Split soldier-finding into separate function

This commit is contained in:
Pasi Kallinen
2022-08-20 19:33:53 +03:00
parent caaa527d45
commit 7ab1ac0a19

View File

@@ -20,6 +20,7 @@ static void mplayhorn(struct monst *, struct obj *, boolean);
static void mreadmsg(struct monst *, struct obj *);
static void mquaffmsg(struct monst *, struct obj *);
static boolean m_use_healing(struct monst *);
static boolean m_sees_sleepy_soldier(struct monst *);
static boolean linedup_chk_corpse(coordxy, coordxy);
static void m_use_undead_turning(struct monst *, struct obj *);
static boolean hero_behind_chokepoint(struct monst *);
@@ -322,6 +323,30 @@ m_use_healing(struct monst* mtmp)
return FALSE;
}
/* return TRUE if monster mtmp can see at least one sleeping soldier */
static boolean
m_sees_sleepy_soldier(struct monst *mtmp)
{
coordxy x = mtmp->mx, y = mtmp->my;
coordxy xx, yy;
struct monst *mon;
/* Distance is arbitrary. What we really want to do is
* have the soldier play the bugle when it sees or
* remembers soldiers nearby...
*/
for (xx = x - 3; xx <= x + 3; xx++)
for (yy = y - 3; yy <= y + 3; yy++) {
if (!isok(xx, yy) || (xx == x && yy == y))
continue;
if ((mon = m_at(xx, yy)) != 0 && is_mercenary(mon->data)
&& mon->data != &mons[PM_GUARD]
&& helpless(mon))
return TRUE;
}
return FALSE;
}
/* Select a defensive item/action for a monster. Returns TRUE iff one is
found. */
boolean
@@ -516,29 +541,10 @@ find_defensive(struct monst* mtmp)
if (nohands(mtmp->data)) /* can't use objects */
goto botm;
if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE)) != 0) {
coordxy xx, yy;
struct monst *mon;
/* Distance is arbitrary. What we really want to do is
* have the soldier play the bugle when it sees or
* remembers soldiers nearby...
*/
for (xx = x - 3; xx <= x + 3; xx++) {
for (yy = y - 3; yy <= y + 3; yy++) {
if (!isok(xx, yy) || (xx == x && yy == y))
continue;
if ((mon = m_at(xx, yy)) != 0 && is_mercenary(mon->data)
&& mon->data != &mons[PM_GUARD]
&& helpless(mon)) {
g.m.defensive = obj;
g.m.has_defense = MUSE_BUGLE;
goto toot; /* double break */
}
}
}
toot:
;
if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE)) != 0
&& m_sees_sleepy_soldier(mtmp)) {
g.m.defensive = obj;
g.m.has_defense = MUSE_BUGLE;
}
/* use immediate physical escape prior to attempting magic */