Split soldier-finding into separate function
This commit is contained in:
52
src/muse.c
52
src/muse.c
@@ -20,6 +20,7 @@ static void mplayhorn(struct monst *, struct obj *, boolean);
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static void mreadmsg(struct monst *, struct obj *);
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static void mquaffmsg(struct monst *, struct obj *);
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static boolean m_use_healing(struct monst *);
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static boolean m_sees_sleepy_soldier(struct monst *);
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static boolean linedup_chk_corpse(coordxy, coordxy);
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static void m_use_undead_turning(struct monst *, struct obj *);
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static boolean hero_behind_chokepoint(struct monst *);
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@@ -322,6 +323,30 @@ m_use_healing(struct monst* mtmp)
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return FALSE;
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}
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/* return TRUE if monster mtmp can see at least one sleeping soldier */
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static boolean
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m_sees_sleepy_soldier(struct monst *mtmp)
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{
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coordxy x = mtmp->mx, y = mtmp->my;
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coordxy xx, yy;
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struct monst *mon;
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/* Distance is arbitrary. What we really want to do is
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* have the soldier play the bugle when it sees or
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* remembers soldiers nearby...
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*/
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for (xx = x - 3; xx <= x + 3; xx++)
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for (yy = y - 3; yy <= y + 3; yy++) {
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if (!isok(xx, yy) || (xx == x && yy == y))
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continue;
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if ((mon = m_at(xx, yy)) != 0 && is_mercenary(mon->data)
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&& mon->data != &mons[PM_GUARD]
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&& helpless(mon))
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return TRUE;
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}
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return FALSE;
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}
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/* Select a defensive item/action for a monster. Returns TRUE iff one is
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found. */
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boolean
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@@ -516,29 +541,10 @@ find_defensive(struct monst* mtmp)
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if (nohands(mtmp->data)) /* can't use objects */
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goto botm;
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if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE)) != 0) {
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coordxy xx, yy;
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struct monst *mon;
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/* Distance is arbitrary. What we really want to do is
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* have the soldier play the bugle when it sees or
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* remembers soldiers nearby...
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*/
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for (xx = x - 3; xx <= x + 3; xx++) {
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for (yy = y - 3; yy <= y + 3; yy++) {
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if (!isok(xx, yy) || (xx == x && yy == y))
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continue;
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if ((mon = m_at(xx, yy)) != 0 && is_mercenary(mon->data)
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&& mon->data != &mons[PM_GUARD]
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&& helpless(mon)) {
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g.m.defensive = obj;
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g.m.has_defense = MUSE_BUGLE;
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goto toot; /* double break */
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}
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}
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}
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toot:
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;
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if (is_mercenary(mtmp->data) && (obj = m_carrying(mtmp, BUGLE)) != 0
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&& m_sees_sleepy_soldier(mtmp)) {
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g.m.defensive = obj;
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g.m.has_defense = MUSE_BUGLE;
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}
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/* use immediate physical escape prior to attempting magic */
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