Split monster goal coordinate out of mstrategy field
Instead of packing a coordinate into unsigned long, store the goal in a coord struct, making the code a bit cleaner. Monster struct is of course slightly bigger, but that should not really matter. No change in monster behaviour. Breaks saves and bones.
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@@ -180,12 +180,10 @@ struct monst {
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#define STRAT_PLAYER 0x01000000L
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#define STRAT_NONE 0x00000000L
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#define STRAT_STRATMASK 0x0f000000L
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#define STRAT_XMASK 0x00ff0000L
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#define STRAT_YMASK 0x0000ff00L
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/* mstrategy unused 0x00ffff00L */
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#define STRAT_GOAL 0x000000ffL
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#define STRAT_GOALX(s) ((coordxy) ((s & STRAT_XMASK) >> 16))
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#define STRAT_GOALY(s) ((coordxy) ((s & STRAT_YMASK) >> 8))
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coord mgoal; /* monster strategy, target location */
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long mtrapseen; /* bitmap of traps we've been trapped in */
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long mlstmv; /* for catching up with lost time */
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long mstate; /* debugging info on monsters stored here */
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@@ -17,7 +17,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 119
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#define EDITLEVEL 120
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/*
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* Development status possibilities.
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@@ -1750,8 +1750,8 @@ m_move(struct monst *mtmp, int after)
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if (is_covetous(ptr)) { /* [should this include
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* '&& mtmp->mstrategy != STRAT_NONE'?] */
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int covetousattack;
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coordxy tx = STRAT_GOALX(mtmp->mstrategy),
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ty = STRAT_GOALY(mtmp->mstrategy);
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coordxy tx = mtmp->mgoal.x,
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ty = mtmp->mgoal.y;
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struct monst *intruder = isok(tx, ty) ? m_at(tx, ty) : NULL;
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/*
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* if there's a monster on the object or in possession of it,
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27
src/wizard.c
27
src/wizard.c
@@ -135,9 +135,6 @@ mon_has_special(struct monst *mtmp)
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* The strategy section decides *what* the monster is going
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* to attempt, the tactics section implements the decision.
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*/
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#define STRAT(w, x, y, typ) \
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((unsigned long) (w) | ((unsigned long) (x) << 16) \
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| ((unsigned long) (y) << 8) | (unsigned long) (typ))
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#define M_Wants(mask) (mtmp->data->mflags3 & (mask))
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@@ -247,17 +244,25 @@ target_on(int mask, struct monst *mtmp)
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otyp = which_arti(mask);
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if (!mon_has_arti(mtmp, otyp)) {
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if (you_have(mask))
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return STRAT(STRAT_PLAYER, u.ux, u.uy, mask);
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else if ((otmp = on_ground(otyp)))
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return STRAT(STRAT_GROUND, otmp->ox, otmp->oy, mask);
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else if ((mtmp2 = other_mon_has_arti(mtmp, otyp)) != 0
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if (you_have(mask)) {
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mtmp->mgoal.x = u.ux;
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mtmp->mgoal.y = u.uy;
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return (STRAT_PLAYER | mask);
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} else if ((otmp = on_ground(otyp))) {
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mtmp->mgoal.x = otmp->ox;
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mtmp->mgoal.y = otmp->oy;
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return (STRAT_GROUND | mask);
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} else if ((mtmp2 = other_mon_has_arti(mtmp, otyp)) != 0
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/* when seeking the Amulet, avoid targeting the Wizard
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or temple priests (to protect Moloch's high priest) */
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&& (otyp != AMULET_OF_YENDOR
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|| (!mtmp2->iswiz && !inhistemple(mtmp2))))
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return STRAT(STRAT_MONSTR, mtmp2->mx, mtmp2->my, mask);
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|| (!mtmp2->iswiz && !inhistemple(mtmp2)))) {
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mtmp->mgoal.x = mtmp2->mx;
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mtmp->mgoal.y = mtmp2->my;
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return (STRAT_MONSTR | mask);
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}
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}
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mtmp->mgoal.x = mtmp->mgoal.y = 0;
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return (unsigned long) STRAT_NONE;
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}
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@@ -410,7 +415,7 @@ tactics(struct monst *mtmp)
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default: /* kill, maim, pillage! */
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{
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long where = (strat & STRAT_STRATMASK);
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coordxy tx = STRAT_GOALX(strat), ty = STRAT_GOALY(strat);
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coordxy tx = mtmp->mgoal.x, ty = mtmp->mgoal.y;
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int targ = (int) (strat & STRAT_GOAL);
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struct obj *otmp;
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