dragons will now attack if player goes near its hoard
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@ -8,7 +8,7 @@
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########## Variables ##########
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CXX = g++ # compiler
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CXXFLAGS = -std=c++20 -g -Wall -Wold-style-cast -MMD -O0 # compiler flags
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CXXFLAGS = -std=c++20 -g -Wall -MMD -O0 # compiler flags
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MAKEFILE_NAME = ${firstword ${MAKEFILE_LIST}} # makefile name
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SOURCES = $(wildcard *.cc) $(wildcard */*.cc) # source files (*.cc)
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@ -26,3 +26,7 @@ int dragon::dies(level *lvl) {
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return 0;
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}
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position dragon::get_guards() const {
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return guards;
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}
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@ -11,6 +11,7 @@ public:
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const char *get_race_name() const override;
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long_result act(level *lvl, character *pc, bool hostile) override;
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int dies(level *lvl) override;
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position get_guards() const;
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};
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#endif
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@ -3,6 +3,7 @@
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#include "constants.h"
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#include "player.h"
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#include "level.h"
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#include "enemies/dragon.h"
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enemy_base::enemy_base(RNG *rng, const feature enabled_features,
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const enum race &nrace, const position &pos,
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@ -17,6 +18,10 @@ int enemy_base::get_room_num() const {
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long_result enemy_base::act(level *lvl, character *pc, bool hostile) {
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if (is_adjacent(pos, pc->get_pos()) && hostile)
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return attack(pc);
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else if (race == DRAGON &&
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is_adjacent(static_cast<dragon * >(this)->get_guards(),
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pc->get_pos()))
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return attack(pc);
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if (enabled_features & FEATURE_ENEMIES_CHASE && hostile &&
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distance_sqr(pos, pc->get_pos()) <= DIST_THRESHOLD_SQR) {
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