSE);
}
void MAI_BoneDemon(int i)
{
MAI_RoundRanged(i, MIT_BLUE2FLARE, TRUE,4, FALSE);
}
void MAI_Acid(int i)
{
MAI_RoundRanged(i, MIT_ACID, FALSE,4, TRUE);
}
void MAI_Diablo(int i)
{
MAI_RoundRanged(i, MIT_DIABAPOCA, FALSE, 40, FALSE);
}
void MAI_RR2(int i, int mistype, int dam)
{
int fx, fy, mx, my, md, v, pnum;
int dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_RR2: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if (!DIST(mx, my, 5))
MAI_SkelSd(i);
else if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
pnum = Monst->_menemy;
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(121,100);
if (DIST(mx,my,2)
|| Monst->_msquelch != 255
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy]) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| !DIST(mx,my,3))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(123,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
Monst->_mgoalvar3 = MG_WALK_AROUND1;
// Calculate distance to player
dist = max(abs(mx),abs(my));
if(Monst->_mgoalvar1++ >= (dist << 1)
&& DirOK(i,md))
{
Monst->_mgoal = MG_ATTACK;
}
else if (v < 80 + 5*Monst->_mint)
M_RoundWalk(i,md,Monst->_mgoalvar2);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if (((!DIST(mx,my,3) && v < 10 + 5*Monst->_mint)
||
v < 5 + 5*Monst->_mint
|| Monst->_mgoalvar3 == MG_WALK_AROUND1)
&&
LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Missile Attack
M_StartRSpAttack(i,mistype,dam);
}
else if (DIST(mx,my,2))
{
if (random(124,100) < 40 + 10*Monst->_mint)
{
Monst->_mdir = md;
if (random(124, 2))
M_StartAttack(i);
else
// Missile Attack
M_StartRSpAttack(i,mistype,dam);
}
}
else if (((v=random(124,100)) < (50 + 10*Monst->_mint))
||
(WALKMODE(Monst->_mVar1)
&&
Monst->_mVar2 == 0 && v < (80 + 10*Monst->_mint)))
{
M_CallWalk(i, md);
}
Monst->_mgoalvar3 = MG_ATTACK;
}
if (Monst->_mmode == MM_STAND)
M_StartDelay(i, random(125,10)+5);
}
}
void MAI_Mega(int i)
{
MAI_RR2(i, MIT_FLAMEC,0);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Golum(int i)
{
int ok, j, k, mid;
int mx, my, md;
BOOL have_enemy;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Golum: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if ((Monst->_mx == 1) && (Monst->_my == 0)) return;
if (Monst->_mmode == MM_DEATH) return;
if (Monst->_mmode == MM_SPSTAND) return;
if (Monst->_mmode >= MM_WALK && Monst->_mmode <= MM_WALK3) return;
if (!(monster[i]._mFlags & MFLAG_MID)) M_Enemy(i);
have_enemy = !(Monst->_mFlags & MFLAG_NOENEMY);
if (Monst->_mmode != MM_ATTACK) {
mx = Monst->_mx - monster[Monst->_menemy]._mfutx;
my = Monst->_my - monster[Monst->_menemy]._mfuty;
md = GetDirection(Monst->_mx, Monst->_my, monster[Monst->_menemy]._mx, monster[Monst->_menemy]._my);
Monst->_mdir = md;
if (DIST(mx,my,2) && have_enemy) {
Monst->_menemyx = monster[Monst->_menemy]._mx;
Monst->_menemyy = monster[Monst->_menemy]._my;
if(!monster[Monst->_menemy]._msquelch) {
monster[Monst->_menemy]._msquelch = 255;
monster[Monst->_menemy]._lastx = Monst->_mx;
monster[Monst->_menemy]._lasty = Monst->_my;
for (j = 0; j < 5; ++j) {
for (k = 0; k < 5; ++k) {
mid = dMonster[monster[i]._mx - 2 + k][monster[i]._my - 2 + j];
if (mid > 0) monster[mid]._msquelch = 255;
}
}
}
M_StartAttack(i);
} else {
if (!have_enemy ||
!MAI_Path(i)) {
++Monst->_pathcount;
if (Monst->_pathcount > 8) Monst->_pathcount = 5;
ok = M_CallWalk(i, plr[i]._pdir);
if (ok == FALSE) {
md = (md - 1) & 0x07;
for (j = 0; j < 8 && ok == FALSE; ++j) {
md = (md + 1) & 0x07;
ok = DirOK(i, md);
}
if (ok)
M_WalkDir(i, md);
}
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_SkelKing(int i)
{
int fx, fy, mx, my, md, v;
int dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_SkelKing: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
int nx,ny; // location for new skel spawn
int skel;
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(126,100);
if (DIST(mx,my,2)
|| Monst->_msquelch != 255
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy]) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| (!DIST(mx,my,3) && !random(127,4)))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(128,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
// Calculate distance to player
dist = max(abs(mx),abs(my));
if( (Monst->_mgoalvar1++ >= (dist << 1)
&& DirOK(i,md))
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy])
{
Monst->_mgoal = MG_ATTACK;
}
else if(!M_RoundWalk(i,md,Monst->_mgoalvar2))
M_StartDelay(i, random(125,10)+10);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if (gbMaxPlayers == 1 // no spawning in multi-player
&& ((!DIST(mx,my,3) && v < 35 + 4*Monst->_mint)
|| v < 6)
&&
LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Spawn new Skeleton
nx = Monst->_mx + offset_x[md];
ny = Monst->_my + offset_y[md];
if (PosOkMonst(i,nx,ny) && nummonsters < MAXMONSTERS)
{
// skel = AddMonster(nx, ny, md, 1, TRUE);
// M_StartSpStand(skel, md);
skel = M_SpawnSkel(nx, ny, md);
M_StartSpStand(i, md);
}
}
else if (DIST(mx,my,2)) {
if (v < 20 + Monst->_mint)
{
Monst->_mdir = md;
M_StartAttack(i);
}
}
else if (((v=random(129,100)) < (25 + Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (75 + Monst->_mint))) {
M_CallWalk(i, md);
}
else
M_StartDelay(i, random(130,10)+10);
}
// face dir
if (Monst->_mmode == MM_STAND)
Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Rhino(int i)
{
int fx, fy, mx, my, md, v;
int dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Rhino: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND && Monst->_msquelch) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(131,100);
if (DIST(mx,my,2)) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| (!DIST(mx,my,5) && random(132,4)))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(133,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
// Calculate distance to player
dist = max(abs(mx),abs(my));
if( (Monst->_mgoalvar1++ >= (dist << 1))
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy])
{
Monst->_mgoal = MG_ATTACK;
}
else if(!M_RoundWalk(i,md,Monst->_mgoalvar2))
M_StartDelay(i, random(125,10)+10);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if ((!DIST(mx,my,5) && v < 43 + 2*Monst->_mint) &&
LineClearF1(PosOkMonst, i,Monst->_mx,Monst->_my,fx,fy))
{
// Launch rhino
if (AddMissile(Monst->_mx, Monst->_my, fx,fy, md, MIT_RHINO, Monst->_menemy, i, 0, 0) != -1) {
if (Monst->MData->snd_special) PlayEffect(i, MS_SATTACK);
dMonster[Monst->_mx][Monst->_my] = -(i+1);
Monst->_mmode = MM_MISSILE;
}
}
else if (DIST(mx,my,2)) {
if (v < 28 + 2*Monst->_mint)
{
Monst->_mdir = md;
M_StartAttack(i);
}
}
else if (((v=random(134,100)) < (33 + 2*Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (83 + 2*Monst->_mint))) {
M_CallWalk(i, md);
}
else
M_StartDelay(i, random(135,10)+10);
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
}
}
void MAI_HorkDemon(int i)
{
int v;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_HorkDemon: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND && Monst->_msquelch) {
int const fx = Monst->_menemyx;
int const fy = Monst->_menemyy;
int const mx = Monst->_mx - fx;
int const my = Monst->_my - fy;
int const md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(131,100);
if (DIST(mx,my,2)) {
Monst->_mgoal = MG_ATTACK;
}
else if(Monst->_mgoal == MG_WALK_AROUND1
|| (!DIST(mx,my,5) && random(132,4)))
{
if(Monst->_mgoal != MG_WALK_AROUND1)
{
Monst->_mgoalvar1 = 0; // reset counter
// Pick direction to walk around player
Monst->_mgoalvar2 = random(133,2);
}
// MODE CHANGE: Walk Around player
Monst->_mgoal = MG_WALK_AROUND1;
// Calculate distance to player
int const dist = max(abs(mx),abs(my));
if( (Monst->_mgoalvar1++ >= (dist << 1))
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy])
{
Monst->_mgoal = MG_ATTACK;
}
else if(!M_RoundWalk(i,md,Monst->_mgoalvar2))
M_StartDelay(i, random(125,10)+10);
}
if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if ((!DIST(mx,my,3) && v < 43 + 2*Monst->_mint))
{
// Launch Hork Spawn
int const Enemyd = Monst->_mdir;
int const nx = Monst->_mx + infront_x[Enemyd];
int const ny = Monst->_my + infront_y[Enemyd];
if (PosOkMonst(i,nx,ny) && nummonsters < MAXMONSTERS) {
M_StartRSpAttack(i, MIT_HORKSPAWN, 0);
}
}
else if (DIST(mx,my,2)) {
if (v < 28 + 2*Monst->_mint)
{
Monst->_mdir = md;
M_StartAttack(i);
}
}
else if (((v=random(134,100)) < (33 + 2*Monst->_mint)) ||
(WALKMODE(Monst->_mVar1) &&
Monst->_mVar2 == 0 && v < (83 + 2*Monst->_mint))) {
M_CallWalk(i, md);
}
else
M_StartDelay(i, random(135,10)+10);
}
// face dir
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[Monst->_mdir];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Counselor(int i)
{
int fx, fy, mx, my, md, v;
int dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Counselor: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
static const BYTE counsmiss[] = { MIT_FIREBOLT, MIT_CBOLT, MIT_LIGHTCTRL, MIT_FIREBALL };
if ((Monst->_mmode == MM_STAND) && (Monst->_msquelch)) {
fx = Monst->_menemyx;
fy = Monst->_menemyy;
mx = Monst->_mx - fx;
my = Monst->_my - fy;
md = GetDirection(Monst->_mx, Monst->_my, Monst->_lastx, Monst->_lasty);
if(Monst->_msquelch < 255)
MonstCheckDoors(i);
v = random(121,100);
if (Monst->_mgoal == MG_RUN_AWAY)
{
if (Monst->_mgoalvar1++ > 3)
{
Monst->_mgoal = MG_ATTACK;
M_StartFadein(i, md, TRUE);
}
else
M_CallWalk(i, opposite[md]);
}
else if(Monst->_mgoal == MG_WALK_AROUND1)
{
// Calculate distance to player
dist = max(abs(mx),abs(my));
if (DIST(mx,my,2)
|| Monst->_msquelch != 255
|| dTransVal[Monst->_mx][Monst->_my]
!= dTransVal[fx][fy]) {
Monst->_mgoal = MG_ATTACK;
M_StartFadein(i, md, TRUE);
}
else if(Monst->_mgoalvar1++ >= (dist << 1)
&& DirOK(i,md))
{
Monst->_mgoal = MG_ATTACK;
M_StartFadein(i, md, TRUE);
}
else
M_RoundWalk(i,md,Monst->_mgoalvar2);
}
else if(Monst->_mgoal == MG_ATTACK)
{
// Try attack
if (DIST(mx,my,2))
{
Monst->_mdir = md;
if (Monst->_mhitpoints < (Monst->_mmaxhp >> 1))
{
// run away!
Monst->_mgoal = MG_RUN_AWAY;
Monst->_mgoalvar1 = 0;
M_StartFadeout(i, md, FALSE);
}
else if (Monst->_mVar1 == MM_DELAY || random(105,100) < 20 + 2*Monst->_mint)
{
M_StartRAttack(i,-1,0);
AddMissile(monster[i]._mx, monster[i]._my, 0, 0, monster[i]._mdir, MIT_FLASH, MI_ENEMYPLR, i, 4, 0);
AddMissile(monster[i]._mx, monster[i]._my, 0, 0, monster[i]._mdir, MIT_FLASH2, MI_ENEMYPLR, i, 4, 0);
}
else
M_StartDelay(i, random(105,10)+10 - 2*Monst->_mint);
}
else if (v < 50 + 5*Monst->_mint
&& LineClear(Monst->_mx,Monst->_my,fx,fy))
{
// Missile Attack
M_StartRAttack(i, counsmiss[Monst->_mint], random(77, Monst->mMaxDamage - Monst->mMinDamage + 1) + Monst->mMinDamage);
}
else if (random(124, 100) < 30)
{
Monst->_mgoal = MG_WALK_AROUND1;
Monst->_mgoalvar1 = 0;
M_StartFadeout(i, md, FALSE);
}
else
M_StartDelay(i, random(105,10)+10 - 2*Monst->_mint);
}
// face dir
if (Monst->_mmode == MM_STAND)
M_StartDelay(i, random(125,10)+5);
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Garbud(int i)
{
int mx, my, md;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Garbud: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if ((Monst->mtalkmsg < TXT_GARB4) && (Monst->mtalkmsg > (TXT_GARB1-1)) && !(dFlags[mx][my] & BFLAG_MONSTACTIVE) && (Monst->_mgoal == MG_WAITTOTALK)) {
++Monst->mtalkmsg;
Monst->_mgoal = MG_TALK;
}
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_GARB4) && !(effect_is_playing(USFX_GARBUD4)) && (Monst->_mgoal == MG_WAITTOTALK)) {
Monst->_mgoal = MG_ATTACK;
Monst->_msquelch = 255;
Monst->mtalkmsg = 0;
}
#endif
}
if ((Monst->_mgoal == MG_ATTACK) || (Monst->_mgoal == MG_WALK_AROUND1)) {
MAI_Round(i, TRUE);
}
monster[i]._mdir = md;
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Zhar(int i)
{
int mx, my, md, dist;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Zhar: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if ((Monst->mtalkmsg == TXT_ZHAR1) && !(dFlags[mx][my] & BFLAG_MONSTACTIVE) && (Monst->_mgoal == MG_WAITTOTALK)) {
++Monst->mtalkmsg;
Monst->_mgoal = MG_TALK;
}
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
dist = max(abs(mx), abs(my));
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_ZHAR2) && !(effect_is_playing(USFX_ZHAR2)) && (Monst->_mgoal == MG_WAITTOTALK)) {
Monst->_mgoal = MG_ATTACK;
Monst->_msquelch = 255;
Monst->mtalkmsg = 0;
}
#endif
}
if ((Monst->_mgoal == MG_ATTACK) || (Monst->_mgoal == MG_RUN_AWAY) || (Monst->_mgoal == MG_WALK_AROUND1)) {
MAI_Counselor(i);
}
monster[i]._mdir = md;
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_SnotSpil(int i)
{
int mx, my, md, pnum;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_SnotSpil: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
pnum = Monst->_menemy;
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if ((Monst->mtalkmsg == TXT_BOL1) && !(dFlags[mx][my] & BFLAG_MONSTACTIVE) && (Monst->_mgoal == MG_WAITTOTALK)) {
Monst->mtalkmsg = TXT_BOL2;
Monst->_mgoal = MG_TALK;
}
if ((Monst->mtalkmsg == TXT_BOL2) && (quests[Q_LTBANNER]._qvar1 == 3)) {
Monst->mtalkmsg = 0;
Monst->_mgoal = MG_ATTACK;
}
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_BOL3) && !(effect_is_playing(USFX_SNOT3)) && (Monst->_mgoal == MG_WAITTOTALK)) {
int i = plr[pnum]._pvid;
ObjChangeMap(setpc_x, setpc_y, setpc_x + setpc_w + 1, setpc_y + setpc_h + 1);
quests[Q_LTBANNER]._qvar1 = 3;
extern void RedoPlayerVision();
RedoPlayerVision();
Monst->_mgoal = MG_ATTACK;
Monst->_msquelch = 255;
Monst->mtalkmsg = 0;
}
#endif
if (quests[Q_LTBANNER]._qvar1 == 3) {
if ((Monst->_mgoal == MG_ATTACK) || (Monst->_mgoal == MG_ATTACK2)) {
MAI_Fallen(i);
}
}
}
monster[i]._mdir = md;
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Lazurus(int i)
{
int mx, my, md;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Lazurus: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if (gbMaxPlayers == 1) {
if ((Monst->mtalkmsg == TXT_VB1) && (Monst->_mgoal == MG_TALK)
&& (plr[myplr]._px == 35) && (plr[myplr]._py == 46)) {
PlayInGameMovie("gendata\\fprst3.smk");
Monst->_mmode = MM_TALK;
quests[Q_BETRAYER]._qvar1 = 5;
}
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_VB1) && !(effect_is_playing(USFX_LAZ1)) && (Monst->_mgoal == MG_WAITTOTALK)) {
ObjChangeMapResync(1, 18, 20, 24);
extern void RedoPlayerVision();
RedoPlayerVision();
quests[Q_BETRAYER]._qvar1 = 6;
Monst->_mgoal = MG_ATTACK;
Monst->_msquelch = 255;
Monst->mtalkmsg = 0;
}
#endif
}
if (gbMaxPlayers != 1) {
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_VB1) && (Monst->_mgoal == MG_TALK) && (quests[Q_BETRAYER]._qvar1 <= 3)) {
Monst->_mmode = MM_TALK;
}
#endif
}
}
if ((Monst->_mgoal == MG_ATTACK) || (Monst->_mgoal == MG_RUN_AWAY) || (Monst->_mgoal == MG_WALK_AROUND1)) {
MAI_Counselor(i);
}
monster[i]._mdir = md;
if ((Monst->_mmode == MM_STAND) || (Monst->_mmode == MM_TALK)) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Lazhelp(int i)
{
int mx, my, md;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Lazhelp: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if (gbMaxPlayers == 1) {
if (quests[Q_BETRAYER]._qvar1 <= 5)
Monst->_mgoal = MG_TALK;
else {
Monst->_mgoal = MG_ATTACK;
Monst->mtalkmsg = 0;
}
} else if (gbMaxPlayers != 1) {
Monst->_mgoal = MG_ATTACK;
}
}
if (Monst->_mgoal == MG_ATTACK) {
MAI_Succ(i);
}
monster[i]._mdir = md;
} if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Lachdanan(int i)
{
int mx, my, md, pnum;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Lachdanan: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
pnum = Monst->_menemy;
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_VEIL1) && !(dFlags[mx][my] & BFLAG_MONSTACTIVE) && (Monst->_mgoal == MG_WAITTOTALK)) {
++Monst->mtalkmsg;
Monst->_mgoal = MG_TALK;
}
#endif
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
#if !IS_VERSION(SHAREWARE)
if ((Monst->mtalkmsg == TXT_VEIL3) && !(effect_is_playing(USFX_LACH3)) && (Monst->_mgoal == MG_WAITTOTALK)) {
Monst->mtalkmsg = 0;
quests[Q_VEIL]._qactive = QUEST_DONE;
M_StartKill(i, -1);
}
#endif
}
monster[i]._mdir = md;
if (Monst->_mmode == MM_STAND) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void MAI_Warlord(int i)
{
int mx, my, md;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MAI_Warlord: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
if (Monst->_mmode == MM_STAND) {
mx = Monst->_mx;
my = Monst->_my;
md = M_GetDir(i);
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
mx = Monst->_mx - Monst->_menemyx;
my = Monst->_my - Monst->_menemyy;
if ((Monst->mtalkmsg == TXT_WARLRD1) && (Monst->_mgoal == MG_TALK)) {
Monst->_mmode = MM_TALK;
}
#if !IS_VERSION(SHAREWARE)
BOOL effect_is_playing(int nSFX);
if ((Monst->mtalkmsg == TXT_WARLRD1) && !(effect_is_playing(USFX_WARLRD1)) && (Monst->_mgoal == MG_WAITTOTALK)) {
Monst->_mgoal = MG_ATTACK;
Monst->_msquelch = 255;
Monst->mtalkmsg = 0;
}
#endif
}
if (Monst->_mgoal == MG_ATTACK) {
MAI_SkelSd(i);
}
monster[i]._mdir = md;
if ((Monst->_mmode == MM_STAND) || (Monst->_mmode == MM_TALK)) Monst->_mAnimData = Monst->MType->Anims[MA_STAND].Cels[md];
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void DeleteMonsterList()
{
int i, mi;
// pseudo delete dead golems
for (i = 0; i < 4; ++i) {
if (monster[i]._mDelFlag) {
monster[i]._mx = 1;
monster[i]._my = 0;
monster[i]._mfutx = 0;
monster[i]._mfuty = 0;
monster[i]._moldx = 0;
monster[i]._moldy = 0;
monster[i]._mDelFlag = FALSE;
}
}
i = 4; // this is to skip the golems
app_assert((DWORD)nummonsters <= MAXMONSTERS);
while (i < nummonsters) {
mi = monstactive[i];
if (monster[mi]._mDelFlag) {
DeleteMonster(i);
i = 0;
} else ++i;
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void ProcessMonsters ()
{
int i, mi;
int raflag;
int mx, my;
MonsterStruct *Monst;
int oldmode;
DeleteMonsterList();
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for (i = 0; i < nummonsters; ++i) {
mi = monstactive[i];
Monst = &monster[mi];
raflag = RUN_DONE;
// Try and run same AI's as best as possible in multiplayer
if (gbMaxPlayers > 1) {
SetRndSeed(Monst->_mAISeed);
Monst->_mAISeed = GetRndSeed();
}
// Turn regen
if (!(monster[mi]._mFlags & MFLAG_NOHEAL)) {
if ((Monst->_mhitpoints < Monst->_mmaxhp) && ((Monst->_mhitpoints >> HP_SHIFT) > 0)) {
if (Monst->mLevel > 1)
Monst->_mhitpoints += Monst->mLevel >> 1;
else
Monst->_mhitpoints += Monst->mLevel;
}
}
// Check if just activating
mx = Monst->_mx;
my = Monst->_my;
if ((dFlags[mx][my] & BFLAG_MONSTACTIVE) && (Monst->_msquelch == 0)) {
#if !IS_VERSION(SHAREWARE)
if (Monst->MType->mtype == MT_CLEAVER) {
//if (gbMaxPlayers == 1) PlayInGameMovie("gendata\\fbutch3.smk");
PlaySFX(USFX_CLEAVER);
}
if (Monst->MType->mtype == MT_NKR) {
if (gbCowsuit)
PlaySFX(HSFX_NA_KRUL6);
else if (Na_Krul.Books)
PlaySFX(HSFX_NA_KRUL4);
else
PlaySFX(HSFX_NA_KRUL5);
}
if (Monst->MType->mtype == MT_BUG) {
//if (gbMaxPlayers == 1) PlayInGameMovie("gendata\\fbutch3.smk");
PlaySFX(HSFX_DEFILER5);
}
#endif
M_Enemy(mi);
}
// Check if monster's enemy
if (Monst->_mFlags & MFLAG_MID) {
if ((DWORD)Monst->_menemy >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("Illegal enemy monster %d for monster \"%s\"",Monst->_menemy,Monst->mName);
#else
return;
#endif
}
Monst->_menemyx = Monst->_lastx = monster[Monst->_menemy]._mfutx;
Monst->_menemyy = Monst->_lasty = monster[Monst->_menemy]._mfuty;
} else {
// Deal with keeping a monster active for a while after its visibility flag
// goes off
if ((DWORD)Monst->_menemy >= MAX_PLRS)
{
#if defined(_DEBUG)
app_fatal("Illegal enemy player %d for monster \"%s\"",Monst->_menemy,Monst->mName);
#else
return;
#endif
}
Monst->_menemyx = plr[Monst->_menemy]._pfutx;
Monst->_menemyy = plr[Monst->_menemy]._pfuty;
if (dFlags[mx][my] & BFLAG_MONSTACTIVE) {
Monst->_msquelch = 255;
Monst->_lastx = plr[Monst->_menemy]._pfutx;
Monst->_lasty = plr[Monst->_menemy]._pfuty;
} else if(Monst->_msquelch && (Monst->_mAi != MT_DIABLO)) --Monst->_msquelch;
}
do {
// Run Monster's AI
// Try Path Mode
if (Monst->_mFlags & MFLAG_PATH)
{
if (!MAI_Path(mi))
AiProc[Monst->_mAi](mi);
}
else
AiProc[Monst->_mAi](mi);
// Run Monster Mode
switch (oldmode = Monst->_mmode) {
case MM_STAND :
raflag = M_DoStand(mi);
break;
case MM_WALK :
raflag = M_DoWalk(mi);
break;
case MM_WALK2 :
raflag = M_DoWalk2(mi);
break;
case MM_WALK3:
raflag = M_DoWalk3(mi);
break;
case MM_ATTACK:
raflag = M_DoAttack(mi);
break;
case MM_RATTACK:
raflag = M_DoRAttack(mi);
break;
case MM_GOTHIT:
raflag = M_DoGotHit(mi);
break;
case MM_DEATH:
raflag = M_DoDeath(mi);
break;
case MM_SATTACK:
raflag = M_DoSAttack(mi);
break;
case MM_FADEIN:
raflag = M_DoFadein(mi);
break;
case MM_FADEOUT:
raflag = M_DoFadeout(mi);
break;
case MM_SPSTAND:
raflag = M_DoSpStand(mi);
break;
case MM_RSATTACK:
raflag = M_DoRSpAttack(mi);
break;
case MM_DELAY:
raflag = M_DoDelay(mi);
break;
case MM_MISSILE:
raflag = RUN_DONE;
break;
case MM_STONE:
raflag = M_DoStone(mi);
break;
case MM_HEAL:
raflag = M_DoHeal(mi);
break;
case MM_TALK:
raflag = M_DoTalk(mi);
break;
}
/* for (int mm = 0; mm < nummonsters; ++mm) {
int mmi = monstactive[mm];
app_assert(monster[mmi]._mDelFlag
|| monster[mmi]._mmode == MM_MISSILE
|| !monster[mmi]._msquelch
|| mmi < 4
|| dMonster[monster[mmi]._mx][monster[mmi]._my] == mmi+1
|| dMonster[monster[mmi]._mx][monster[mmi]._my] == -(mmi+1));
}*/
if(raflag != RUN_DONE)
GroupUnity(mi);
// if (Monst->_msquelch) DaveMonstMap(FALSE, 0);
} while (raflag != RUN_DONE);
// Animate Monster
if (Monst->_mmode != MM_STONE) {
++Monst->_mAnimCnt;
if (!(Monst->_mFlags & MFLAG_STILL))
{
if (Monst->_mAnimCnt >= Monst->_mAnimDelay) {
Monst->_mAnimCnt = 0;
if(Monst->_mFlags & MFLAG_BACKWARDS)
{
--Monst->_mAnimFrame;
if (!Monst->_mAnimFrame) Monst->_mAnimFrame = Monst->_mAnimLen;
}
else
{
++Monst->_mAnimFrame;
if (Monst->_mAnimFrame > Monst->_mAnimLen) Monst->_mAnimFrame = 1;
}
}
}
}
}
DeleteMonsterList();
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void FreeMonsterGFX()
{
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (int monst = 0; monst < nummtypes; ++monst) {
int mtype = Monsters[monst].mtype;
for (int anim = 0; anim < MAX_ANIMTYPE; ++anim) {
if(!(animletter[anim] == 's' && !monsterdata[mtype].has_special)) {
DiabloFreePtr(Monsters[monst].Anims[anim].CMem);
}
}
}
IFreeMissileGFX();
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL DirOK(int i, int mdir)
{
long fx, fy;
int tmp;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("DirOK: Invalid monster %d",i);
#else
return FALSE;
#endif
}
fx = monster[i]._mx + offset_x[mdir];
fy = monster[i]._my + offset_y[mdir];
if(! InBounds(fx,fy))
return FALSE;
if (! PosOkMonst(i, fx, fy))
return FALSE;
if (mdir == M_DIRR) {
if (SolidLoc(fx+0,fy+1)) return FALSE;
if (dFlags[fx+0][fy+1] & BFLAG_MONSTLR) return FALSE;
}
else if(mdir == M_DIRL) {
if (SolidLoc(fx+1,fy+0)) return FALSE;
if (dFlags[fx+1][fy+0] & BFLAG_MONSTLR) return FALSE;
}
else if (mdir == M_DIRU) {
if (SolidLoc(fx+1,fy+0)) return FALSE;
if (SolidLoc(fx+0,fy+1)) return FALSE;
}
else if (mdir == M_DIRD) {
if (SolidLoc(fx-1,fy+0)) return FALSE;
if (SolidLoc(fx+0,fy-1)) return FALSE;
}
// check for group cohesion
if(monster[i].leaderflag == PACK_MEMBER) {
// make sure monster is close to leader
return DIST(
fx-monster[monster[i].leader]._mfutx,
fy-monster[monster[i].leader]._mfuty,
4
);
}
if (monster[i]._uniqtype && (UniqMonst[monster[i]._uniqtype-1].mUnqAttr & UN_STICK))
{
int mcount = 0;
for (int x = fx - 3; x <= fx + 3; ++x) {
for (int y = fy - 3; y <= fy + 3; ++y) {
if (! InBounds(x,y)) continue;
if((tmp = dMonster[x][y]) < 0) tmp = -tmp;
if (tmp != 0) --tmp;
app_assert(tmp >= 0);
if (monster[tmp].leaderflag == PACK_MEMBER &&
monster[tmp].leader == i &&
monster[tmp]._mfutx == x &&
monster[tmp]._mfuty == y) ++mcount;
}
}
return (mcount == monster[i].packsize);
}
return TRUE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL PosOkMissile(int x, int y)
{
return !(nMissileTable[dPiece[x][y]] || (dFlags[x][y] & BFLAG_MONSTLR));
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL CheckNoSolid(int x, int y)
{
return !nSolidTable[dPiece[x][y]];
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*
BOOL LineClearF(CHECKFUNC Clear, int x1, int y1, int x2, int y2)
{
int md;
BOOL done = FALSE;
do
{
md = GetDirection(x1,y1,x2,y2);
x1 += offset_x[md];
y1 += offset_y[md];
done = !(*Clear)(x1, y1);
} while(!done && !(x1==x2 && y1==y2));
return (x1 == x2) && (y1 == y2);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL LineClearF(CHECKFUNC Clear, int x1, int y1, int x2, int y2)
{
// Bresenham line algorithm
// See Foley/van Dam, "Computer Graphics: Principles and Practice"
int dx,dy;
int d; // test variable
int dincH; // Horizontal increment for d
int dincD; // Diagonal increment for d
int xincD,yincD; // Diagonal increments for minor axis
int xorg, yorg;
BOOL done = FALSE;
int tmp;
xorg = x1;
yorg = y1;
dx = x2 - x1;
dy = y2 - y1;
if(abs(dx) > abs(dy))
{
// X is the major axis
if(dx < 0)
{
// swap endpoints
tmp = x1;
x1 = x2;
x2 = tmp;
tmp = y1;
y1 = y2;
y2 = tmp;
dx = -dx;
dy = -dy;
}
if(dy > 0)
{
// pos. slope
d = 2*dy - dx;
dincH = 2*dy;
dincD = 2*(dy - dx);
yincD = 1;
}
else
{
// neg. slope
d = 2*dy + dx;
dincH = 2*dy;
dincD = 2*(dy + dx);
yincD = -1;
}
// done = (x1 != xorg || y1 != yorg) && !(*Clear)(x1, y1);
while(!done && !(x1 == x2 && y1 == y2))
{
if((d <= 0) ^ (yincD < 0))
{
d += dincH;
}
else
{
d += dincD;
y1 += yincD;
}
++x1;
done = (x1 != xorg || y1 != yorg) && !(*Clear)(x1, y1);
}
}
else
{
// Y is the major axis
if(dy < 0)
{
// swap endpoints
tmp = y1;
y1 = y2;
y2 = tmp;
tmp = x1;
x1 = x2;
x2 = tmp;
dy = -dy;
dx = -dx;
}
if(dx > 0)
{
// pos. slope
d = 2*dx - dy;
dincH = 2*dx;
dincD = 2*(dx - dy);
xincD = 1;
}
else
{
// neg. slope
d = 2*dx + dy;
dincH = 2*dx;
dincD = 2*(dx + dy);
xincD = -1;
}
// done = (y1 != yorg || x1 != xorg) && !(*Clear)(x1, y1);
while(!done && !(y1 == y2 && x1 == x2))
{
if((d <= 0) ^ (xincD < 0))
{
d += dincH;
}
else
{
d += dincD;
x1 += xincD;
}
++y1;
done = (y1 != yorg || x1 != xorg) && !(*Clear)(x1, y1);
}
}
return x1 == x2 && y1 == y2;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL LineClear(int x1, int y1, int x2, int y2)
{
return LineClearF(PosOkMissile, x1, y1, x2, y2);
}
/*-----------------------------------------------------------------------*
* LineClearF1
*
* This is exactly the same routine as LineClearF, except its Check
* routine requires an extra argument
**-----------------------------------------------------------------------*/
BOOL LineClearF1(CHECKFUNC1 Clear, int monst, int x1, int y1, int x2, int y2)
{
// Bresenham line algorithm
// See Foley/van Dam, "Computer Graphics: Principles and Practice"
int dx,dy;
int d; // test variable
int dincH; // Horizontal increment for d
int dincD; // Diagonal increment for d
int xincD,yincD; // Diagonal increments for minor axis
int xorg, yorg;
BOOL done = FALSE;
int tmp;
xorg = x1;
yorg = y1;
dx = x2 - x1;
dy = y2 - y1;
if(abs(dx) > abs(dy))
{
// X is the major axis
if(dx < 0)
{
// swap endpoints
tmp = x1;
x1 = x2;
x2 = tmp;
tmp = y1;
y1 = y2;
y2 = tmp;
dx = -dx;
dy = -dy;
}
if(dy > 0)
{
// pos. slope
d = 2*dy - dx;
dincH = 2*dy;
dincD = 2*(dy - dx);
yincD = 1;
}
else
{
// neg. slope
d = 2*dy + dx;
dincH = 2*dy;
dincD = 2*(dy + dx);
yincD = -1;
}
while(!done && !(x1 == x2 && y1 == y2))
{
if((d <= 0) ^ (yincD < 0))
{
d += dincH;
}
else
{
d += dincD;
y1 += yincD;
}
++x1;
done = (x1 != xorg || y1 != yorg) && !Clear(monst, x1, y1);
}
}
else
{
// Y is the major axis
if(dy < 0)
{
// swap endpoints
tmp = y1;
y1 = y2;
y2 = tmp;
tmp = x1;
x1 = x2;
x2 = tmp;
dy = -dy;
dx = -dx;
}
if(dx > 0)
{
// pos. slope
d = 2*dx - dy;
dincH = 2*dx;
dincD = 2*(dx - dy);
xincD = 1;
}
else
{
// neg. slope
d = 2*dx + dy;
dincH = 2*dx;
dincD = 2*(dx + dy);
xincD = -1;
}
while(!done && !(y1 == y2 && x1 == x2))
{
if((d <= 0) ^ (xincD < 0))
{
d += dincH;
}
else
{
d += dincD;
x1 += xincD;
}
++y1;
done = (y1 != yorg || x1 != xorg) && !Clear(monst, x1, y1);
}
}
return x1 == x2 && y1 == y2;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void SyncMonsterAnim(int m)
{
int dir;
if ((DWORD)m >= MAXMONSTERS || m < 0)
{
#if defined(_DEBUG)
app_fatal("SyncMonsterAnim: Invalid monster %d",m);
#else
return;
#endif
}
app_assert(monster[m]._mMTidx < MAX_LVLMTYPES
&& monster[m]._mMTidx >= 0);
monster[m].MType = &Monsters[monster[m]._mMTidx];
monster[m].MData = Monsters[monster[m]._mMTidx].MData;
if(monster[m]._uniqtype)
monster[m].mName = UniqMonst[monster[m]._uniqtype-1].mName;
else {
app_assert(monster[m].MData != 0);
monster[m].mName = monster[m].MData->mName;
}
dir = monster[m]._mdir;
switch (monster[m]._mmode) {
case MM_STAND :
monster[m]._mAnimData = monster[m].MType->Anims[MA_STAND].Cels[dir];
break;
case MM_WALK :
monster[m]._mAnimData = monster[m].MType->Anims[MA_WALK].Cels[dir];
break;
case MM_WALK2 :
monster[m]._mAnimData = monster[m].MType->Anims[MA_WALK].Cels[dir];
break;
case MM_WALK3:
monster[m]._mAnimData = monster[m].MType->Anims[MA_WALK].Cels[dir];
break;
case MM_ATTACK:
monster[m]._mAnimData = monster[m].MType->Anims[MA_ATTACK].Cels[dir];
break;
case MM_RATTACK:
monster[m]._mAnimData = monster[m].MType->Anims[MA_ATTACK].Cels[dir];
break;
case MM_GOTHIT:
monster[m]._mAnimData = monster[m].MType->Anims[MA_GOTHIT].Cels[dir];
break;
case MM_DEATH:
monster[m]._mAnimData = monster[m].MType->Anims[MA_DEATH].Cels[dir];
break;
case MM_SATTACK:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_FADEIN:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_FADEOUT:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_SPSTAND:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_RSATTACK:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_DELAY:
monster[m]._mAnimData = monster[m].MType->Anims[MA_STAND].Cels[dir];
break;
case MM_HEAL:
monster[m]._mAnimData = monster[m].MType->Anims[MA_SPECIAL].Cels[dir];
break;
case MM_TALK:
monster[m]._mAnimData = monster[m].MType->Anims[MA_STAND].Cels[dir];
break;
case MM_STONE:
monster[m]._mAnimData = monster[m].MType->Anims[MA_STAND].Cels[dir];
monster[m]._mAnimFrame = 1;
monster[m]._mAnimLen = monster[m].MType->Anims[MA_STAND].Frames;
break;
case MM_MISSILE:
monster[m]._mAnimData = monster[m].MType->Anims[MA_ATTACK].Cels[dir];
monster[m]._mAnimFrame = 1;
monster[m]._mAnimLen = monster[m].MType->Anims[MA_ATTACK].Frames;
break;
default:
monster[m]._mAnimData = monster[m].MType->Anims[MA_STAND].Cels[dir];
monster[m]._mAnimFrame = 1;
monster[m]._mAnimLen = monster[m].MType->Anims[MA_STAND].Frames;
break;
}
}
/*-----------------------------------------------------------------------*
* When monster gets killed, make the fallen run in fear
**-----------------------------------------------------------------------*/
void M_FallenFear(int x, int y)
{
int i, mi;
int rundist;
int aitype;
app_assert((DWORD)nummonsters <= MAXMONSTERS);
for (i = 0; i < nummonsters; ++i) {
mi = monstactive[i];
rundist = 0;
switch(monster[mi].MType->mtype) {
case MT_RFALLSD :
case MT_RFALLSP :
rundist = 7;
break;
case MT_DFALLSD :
case MT_DFALLSP :
rundist = 5;
break;
case MT_YFALLSD :
case MT_YFALLSP :
rundist = 3;
break;
case MT_BFALLSD :
case MT_BFALLSP :
rundist = 2;
break;
}
aitype = monster[mi]._mAi;
if(aitype == AI_FALLEN) {
if (rundist
&& DIST(x-monster[mi]._mx, y-monster[mi]._my, 5)
&& ((monster[mi]._mhitpoints >> HP_SHIFT) > 0))
{
monster[mi]._mgoal = MG_RUN_AWAY;
monster[mi]._mgoalvar1 = rundist; // run away for 'rundist' squares
// next direction will be away from monster that got hit
monster[mi]._mdir = GetDirection(x, y, monster[i]._mx, monster[i]._my);
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void PrintMonstHistory(int mt)
{
int res, minhp, maxhp;
sprintf(tempstr, "Total kills : %i", monstkills[mt]);
AddPanelString(tempstr, TEXT_CENTER);
if (monstkills[mt] >= 30) {
minhp = monsterdata[mt].mMinHP;
maxhp = monsterdata[mt].mMaxHP;
if (gbMaxPlayers == 1) {
minhp = minhp >> 1;
maxhp = maxhp >> 1;
}
if (minhp < 1) minhp = 1;
if (maxhp < 1) maxhp = 1;
if (gnDifficulty == D_NIGHTMARE) {
minhp = (minhp * 3) + ((gbMaxPlayers == 1) ? 50 : 100);
maxhp = (maxhp * 3) + ((gbMaxPlayers == 1) ? 50 : 100);
}
else if (gnDifficulty == D_HELL) {
minhp = (minhp * 4) + ((gbMaxPlayers == 1) ? 100 : 200);
maxhp = (maxhp * 4) + ((gbMaxPlayers == 1) ? 100 : 200);
}
sprintf(tempstr, "Hit Points : %i-%i", minhp, maxhp);
AddPanelString(tempstr, TEXT_CENTER);
}
/*minhp = monster[cursmonst]._mhitpoints >> HP_SHIFT;
maxhp = monster[cursmonst]._mmaxhp >> HP_SHIFT;
sprintf(tempstr, "Hit Points : %i of %i", minhp, maxhp);
AddPanelString(tempstr, TEXT_CENTER);*/
if (monstkills[mt] >= 15) {
if (gnDifficulty != D_HELL)
res = monsterdata[mt].mMagicRes;
else
res = monsterdata[mt].mMagicRes2;
res &= (M_RM|M_RF|M_RL|M_IM|M_IF|M_IL);
if (res == M_NONE) {
strcpy(tempstr, "No magic resistance");
AddPanelString(tempstr, TEXT_CENTER);
} else {
if (res & (M_RM|M_RF|M_RL)) {
strcpy(tempstr, "Resists : ");
if (res & M_RM) strcat(tempstr, "Magic ");
if (res & M_RF) strcat(tempstr, "Fire ");
if (res & M_RL) strcat(tempstr, "Lightning ");
tempstr[strlen(tempstr)-1] = 0;
AddPanelString(tempstr, TEXT_CENTER);
}
if (res & (M_IM|M_IF|M_IL)) {
strcpy(tempstr, "Immune : ");
if (res & M_IM) strcat(tempstr, "Magic ");
if (res & M_IF) strcat(tempstr, "Fire ");
if (res & M_IL) strcat(tempstr, "Lightning ");
tempstr[strlen(tempstr)-1] = 0;
AddPanelString(tempstr, TEXT_CENTER);
}
}
}
pinfoflag = TRUE;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void PrintUniqueHistory()
{
int res;
/*int minhp = monster[cursmonst]._mhitpoints >> HP_SHIFT;
int maxhp = monster[cursmonst]._mmaxhp >> HP_SHIFT;
sprintf(tempstr, "Hit Points : %i of %i", minhp, maxhp);
AddPanelString(tempstr, TEXT_CENTER);*/
res = monster[cursmonst].mMagicRes;
res &= (M_RM|M_RF|M_RL|M_IM|M_IF|M_IL);
if (res == M_NONE) {
strcpy(tempstr, "No resistances");
AddPanelString(tempstr, TEXT_CENTER);
strcpy(tempstr, "No Immunities");
AddPanelString(tempstr, TEXT_CENTER);
} else {
if (res & (M_RM|M_RF|M_RL))
strcpy(tempstr, "Some Magic Resistances");
else
strcpy(tempstr, "No resistances");
AddPanelString(tempstr, TEXT_CENTER);
if (res & (M_IM|M_IF|M_IL))
strcpy(tempstr, "Some Magic Immunities");
else
strcpy(tempstr, "No Immunities");
AddPanelString(tempstr, TEXT_CENTER);
}
pinfoflag = TRUE;
}
/*-----------------------------------------------------------------------*
* MissToMonst
*
* Used when Rhino charges and collides into something.
**-----------------------------------------------------------------------*/
void MissToMonst(int i, int x, int y)
{
int oldx,oldy;
int newx,newy;
if ((DWORD)i >= MAXMISSILES)
{
#if defined(_DEBUG)
app_fatal("MissToMonst: Invalid missile %d",i);
#else
return;
#endif
}
MissileStruct *Miss = &missile[i];
int m = Miss->_misource;
if ((DWORD)m >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("MissToMonst: Invalid monster %d",m);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[m];
int pnum;
app_assert(Monst->_mmode == MM_MISSILE);
oldx = Miss->_mix;
oldy = Miss->_miy;
dMonster[x][y] = m+1;
Monst->_mdir = Miss->_mimfnum;
Monst->_mx = x;
Monst->_my = y;
M_StartStand(m, Monst->_mdir);
if(EquivMonst(Monst->MType->mtype, MT_INCIN))
M_StartFadein(m, Monst->_mdir, FALSE);
else {
if ((Monst->_mFlags & MFLAG_MID) == 0)
M_StartHit(m,-1,0);
else
M2MStartHit(m,-1,0);
}
if ((Monst->_mFlags & MFLAG_MID) == 0) {
pnum = dPlayer[oldx][oldy]-1;
if((dPlayer[oldx][oldy] > 0)
&& (Monst->MType->mtype != MT_GLOOM)
&& !EquivMonst(Monst->MType->mtype, MT_INCIN))
{
M_TryH2HHit(m, dPlayer[oldx][oldy]-1, 500, Monst->mMinDamage2, Monst->mMaxDamage2);
// make sure player didn't go change location during h2hhit
if (pnum == dPlayer[oldx][oldy]-1
&& !EquivMonst(Monst->MType->mtype, MT_NSNAKE))
{
// make sure player is doing a hit animation
if (plr[pnum]._pmode != PM_GOTHIT && plr[pnum]._pmode != PM_DEATH)
StartPlrHit(pnum, 0, TRUE);
// knock opponent back one square
newx = oldx + offset_x[Monst->_mdir];
newy = oldy + offset_y[Monst->_mdir];
if(PosOkPlayer(pnum, newx, newy))
{
plr[pnum]._px = newx;
plr[pnum]._py = newy;
FixPlayerLocation(pnum,plr[pnum]._pdir);
FixPlrWalkTags(pnum);
dPlayer[newx][newy] = pnum + 1;
SetPlayerOld(pnum);
}
}
}
} else {
if((dMonster[oldx][oldy] > 0)
&& (Monst->MType->mtype != MT_GLOOM) && !EquivMonst(Monst->MType->mtype, MT_INCIN))
{
M_TryM2MHit(m, dMonster[oldx][oldy]-1, 500, Monst->mMinDamage2, Monst->mMaxDamage2);
if (!EquivMonst(Monst->MType->mtype, MT_NSNAKE))
{
// knock opponent back one square
newx = oldx + offset_x[Monst->_mdir];
newy = oldy + offset_y[Monst->_mdir];
if(PosOkMonst(dMonster[oldx][oldy]-1, newx, newy))
{
// This assumes that monster got hit (since we use a 500% hit above)
// so we don't have to clean up his area, and we assume pnum is positive
pnum = dMonster[newx][newy] = dMonster[oldx][oldy];
dMonster[oldx][oldy] = 0;
--pnum;
monster[pnum]._mfutx = monster[pnum]._mx = newx;
monster[pnum]._mfuty = monster[pnum]._my = newy;
}
}
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
static bool CheckForMissileWalls(int i, int x, int y)
{
bool ret = true;
int mi = dMissile[x][y];
if(mi && i >= 0)
{
bool fire = false;
bool lightwall = false;
if(mi > 0) {
if(missile[mi]._mitype == MIT_FIREWALL)
fire = true;
else if ( missile[mi]._mitype == MIT_LIGHTWALL)
lightwall = true;
} else {
for(mi = 0; mi < nummissiles; ++mi) {
int const mx = missileactive[mi];
if (missile[mx]._mix == x &&
missile[mx]._miy == y) {
if(missile[mx]._mitype == MIT_FIREWALL) {
fire = true;
break;
}
if (missile[mx]._mitype == MIT_LIGHTWALL) {
lightwall = true;
break;
}
}
}
}
if ((fire && !(monster[i].mMagicRes & M_IF)) || (fire && (monster[i].MType->mtype == MT_DIABLO)))
ret = FALSE;
if ((lightwall && !(monster[i].mMagicRes & M_IL)) || (lightwall && (monster[i].MType->mtype == MT_DIABLO)))
ret = FALSE;
}
return ret;
}
/*-----------------------------------------------------------------------*
* PosOkMonst
*
* Map position (x,y) is ok for placement of a monster.
**-----------------------------------------------------------------------*/
BOOL PosOkMonst(int i, int x, int y)
{
BOOL ret = TRUE;
ret = !SolidLoc(x, y) && !dPlayer[x][y] && !dMonster[x][y];
int oi = dObject[x][y];
if(ret && oi)
{
if (oi > 0) oi -= 1;
else oi = -(oi + 1);
if (object[oi]._oSolidFlag) ret = FALSE;
}
if(ret)
{
ret = CheckForMissileWalls(i, x, y);
}
return ret;
}
/*-----------------------------------------------------------------------*
* PosOkMonst2
*
* Map position (x,y) is ok for placement of a monster.
* Same as PosOkMonst, except ignores other monsters and players
**-----------------------------------------------------------------------*/
BOOL PosOkMonst2(int i, int x, int y)
{
BOOL ret = TRUE;
int oi = dObject[x][y];
ret = !SolidLoc(x, y);
if(ret && oi)
{
if (oi > 0) oi -= 1;
else oi = -(oi + 1);
if (object[oi]._oSolidFlag) ret = FALSE;
}
if(ret)
{
ret = CheckForMissileWalls(i, x, y);
}
return ret;
}
/*-----------------------------------------------------------------------*
* PosOkMonst
*
* Map position (x,y) is ok for placement of a monster.
* Same as PosOkMonst3, except ignores doors
**-----------------------------------------------------------------------*/
BOOL PosOkMonst3(int i, int x, int y)
{
BOOL ret = TRUE;
bool isdoor = false;
int oi = dObject[x][y];
if(oi)
{
if (oi > 0) oi -= 1;
else oi = -(oi + 1);
int const objtype = object[oi]._otype;
isdoor = (objtype == OBJ_L1DOORL
|| objtype == OBJ_L1DOORR
|| objtype == OBJ_L2DOORL
|| objtype == OBJ_L2DOORR
|| objtype == OBJ_L3DOORL
|| objtype == OBJ_L3DOORR);
if (object[oi]._oSolidFlag && !isdoor)
ret = FALSE;
}
if (ret)
ret = (!SolidLoc(x, y) || isdoor) && !dPlayer[x][y] && !dMonster[x][y];
if(ret)
{
ret = CheckForMissileWalls(i, x, y);
}
return ret;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL IsSkel(int mt)
{
return EquivMonst(mt, MT_WSKELAX)
|| EquivMonst(mt, MT_WSKELBW)
|| EquivMonst(mt, MT_WSKELSD);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL IsGoat(int mt)
{
return EquivMonst(mt, MT_NGOATMC)
|| EquivMonst(mt, MT_NGOATBW);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int M_SpawnSkel(int x, int y, int dir)
{
int i,j;
int skeltypes = 0;
int skel;
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (i = 0; i < nummtypes; ++i)
if (IsSkel(Monsters[i].mtype))
++skeltypes;
if (skeltypes)
{
j = random(136,skeltypes);
skeltypes = 0;
for (i = 0; i < nummtypes && skeltypes <= j; ++i)
if(IsSkel(Monsters[i].mtype))
++skeltypes;
--i;
skel = AddMonster(x, y, dir, i, TRUE);
if (skel != -1) M_StartSpStand(skel, dir);
return skel;
}
else
return -1;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void ActivateSpawn(int i, int x, int y, int dir)
{
dMonster[x][y] = i + 1;
monster[i]._mx = x;
monster[i]._my = y;
monster[i]._mfutx = x;
monster[i]._mfuty = y;
monster[i]._moldx = x;
monster[i]._moldy = y;
M_StartSpStand(i, dir);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL SpawnSkeleton(int ii, int x, int y)
{
int monstok[3][3];
int i,j,xx,yy,rs;
BOOL savail;
if (ii == -1) return FALSE;
// Try location first
if (PosOkMonst(-1, x, y)) {
ActivateSpawn(ii, x, y, GetDirection(x, y, x, y));
} else {
// Try surrounding squares
savail = FALSE;
yy = 0;
for (j = (y-1); j <= (y+1); ++j) {
xx = 0;
for (i = (x-1); i <= (x+1); ++i) {
monstok[xx][yy] = PosOkMonst(-1, i,j);
savail |= monstok[xx][yy];
++xx;
}
++yy;
}
// No fit, no good
if (!savail) return(FALSE);
// Place skeleton
rs = random(137,15) + 1;
xx = 0;
yy = 0;
while (rs > 0) {
if (monstok[xx][yy]) --rs;
if (rs > 0) {
++xx;
if (xx == 3) {
xx = 0;
++yy;
if (yy == 3) yy = 0;
}
}
}
xx = xx + x - 1;
yy = yy + y - 1;
ActivateSpawn(ii, xx, yy, GetDirection(xx, yy, x, y));
}
return(TRUE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
int PreSpawnSkeleton()
{
int i,j;
int skeltypes = 0;
int skel;
app_assert((DWORD)nummtypes <= MAX_LVLMTYPES);
for (i = 0; i < nummtypes; ++i)
if (IsSkel(Monsters[i].mtype))
++skeltypes;
if (skeltypes)
{
j = random(136,skeltypes);
skeltypes = 0;
for (i = 0; i < nummtypes && skeltypes <= j; ++i)
{
if(IsSkel(Monsters[i].mtype))
++skeltypes;
}
--i;
skel = AddMonster(0, 0, 0, i, FALSE);
if (skel != -1) M_StartStand(skel, 0);
return skel;
}
else
return -1;
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void TalktoMonster(int i)
{
int pnum, itm;
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("TalktoMonster: Invalid monster %d",i);
#else
return;
#endif
}
MonsterStruct *Monst = &monster[i];
pnum = Monst->_menemy;
Monst->_mmode = MM_TALK;
if ((Monst->_mAi != AI_SNOTSPIL) && (Monst->_mAi != AI_LACHDANAN))
return;
if (QuestStatus(Q_LTBANNER)) {
if ((quests[Q_LTBANNER]._qvar1 == 2) && (PlrHasItem(pnum, IDI_BANNER, itm))) {
RemoveInvItem(pnum, itm);
quests[Q_LTBANNER]._qactive = QUEST_DONE;
Monst->mtalkmsg = TXT_BOL3;
Monst->_mgoal = MG_TALK;
}
}
if (QuestStatus(Q_VEIL)) {
if ((Monst->mtalkmsg >= TXT_VEIL1) && (PlrHasItem(pnum, IDI_GLDNELIX, itm))) {
RemoveInvItem(pnum, itm);
Monst->mtalkmsg = TXT_VEIL3;
Monst->_mgoal = MG_TALK;
}
}
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
void SpawnGolum(int i, int x, int y, int mi)
{
if ((DWORD)i >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("SpawnGolum: Invalid monster %d",i);
#else
return;
#endif
}
dMonster[x][y] = i + 1;
monster[i]._mx = x;
monster[i]._my = y;
monster[i]._mfutx = x;
monster[i]._mfuty = y;
monster[i]._moldx = x;
monster[i]._moldy = y;
monster[i]._pathcount = 0;
monster[i]._mmaxhp = ((plr[i]._pMaxMana/3)<<1) + (((missile[mi]._mispllvl << HP_SHIFT) << 3) + ((missile[mi]._mispllvl << HP_SHIFT) << 1));
monster[i]._mhitpoints = monster[i]._mmaxhp;
monster[i].mArmorClass = 25;
monster[i].mHit = 40 + (plr[i]._pLevel << 1) + ((missile[mi]._mispllvl << 2) + (missile[mi]._mispllvl));
monster[i].mMinDamage = 8 + (missile[mi]._mispllvl << 1);
monster[i].mMaxDamage = 16 + (missile[mi]._mispllvl << 1);
monster[i]._mFlags |= MFLAG_MKILLER;
M_StartSpStand(i, 0);
M_Enemy(i);
void NetSendCmdGolem(BYTE, BYTE, BYTE, BYTE, long, BYTE);
if (i == myplr)
NetSendCmdGolem(monster[i]._mx, monster[i]._my, monster[i]._mdir, monster[i]._menemy, monster[i]._mhitpoints, currlevel);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL CanTalkToMonst(int m)
{
if ((DWORD)m >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("CanTalkToMonst: Invalid monster %d",m);
#else
return FALSE;
#endif
}
if (monster[m]._mgoal == MG_TALK) return(TRUE);
if (monster[m]._mgoal == MG_WAITTOTALK) return(TRUE);
return(FALSE);
}
/*-----------------------------------------------------------------------*
**-----------------------------------------------------------------------*/
BOOL CheckMonsterHit(int m, BOOL &ret)
{
if ((DWORD)m >= MAXMONSTERS)
{
#if defined(_DEBUG)
app_fatal("CheckMonsterHit: Invalid monster %d",m);
#else
return FALSE;
#endif
}
if (monster[m]._mAi == AI_GARG && (monster[m]._mFlags & MFLAG_STILL))
{
monster[m]._mFlags &= ~MFLAG_STILL;
monster[m]._mmode = MM_SATTACK;
ret = TRUE;
return(TRUE);
}
else if(EquivMonst(monster[m].MType->mtype, MT_COUNSLR)
&& (monster[m]._mgoal != MG_ATTACK))
{
ret = FALSE;
return TRUE;
}
return FALSE;
}
//******************************************************************
//******************************************************************
int encode_enemy(int m)
{
if (monster[m]._mFlags & MFLAG_MID)
return monster[m]._menemy + MAX_PLRS;
else
// enemy is player, guaranteed < MAX_PLRS
return monster[m]._menemy;
}
//******************************************************************
//******************************************************************
void decode_enemy(int m, int enemy)
{
if (enemy < MAX_PLRS) {
monster[m]._mFlags &= ~MFLAG_MID;
monster[m]._menemy = enemy;
monster[m]._menemyx = plr[enemy]._pfutx;
monster[m]._menemyy = plr[enemy]._pfuty;
}
else {
monster[m]._mFlags |= MFLAG_MID;
enemy -= MAX_PLRS;
monster[m]._menemy = enemy;
monster[m]._menemyx = monster[enemy]._mfutx;
monster[m]._menemyy = monster[enemy]._mfuty;
}
}