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/* |
| 2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
| 3 |
* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992,2007 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, either version 3 of the License, or |
| 11 |
* (at your option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with this program. If not, see <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <spells.h> |
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#include <skills.h> |
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|
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#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
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|
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/* checks npc->enemy and returns that enemy if still valid, |
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* NULL otherwise. |
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* this is map tile aware. |
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* If this returns an enemy, the range vector rv should also be |
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* set to sane values. |
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*/ |
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object * |
| 38 |
check_enemy (object *npc, rv_vector * rv) |
| 39 |
{ |
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/* if this is pet, let him attack the same enemy as his owner |
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* TODO: when there is no ower enemy, try to find a target, |
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* which CAN attack the owner. */ |
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if ((npc->attack_movement & HI4) == PETMOVE) |
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{ |
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if (npc->owner == NULL) |
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npc->enemy = NULL; |
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else if (npc->enemy == NULL) |
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npc->enemy = npc->owner->enemy; |
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} |
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|
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/* periodically, a monster mayu change its target. Also, if the object |
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* has been destroyed, etc, clear the enemy. |
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* TODO: this should be changed, because it invokes to attack forced or |
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* attacked monsters to leave the attacker alone, before it is destroyed |
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*/ |
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/* i had removed the random target leave, this invokes problems with friendly |
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* objects, getting attacked and defending herself - they don't try to attack |
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* again then but perhaps get attack on and on |
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* If we include a aggravated flag in , we can handle evil vs evil and good vs good |
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* too. */ |
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|
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if (npc->enemy) |
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{ |
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/* I broke these if's apart to better be able to see what |
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* the grouping checks are. Code is the same. |
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*/ |
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if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
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QUERY_FLAG (npc->enemy, FLAG_FREED) || |
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!on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
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npc->enemy = NULL; |
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|
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else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
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&& !(should_arena_attack (npc, npc->owner, npc->enemy))) |
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|| ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
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|| npc->enemy == npc->owner)) |
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npc->enemy = NULL; |
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|
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|
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else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
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npc->enemy = NULL; |
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|
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/* I've noticed that pets could sometimes get an arrow as the |
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* target enemy - this code below makes sure the enemy is something |
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* that should be attacked. My guess is that the arrow hits |
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* the creature/owner, and so the creature then takes that |
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* as the enemy to attack. |
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*/ |
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else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
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&& !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
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&& npc->enemy->type != PLAYER |
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&& npc->enemy->type != GOLEM) |
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npc->enemy = NULL; |
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|
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} |
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|
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return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
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} |
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|
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/* Returns the nearest living creature (monster or generator). |
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* Modified to deal with tiled maps properly. |
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* Also fixed logic so that monsters in the lower directions were more |
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* likely to be skipped - instead of just skipping the 'start' number |
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* of direction, revisit them after looking at all the other spaces. |
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* |
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* Note that being this may skip some number of spaces, it will |
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* not necessarily find the nearest living creature - it basically |
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* chooses one from within a 3 space radius, and since it skips |
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* the first few directions, it could very well choose something |
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* 3 spaces away even though something directly north is closer. |
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* |
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* this function is map tile aware. |
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*/ |
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object * |
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find_nearest_living_creature (object *npc) |
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{ |
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int i, mflags; |
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sint16 nx, ny; |
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maptile *m; |
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int search_arr[SIZEOFFREE]; |
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|
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get_search_arr (search_arr); |
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|
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for (i = 0; i < SIZEOFFREE; i++) |
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{ |
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/* modified to implement smart searching using search_arr |
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* guidance array to determine direction of search order |
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*/ |
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nx = npc->x + freearr_x[search_arr[i]]; |
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ny = npc->y + freearr_y[search_arr[i]]; |
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m = npc->map; |
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|
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mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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|
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if (mflags & P_OUT_OF_MAP) |
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continue; |
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|
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if (mflags & P_IS_ALIVE) |
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{ |
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for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
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if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
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if (can_see_monsterP (m, nx, ny, i)) |
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return tmp; |
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} |
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} |
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|
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return 0; |
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} |
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|
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/* Tries to find an enemy for npc. We pass the range vector since |
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* our caller will find the information useful. |
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* Currently, only move_monster calls this function. |
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* Fix function so that we always make calls to get_rangevector |
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* if we have a valid target - function as not doing so in |
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* many cases. |
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*/ |
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object * |
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find_enemy (object *npc, rv_vector * rv) |
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{ |
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object *attacker, *tmp = NULL; |
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|
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attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
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npc->attacked_by = 0; /* always clear the attacker entry */ |
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|
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/* if we berserk, we don't care about others - we attack all we can find */ |
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if (QUERY_FLAG (npc, FLAG_BERSERK)) |
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{ |
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tmp = find_nearest_living_creature (npc); |
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|
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if (tmp) |
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get_rangevector (npc, tmp, rv, 0); |
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|
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return tmp; |
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} |
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|
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/* Here is the main enemy selection. |
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* We want this: if there is an enemy, attack him until its not possible or |
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* one of both is dead. |
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* If we have no enemy and we are... |
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* a monster: try to find a player, a pet or a friendly monster |
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* a friendly: only target a monster which is targeting you first or targeting a player |
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* a neutral: fight a attacker (but there should be none), then do nothing |
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* a pet: attack player enemy or a monster |
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*/ |
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|
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/* pet move */ |
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if ((npc->attack_movement & HI4) == PETMOVE) |
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{ |
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tmp = get_pet_enemy (npc, rv); |
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|
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if (tmp) |
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get_rangevector (npc, tmp, rv, 0); |
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|
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return tmp; |
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} |
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|
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/* we check our old enemy. */ |
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if (!(tmp = check_enemy (npc, rv))) |
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{ |
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if (attacker) /* if we have an attacker, check him */ |
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{ |
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/* TODO: that's not finished */ |
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/* we don't want a fight evil vs evil or good against non evil */ |
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|
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if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
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(QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
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(!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
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CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
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else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
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{ |
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CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
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npc->enemy = attacker; |
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return attacker; /* yes, we face our attacker! */ |
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} |
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} |
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|
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/* we have no legal enemy or attacker, so we try to target a new one */ |
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if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
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{ |
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npc->enemy = get_nearest_player (npc); |
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if (npc->enemy) |
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tmp = check_enemy (npc, rv); |
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} |
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|
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} |
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|
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return tmp; |
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} |
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|
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/* Sees if this monster should wake up. |
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* Currently, this is only called from move_monster, and |
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* if enemy is set, then so should be rv. |
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* returns 1 if the monster should wake up, 0 otherwise. |
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*/ |
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int |
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check_wakeup (object *op, object *enemy, rv_vector *rv) |
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{ |
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/* Trim work - if no enemy, no need to do anything below */ |
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if (!enemy) |
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return 0; |
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|
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if (!op->flag [FLAG_SLEEP]) |
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return 1; |
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|
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int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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|
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if (op->flag [FLAG_BLIND]) |
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/* blinded monsters can only find nearby objects to attack */ |
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radius = MIN_MON_RADIUS; |
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else if (op->map |
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&& !enemy->invisible |
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&& !stand_in_light (enemy) |
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&& (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
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/* This covers the situation where the monster is in the dark |
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* and has an enemy. If the enemy has no carried light (or isnt |
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* glowing!) then the monster has trouble finding the enemy. |
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* Remember we already checked to see if the monster can see in |
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* the dark. */ |
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radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
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|
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if (enemy->flag [FLAG_STEALTH]) |
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radius = radius / 2 + 1; |
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|
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/* enemy should already be on this map, so don't really need to check |
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* for that. |
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*/ |
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if (rv->distance <= radius) |
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{ |
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CLEAR_FLAG (op, FLAG_SLEEP); |
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return 1; |
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} |
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|
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return 0; |
| 273 |
} |
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|
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int |
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move_randomly (object *op) |
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{ |
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/* Give up to 15 chances for a monster to move randomly */ |
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for (int i = 0; i < 15; i++) |
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if (move_object (op, rndm (8) + 1)) |
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return 1; |
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|
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return 0; |
| 284 |
} |
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|
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/* |
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* Move-monster returns 1 if the object has been freed, otherwise 0. |
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*/ |
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int |
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move_monster (object *op) |
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{ |
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int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
| 293 |
object *owner, *enemy, *part, *oph = op; |
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rv_vector rv; |
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|
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/* Monsters not on maps don't do anything. These monsters are things |
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* Like royal guards in city dwellers inventories. |
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*/ |
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if (!op->map) |
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return 0; |
| 301 |
|
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/* for target facing, we copy this value here for fast access */ |
| 303 |
if (oph->head) /* force update the head - one arch one pic */ |
| 304 |
oph = oph->head; |
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|
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if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
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enemy = op->enemy = NULL; |
| 308 |
else if ((enemy = find_enemy (op, &rv))) |
| 309 |
/* we have an enemy, just tell him we want him dead */ |
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enemy->attacked_by = op; /* our ptr */ |
| 311 |
|
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/* generate hp, if applicable */ |
| 313 |
if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
| 314 |
{ |
| 315 |
/* last heal is in funny units. Dividing by speed puts |
| 316 |
* the regeneration rate on a basis of time instead of |
| 317 |
* #moves the monster makes. The scaling by 8 is |
| 318 |
* to capture 8th's of a hp fraction regens |
| 319 |
* |
| 320 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
| 321 |
* overflow might produce monsters with negative hp. |
| 322 |
*/ |
| 323 |
|
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op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
| 325 |
op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
| 326 |
op->last_heal %= 32; |
| 327 |
|
| 328 |
/* So if the monster has gained enough HP that they are no longer afraid */ |
| 329 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
| 330 |
CLEAR_FLAG (op, FLAG_RUN_AWAY); |
| 331 |
|
| 332 |
if (op->stats.hp > op->stats.maxhp) |
| 333 |
op->stats.hp = op->stats.maxhp; |
| 334 |
} |
| 335 |
|
| 336 |
/* generate sp, if applicable */ |
| 337 |
if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
| 338 |
{ |
| 339 |
/* last_sp is in funny units. Dividing by speed puts |
| 340 |
* the regeneration rate on a basis of time instead of |
| 341 |
* #moves the monster makes. The scaling by 8 is |
| 342 |
* to capture 8th's of a sp fraction regens |
| 343 |
* |
| 344 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
| 345 |
* overflow might produce monsters with negative sp. |
| 346 |
*/ |
| 347 |
|
| 348 |
op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
| 349 |
op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
| 350 |
op->last_sp %= 128; |
| 351 |
} |
| 352 |
|
| 353 |
/* this should probably get modified by many more values. |
| 354 |
* (eg, creatures resistance to fear, level, etc. ) |
| 355 |
*/ |
| 356 |
if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
| 357 |
CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
| 358 |
|
| 359 |
if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
| 360 |
return QUERY_FLAG (op, FLAG_FREED); |
| 361 |
|
| 362 |
if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
| 363 |
((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
| 364 |
if (!check_wakeup (op, enemy, &rv)) |
| 365 |
return 0; |
| 366 |
|
| 367 |
/* check if monster pops out of hidden spot */ |
| 368 |
if (op->flag [FLAG_HIDDEN]) |
| 369 |
do_hidden_move (op); |
| 370 |
|
| 371 |
if (op->pick_up) |
| 372 |
monster_check_pickup (op); |
| 373 |
|
| 374 |
if (op->will_apply) |
| 375 |
monster_apply_below (op); /* Check for items to apply below */ |
| 376 |
|
| 377 |
/* If we don't have an enemy, do special movement or the like */ |
| 378 |
if (!enemy) |
| 379 |
{ |
| 380 |
if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
| 381 |
{ |
| 382 |
op->drop_and_destroy (); |
| 383 |
return 1; |
| 384 |
} |
| 385 |
|
| 386 |
/* Probably really a bug for a creature to have both |
| 387 |
* stand still and a movement type set. |
| 388 |
*/ |
| 389 |
if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
| 390 |
{ |
| 391 |
if (op->attack_movement & HI4) |
| 392 |
{ |
| 393 |
switch (op->attack_movement & HI4) |
| 394 |
{ |
| 395 |
case (PETMOVE): |
| 396 |
pet_move (op); |
| 397 |
break; |
| 398 |
|
| 399 |
case (CIRCLE1): |
| 400 |
circ1_move (op); |
| 401 |
break; |
| 402 |
|
| 403 |
case (CIRCLE2): |
| 404 |
circ2_move (op); |
| 405 |
break; |
| 406 |
|
| 407 |
case (PACEV): |
| 408 |
pace_movev (op); |
| 409 |
break; |
| 410 |
|
| 411 |
case (PACEH): |
| 412 |
pace_moveh (op); |
| 413 |
break; |
| 414 |
|
| 415 |
case (PACEV2): |
| 416 |
pace2_movev (op); |
| 417 |
break; |
| 418 |
|
| 419 |
case (PACEH2): |
| 420 |
pace2_moveh (op); |
| 421 |
break; |
| 422 |
|
| 423 |
case (RANDO): |
| 424 |
rand_move (op); |
| 425 |
break; |
| 426 |
|
| 427 |
case (RANDO2): |
| 428 |
move_randomly (op); |
| 429 |
break; |
| 430 |
} |
| 431 |
|
| 432 |
return 0; |
| 433 |
} |
| 434 |
else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
| 435 |
move_randomly (op); |
| 436 |
} /* stand still */ |
| 437 |
|
| 438 |
return 0; |
| 439 |
} /* no enemy */ |
| 440 |
|
| 441 |
/* We have an enemy. Block immediately below is for pets */ |
| 442 |
if ((op->attack_movement & HI4) == PETMOVE |
| 443 |
&& (owner = op->owner) != NULL |
| 444 |
&& !on_same_map (op, owner) |
| 445 |
&& !owner->flag [FLAG_REMOVED]) |
| 446 |
return follow_owner (op, owner); |
| 447 |
|
| 448 |
/* doppleganger code to change monster facing to that of the nearest |
| 449 |
* player. Hmm. The code is here, but no monster in the current |
| 450 |
* arch set uses it. |
| 451 |
*/ |
| 452 |
if (op->race == shstr_doppleganger) |
| 453 |
{ |
| 454 |
op->face = enemy->face; |
| 455 |
op->name = enemy->name; |
| 456 |
} |
| 457 |
|
| 458 |
/* Calculate range information for closest body part - this |
| 459 |
* is used for the 'skill' code, which isn't that smart when |
| 460 |
* it comes to figuring it out - otherwise, giants throw boulders |
| 461 |
* into themselves. |
| 462 |
*/ |
| 463 |
get_rangevector (op, enemy, &rv, 0); |
| 464 |
|
| 465 |
/* Move the check for scared up here - if the monster was scared, |
| 466 |
* we were not doing any of the logic below, so might as well save |
| 467 |
* a few cpu cycles. |
| 468 |
*/ |
| 469 |
if (!QUERY_FLAG (op, FLAG_SCARED)) |
| 470 |
{ |
| 471 |
rv_vector rv1; |
| 472 |
|
| 473 |
/* now we test every part of an object .... this is a real ugly piece of code */ |
| 474 |
for (part = op; part; part = part->more) |
| 475 |
{ |
| 476 |
get_rangevector (part, enemy, &rv1, 0x1); |
| 477 |
dir = rv1.direction; |
| 478 |
|
| 479 |
/* hm, not sure about this part - in original was a scared flag here too |
| 480 |
* but that we test above... so can be old code here |
| 481 |
*/ |
| 482 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
| 483 |
dir = absdir (dir + 4); |
| 484 |
|
| 485 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
| 486 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 487 |
|
| 488 |
if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
| 489 |
if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
| 490 |
return 0; |
| 491 |
|
| 492 |
if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
| 493 |
if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
| 494 |
return 0; |
| 495 |
|
| 496 |
if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
| 497 |
if (monster_use_range (op, part, enemy, dir)) |
| 498 |
return 0; |
| 499 |
|
| 500 |
if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
| 501 |
if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
| 502 |
return 0; |
| 503 |
|
| 504 |
if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
| 505 |
if (monster_use_bow (op, part, enemy, dir)) |
| 506 |
return 0; |
| 507 |
} /* for processing of all parts */ |
| 508 |
} /* If not scared */ |
| 509 |
|
| 510 |
part = rv.part; |
| 511 |
dir = rv.direction; |
| 512 |
|
| 513 |
// if the enemy is a player, we have los. if los says we |
| 514 |
// can directly reach the player, we do not deviate. |
| 515 |
// for non-players, we never deviate |
| 516 |
if (op->stats.Wis >= 8 |
| 517 |
&& enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
| 518 |
{ |
| 519 |
int sdir = 0; |
| 520 |
uint32_t &smell = op->ms ().smell; |
| 521 |
|
| 522 |
for (int ndir = 1; ndir <= 8; ++ndir) |
| 523 |
{ |
| 524 |
mapxy pos (op); pos.move (ndir); |
| 525 |
|
| 526 |
if (pos.normalise ()) |
| 527 |
{ |
| 528 |
mapspace &ms = pos.ms (); |
| 529 |
|
| 530 |
if (ms.smell > smell) |
| 531 |
{ |
| 532 |
//printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
| 533 |
if (op->stats.Wis >= 10) |
| 534 |
smell = ms.smell - 1; // smarter: tell others |
| 535 |
|
| 536 |
sdir = ndir; |
| 537 |
|
| 538 |
// perturbing the path might let the monster lose track, |
| 539 |
// but it will also widen the actual path, spreading information |
| 540 |
if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
| 541 |
sdir = absdir (sdir + 1 - rndm (2) * 2); |
| 542 |
} |
| 543 |
} |
| 544 |
} |
| 545 |
|
| 546 |
if (sdir) |
| 547 |
dir = sdir; |
| 548 |
else if (smell) |
| 549 |
{ |
| 550 |
// no better smell found, so assume the player jumped, and erase this smell |
| 551 |
//printf ("erasing smell %d\n", op->ms ().smell);//D |
| 552 |
unordered_mapwalk (op, -1, -1, 1, 1) |
| 553 |
m->at (nx, ny).smell = 0; |
| 554 |
} |
| 555 |
} |
| 556 |
|
| 557 |
if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
| 558 |
dir = absdir (dir + 4); |
| 559 |
|
| 560 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
| 561 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 562 |
|
| 563 |
pre_att_dir = dir; /* remember the original direction */ |
| 564 |
|
| 565 |
if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
| 566 |
{ |
| 567 |
switch (op->attack_movement & LO4) |
| 568 |
{ |
| 569 |
case DISTATT: |
| 570 |
dir = dist_att (dir, op, enemy, part, &rv); |
| 571 |
break; |
| 572 |
|
| 573 |
case RUNATT: |
| 574 |
dir = run_att (dir, op, enemy, part, &rv); |
| 575 |
break; |
| 576 |
|
| 577 |
case HITRUN: |
| 578 |
dir = hitrun_att (dir, op, enemy); |
| 579 |
break; |
| 580 |
|
| 581 |
case WAITATT: |
| 582 |
dir = wait_att (dir, op, enemy, part, &rv); |
| 583 |
break; |
| 584 |
|
| 585 |
case RUSH: /* default - monster normally moves towards player */ |
| 586 |
case ALLRUN: |
| 587 |
break; |
| 588 |
|
| 589 |
case DISTHIT: |
| 590 |
dir = disthit_att (dir, op, enemy, part, &rv); |
| 591 |
break; |
| 592 |
|
| 593 |
case WAIT2: |
| 594 |
dir = wait_att2 (dir, op, enemy, part, &rv); |
| 595 |
break; |
| 596 |
|
| 597 |
default: |
| 598 |
LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
| 599 |
} |
| 600 |
} |
| 601 |
|
| 602 |
if (!dir) |
| 603 |
return 0; |
| 604 |
|
| 605 |
if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
| 606 |
{ |
| 607 |
if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
| 608 |
{ |
| 609 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
| 610 |
if ((op->attack_movement & LO4) == DISTATT) |
| 611 |
op->direction = pre_att_dir; |
| 612 |
|
| 613 |
return 0; |
| 614 |
} |
| 615 |
|
| 616 |
if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
| 617 |
{ |
| 618 |
/* Try move around corners if !close */ |
| 619 |
int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
| 620 |
|
| 621 |
for (diff = 1; diff <= maxdiff; diff++) |
| 622 |
{ |
| 623 |
/* try different detours */ |
| 624 |
int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
| 625 |
|
| 626 |
if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
| 627 |
return 0; |
| 628 |
} |
| 629 |
} |
| 630 |
} /* if monster is not standing still */ |
| 631 |
|
| 632 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
| 633 |
if ((op->attack_movement & LO4) == DISTATT) |
| 634 |
op->direction = pre_att_dir; |
| 635 |
|
| 636 |
/* |
| 637 |
* Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
| 638 |
* direction if they can't move away. |
| 639 |
*/ |
| 640 |
if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
| 641 |
if (move_randomly (op)) |
| 642 |
return 0; |
| 643 |
|
| 644 |
/* |
| 645 |
* Try giving the monster a new enemy - the player that is closest |
| 646 |
* to it. In this way, it won't just keep trying to get to a target |
| 647 |
* that is inaccessible. |
| 648 |
* This could be more clever - it should go through a list of several |
| 649 |
* enemies, as it is now, you could perhaps get situations where there |
| 650 |
* are two players flanking the monster at close distance, but which |
| 651 |
* the monster can't get to, and a third one at a far distance that |
| 652 |
* the monster could get to - as it is, the monster won't look at that |
| 653 |
* third one. |
| 654 |
*/ |
| 655 |
if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
| 656 |
{ |
| 657 |
object *nearest_player = get_nearest_player (op); |
| 658 |
|
| 659 |
if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
| 660 |
{ |
| 661 |
op->enemy = 0; |
| 662 |
enemy = nearest_player; |
| 663 |
} |
| 664 |
} |
| 665 |
|
| 666 |
if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
| 667 |
{ |
| 668 |
/* The adjustement to wc that was here before looked totally bogus - |
| 669 |
* since wc can in fact get negative, that would mean by adding |
| 670 |
* the current wc, the creature gets better? Instead, just |
| 671 |
* add a fixed amount - nasty creatures that are runny away should |
| 672 |
* still be pretty nasty. |
| 673 |
*/ |
| 674 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
| 675 |
{ |
| 676 |
part->stats.wc += 10; |
| 677 |
skill_attack (enemy, part, 0, NULL, NULL); |
| 678 |
part->stats.wc -= 10; |
| 679 |
} |
| 680 |
else |
| 681 |
skill_attack (enemy, part, 0, NULL, NULL); |
| 682 |
} /* if monster is in attack range */ |
| 683 |
|
| 684 |
if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
| 685 |
return 1; |
| 686 |
|
| 687 |
if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
| 688 |
{ |
| 689 |
op->drop_and_destroy (); |
| 690 |
return 1; |
| 691 |
} |
| 692 |
|
| 693 |
return 0; |
| 694 |
} |
| 695 |
|
| 696 |
int |
| 697 |
can_hit (object *ob1, object *ob2, rv_vector * rv) |
| 698 |
{ |
| 699 |
object *more; |
| 700 |
rv_vector rv1; |
| 701 |
|
| 702 |
if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
| 703 |
return 0; |
| 704 |
|
| 705 |
if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
| 706 |
return 1; |
| 707 |
|
| 708 |
/* check all the parts of ob2 - just because we can't get to |
| 709 |
* its head doesn't mean we don't want to pound its feet |
| 710 |
*/ |
| 711 |
for (more = ob2->more; more != NULL; more = more->more) |
| 712 |
{ |
| 713 |
get_rangevector (ob1, more, &rv1, 0); |
| 714 |
if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
| 715 |
return 1; |
| 716 |
} |
| 717 |
|
| 718 |
return 0; |
| 719 |
} |
| 720 |
|
| 721 |
/* Returns 1 is monster should cast spell sp at an enemy |
| 722 |
* Returns 0 if the monster should not cast this spell. |
| 723 |
* |
| 724 |
* Note that this function does not check to see if the monster can |
| 725 |
* in fact cast the spell (sp dependencies and what not.) That is because |
| 726 |
* this function is also sued to see if the monster should use spell items |
| 727 |
* (rod/horn/wand/scroll). |
| 728 |
* Note that there are certainly other offensive spells that could be |
| 729 |
* included, but I decided to leave out the spells that may kill more |
| 730 |
* monsters than players (eg, disease). |
| 731 |
* |
| 732 |
* This could be a lot smarter - if there are few monsters around, |
| 733 |
* then disease might not be as bad. Likewise, if the monster is damaged, |
| 734 |
* the right type of healing spell could be useful. |
| 735 |
*/ |
| 736 |
|
| 737 |
static int |
| 738 |
monster_should_cast_spell (object *monster, object *spell_ob) |
| 739 |
{ |
| 740 |
if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
| 741 |
spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
| 742 |
spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
| 743 |
spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
| 744 |
spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
| 745 |
spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
| 746 |
return 1; |
| 747 |
|
| 748 |
return 0; |
| 749 |
} |
| 750 |
|
| 751 |
#define MAX_KNOWN_SPELLS 20 |
| 752 |
|
| 753 |
/* Returns a randomly selected spell. This logic is still |
| 754 |
* less than ideal. This code also only seems to deal with |
| 755 |
* wizard spells, as the check is against sp, and not grace. |
| 756 |
* can mosnters know cleric spells? |
| 757 |
*/ |
| 758 |
object * |
| 759 |
monster_choose_random_spell (object *monster) |
| 760 |
{ |
| 761 |
object *altern[MAX_KNOWN_SPELLS]; |
| 762 |
int i = 0; |
| 763 |
|
| 764 |
for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
| 765 |
if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
| 766 |
{ |
| 767 |
/* Check and see if it's actually a useful spell. |
| 768 |
* If its a spellbook, the spell is actually the inventory item. |
| 769 |
* if it is a spell, then it is just the object itself. |
| 770 |
*/ |
| 771 |
if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
| 772 |
{ |
| 773 |
altern [i++] = tmp; |
| 774 |
|
| 775 |
if (i == MAX_KNOWN_SPELLS) |
| 776 |
break; |
| 777 |
} |
| 778 |
} |
| 779 |
|
| 780 |
return i ? altern [rndm (i)] : 0; |
| 781 |
} |
| 782 |
|
| 783 |
/* This checks to see if the monster should cast a spell/ability. |
| 784 |
* it returns true if the monster casts a spell, 0 if he doesn't. |
| 785 |
* head is the head of the monster. |
| 786 |
* part is the part of the monster we are checking against. |
| 787 |
* pl is the target. |
| 788 |
* dir is the direction to case. |
| 789 |
* rv is the vector which describes where the enemy is. |
| 790 |
*/ |
| 791 |
int |
| 792 |
monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
| 793 |
{ |
| 794 |
object *spell_item; |
| 795 |
object *owner; |
| 796 |
rv_vector rv1; |
| 797 |
|
| 798 |
/* If you want monsters to cast spells over friends, this spell should |
| 799 |
* be removed. It probably should be in most cases, since monsters still |
| 800 |
* don't care about residual effects (ie, casting a cone which may have a |
| 801 |
* clear path to the player, the side aspects of the code will still hit |
| 802 |
* other monsters) |
| 803 |
*/ |
| 804 |
if (!(dir = path_to_player (part, pl, 0))) |
| 805 |
return 0; |
| 806 |
|
| 807 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
| 808 |
{ |
| 809 |
get_rangevector (head, owner, &rv1, 0x1); |
| 810 |
if (dirdiff (dir, rv1.direction) < 2) |
| 811 |
return 0; /* Might hit owner with spell */ |
| 812 |
} |
| 813 |
|
| 814 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
| 815 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 816 |
|
| 817 |
/* If the monster hasn't already chosen a spell, choose one |
| 818 |
* I'm not sure if it really make sense to pre-select spells (events |
| 819 |
* could be different by the time the monster goes again). |
| 820 |
*/ |
| 821 |
if (head->spellitem == NULL) |
| 822 |
{ |
| 823 |
if ((spell_item = monster_choose_random_spell (head)) == NULL) |
| 824 |
{ |
| 825 |
LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
| 826 |
CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
| 827 |
return 0; |
| 828 |
} |
| 829 |
|
| 830 |
if (spell_item->type == SPELLBOOK) |
| 831 |
{ |
| 832 |
if (!spell_item->inv) |
| 833 |
{ |
| 834 |
LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
| 835 |
return 0; |
| 836 |
} |
| 837 |
|
| 838 |
spell_item = spell_item->inv; |
| 839 |
} |
| 840 |
} |
| 841 |
else |
| 842 |
spell_item = head->spellitem; |
| 843 |
|
| 844 |
if (!spell_item) |
| 845 |
return 0; |
| 846 |
|
| 847 |
/* Best guess this is a defensive/healing spell */ |
| 848 |
if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
| 849 |
dir = 0; |
| 850 |
|
| 851 |
/* Monster doesn't have enough spell-points */ |
| 852 |
if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
| 853 |
return 0; |
| 854 |
|
| 855 |
if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
| 856 |
return 0; |
| 857 |
|
| 858 |
head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
| 859 |
head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
| 860 |
|
| 861 |
/* set this to null, so next time monster will choose something different */ |
| 862 |
head->spellitem = NULL; |
| 863 |
|
| 864 |
return cast_spell (part, part, dir, spell_item, NULL); |
| 865 |
} |
| 866 |
|
| 867 |
int |
| 868 |
monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
| 869 |
{ |
| 870 |
object *scroll; |
| 871 |
object *owner; |
| 872 |
rv_vector rv1; |
| 873 |
|
| 874 |
/* If you want monsters to cast spells over friends, this spell should |
| 875 |
* be removed. It probably should be in most cases, since monsters still |
| 876 |
* don't care about residual effects (ie, casting a cone which may have a |
| 877 |
* clear path to the player, the side aspects of the code will still hit |
| 878 |
* other monsters) |
| 879 |
*/ |
| 880 |
if (!(dir = path_to_player (part, pl, 0))) |
| 881 |
return 0; |
| 882 |
|
| 883 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
| 884 |
{ |
| 885 |
get_rangevector (head, owner, &rv1, 0x1); |
| 886 |
if (dirdiff (dir, rv1.direction) < 2) |
| 887 |
{ |
| 888 |
return 0; /* Might hit owner with spell */ |
| 889 |
} |
| 890 |
} |
| 891 |
|
| 892 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
| 893 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 894 |
|
| 895 |
for (scroll = head->inv; scroll; scroll = scroll->below) |
| 896 |
if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
| 897 |
break; |
| 898 |
|
| 899 |
/* Used up all his scrolls, so nothing do to */ |
| 900 |
if (!scroll) |
| 901 |
{ |
| 902 |
CLEAR_FLAG (head, FLAG_READY_SCROLL); |
| 903 |
return 0; |
| 904 |
} |
| 905 |
|
| 906 |
/* Spell should be cast on caster (ie, heal, strength) */ |
| 907 |
if (scroll->inv->range == 0) |
| 908 |
dir = 0; |
| 909 |
|
| 910 |
apply_scroll (part, scroll, dir); |
| 911 |
return 1; |
| 912 |
} |
| 913 |
|
| 914 |
/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
| 915 |
* Note that monsters do not need the skills SK_MELEE_WEAPON and |
| 916 |
* SK_MISSILE_WEAPON to make those respective attacks, if we |
| 917 |
* required that we would drastically increase the memory |
| 918 |
* requirements of CF!! |
| 919 |
* |
| 920 |
* The skills we are treating here are all but those. -b.t. |
| 921 |
* |
| 922 |
* At the moment this is only useful for throwing, perhaps for |
| 923 |
* stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
| 924 |
*/ |
| 925 |
int |
| 926 |
monster_use_skill (object *head, object *part, object *pl, int dir) |
| 927 |
{ |
| 928 |
object *skill, *owner; |
| 929 |
|
| 930 |
if (!(dir = path_to_player (part, pl, 0))) |
| 931 |
return 0; |
| 932 |
|
| 933 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
| 934 |
{ |
| 935 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
| 936 |
|
| 937 |
if (dirdiff (dir, dir2) < 1) |
| 938 |
return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
| 939 |
} |
| 940 |
|
| 941 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
| 942 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 943 |
|
| 944 |
/* skill selection - monster will use the next unused skill. |
| 945 |
* well...the following scenario will allow the monster to |
| 946 |
* toggle between 2 skills. One day it would be nice to make |
| 947 |
* more skills available to monsters. |
| 948 |
*/ |
| 949 |
for (skill = head->inv; skill; skill = skill->below) |
| 950 |
if (skill->type == SKILL && skill != head->chosen_skill) |
| 951 |
{ |
| 952 |
head->chosen_skill = skill; |
| 953 |
break; |
| 954 |
} |
| 955 |
|
| 956 |
if (!skill && !head->chosen_skill) |
| 957 |
{ |
| 958 |
LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
| 959 |
CLEAR_FLAG (head, FLAG_READY_SKILL); |
| 960 |
return 0; |
| 961 |
} |
| 962 |
|
| 963 |
/* use skill */ |
| 964 |
return do_skill (head, part, head->chosen_skill, dir, NULL); |
| 965 |
} |
| 966 |
|
| 967 |
/* Monster will use a ranged spell attack. */ |
| 968 |
int |
| 969 |
monster_use_range (object *head, object *part, object *pl, int dir) |
| 970 |
{ |
| 971 |
object *wand, *owner; |
| 972 |
int at_least_one = 0; |
| 973 |
|
| 974 |
if (!(dir = path_to_player (part, pl, 0))) |
| 975 |
return 0; |
| 976 |
|
| 977 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
| 978 |
{ |
| 979 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
| 980 |
|
| 981 |
if (dirdiff (dir, dir2) < 2) |
| 982 |
return 0; /* Might hit owner with spell */ |
| 983 |
} |
| 984 |
|
| 985 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
| 986 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 987 |
|
| 988 |
for (wand = head->inv; wand; wand = wand->below) |
| 989 |
{ |
| 990 |
if (wand->type == WAND) |
| 991 |
{ |
| 992 |
/* Found a wand, let's see if it has charges left */ |
| 993 |
at_least_one = 1; |
| 994 |
if (wand->stats.food <= 0) |
| 995 |
continue; |
| 996 |
|
| 997 |
cast_spell (head, wand, dir, wand->inv, NULL); |
| 998 |
|
| 999 |
if (!(--wand->stats.food)) |
| 1000 |
{ |
| 1001 |
if (wand->arch) |
| 1002 |
{ |
| 1003 |
CLEAR_FLAG (wand, FLAG_ANIMATE); |
| 1004 |
wand->face = wand->arch->face; |
| 1005 |
wand->set_speed (0); |
| 1006 |
} |
| 1007 |
} |
| 1008 |
/* Success */ |
| 1009 |
return 1; |
| 1010 |
} |
| 1011 |
else if (wand->type == ROD || wand->type == HORN) |
| 1012 |
{ |
| 1013 |
/* Found rod/horn, let's use it if possible */ |
| 1014 |
at_least_one = 1; |
| 1015 |
if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
| 1016 |
continue; |
| 1017 |
|
| 1018 |
/* drain charge before casting spell - can be a case where the |
| 1019 |
* spell destroys the monster, and rod, so if done after, results |
| 1020 |
* in crash. |
| 1021 |
*/ |
| 1022 |
drain_rod_charge (wand); |
| 1023 |
cast_spell (head, wand, dir, wand->inv, NULL); |
| 1024 |
|
| 1025 |
/* Success */ |
| 1026 |
return 1; |
| 1027 |
} |
| 1028 |
} |
| 1029 |
|
| 1030 |
if (at_least_one) |
| 1031 |
return 0; |
| 1032 |
|
| 1033 |
LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
| 1034 |
CLEAR_FLAG (head, FLAG_READY_RANGE); |
| 1035 |
return 0; |
| 1036 |
} |
| 1037 |
|
| 1038 |
int |
| 1039 |
monster_use_bow (object *head, object *part, object *pl, int dir) |
| 1040 |
{ |
| 1041 |
object *owner; |
| 1042 |
|
| 1043 |
if (!(dir = path_to_player (part, pl, 0))) |
| 1044 |
return 0; |
| 1045 |
|
| 1046 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
| 1047 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
| 1048 |
|
| 1049 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
| 1050 |
{ |
| 1051 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
| 1052 |
|
| 1053 |
if (dirdiff (dir, dir2) < 1) |
| 1054 |
return 0; /* Might hit owner with arrow */ |
| 1055 |
} |
| 1056 |
|
| 1057 |
/* in server/player.c */ |
| 1058 |
return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
| 1059 |
|
| 1060 |
} |
| 1061 |
|
| 1062 |
/* Checks if putting on 'item' will make 'who' do more |
| 1063 |
* damage. This is a very simplistic check - also checking things |
| 1064 |
* like speed and ac are also relevant. |
| 1065 |
* |
| 1066 |
* return true if item is a better object. |
| 1067 |
*/ |
| 1068 |
int |
| 1069 |
check_good_weapon (object *who, object *item) |
| 1070 |
{ |
| 1071 |
object *other_weap; |
| 1072 |
int val = 0, i; |
| 1073 |
|
| 1074 |
for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
| 1075 |
if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
| 1076 |
break; |
| 1077 |
|
| 1078 |
if (!other_weap) /* No other weapons */ |
| 1079 |
return 1; |
| 1080 |
|
| 1081 |
/* Rather than go through and apply the new one, and see if it is |
| 1082 |
* better, just do some simple checks |
| 1083 |
* Put some multipliers for things that hvae several effects, |
| 1084 |
* eg, magic affects both damage and wc, so it has more weight |
| 1085 |
*/ |
| 1086 |
|
| 1087 |
val = item->stats.dam - other_weap->stats.dam; |
| 1088 |
val += (item->magic - other_weap->magic) * 3; |
| 1089 |
/* Monsters don't really get benefits from things like regen rates |
| 1090 |
* from items. But the bonus for their stats are very important. |
| 1091 |
*/ |
| 1092 |
for (i = 0; i < NUM_STATS; i++) |
| 1093 |
val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
| 1094 |
|
| 1095 |
if (val > 0) |
| 1096 |
return 1; |
| 1097 |
else |
| 1098 |
return 0; |
| 1099 |
} |
| 1100 |
|
| 1101 |
int |
| 1102 |
check_good_armour (object *who, object *item) |
| 1103 |
{ |
| 1104 |
object *other_armour; |
| 1105 |
int val = 0, i; |
| 1106 |
|
| 1107 |
for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
| 1108 |
if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
| 1109 |
break; |
| 1110 |
|
| 1111 |
if (other_armour == NULL) /* No other armour, use the new */ |
| 1112 |
return 1; |
| 1113 |
|
| 1114 |
/* Like above function , see which is better */ |
| 1115 |
val = item->stats.ac - other_armour->stats.ac; |
| 1116 |
val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
| 1117 |
val += (item->magic - other_armour->magic) * 3; |
| 1118 |
|
| 1119 |
/* for the other protections, do weigh them very much in the equation - |
| 1120 |
* it is the armor protection which is most important, because there is |
| 1121 |
* no good way to know what the player may attack the monster with. |
| 1122 |
* So if the new item has better protection than the old, give that higher |
| 1123 |
* value. If the reverse, then decrease the value of this item some. |
| 1124 |
*/ |
| 1125 |
for (i = 1; i < NROFATTACKS; i++) |
| 1126 |
{ |
| 1127 |
if (item->resist[i] > other_armour->resist[i]) |
| 1128 |
val++; |
| 1129 |
else if (item->resist[i] < other_armour->resist[i]) |
| 1130 |
val--; |
| 1131 |
} |
| 1132 |
|
| 1133 |
/* Very few armours have stats, so not much need to worry about those. */ |
| 1134 |
|
| 1135 |
if (val > 0) |
| 1136 |
return 1; |
| 1137 |
else |
| 1138 |
return 0; |
| 1139 |
} |
| 1140 |
|
| 1141 |
/* |
| 1142 |
* monster_check_pickup(): checks for items that monster can pick up. |
| 1143 |
* |
| 1144 |
* Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
| 1145 |
* Each time the blob passes over some treasure, it will |
| 1146 |
* grab it a.s.a.p. |
| 1147 |
* |
| 1148 |
* Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
| 1149 |
* to handle this. |
| 1150 |
* |
| 1151 |
* This function was seen be continueing looping at one point (tmp->below |
| 1152 |
* became a recursive loop. It may be better to call monster_check_apply |
| 1153 |
* after we pick everything up, since that function may call others which |
| 1154 |
* affect stacking on this space. |
| 1155 |
*/ |
| 1156 |
void |
| 1157 |
monster_check_pickup (object *monster) |
| 1158 |
{ |
| 1159 |
object *tmp, *next; |
| 1160 |
|
| 1161 |
for (tmp = monster->below; tmp != NULL; tmp = next) |
| 1162 |
{ |
| 1163 |
next = tmp->below; |
| 1164 |
if (monster_can_pick (monster, tmp)) |
| 1165 |
{ |
| 1166 |
tmp->remove (); |
| 1167 |
tmp = insert_ob_in_ob (tmp, monster); |
| 1168 |
(void) monster_check_apply (monster, tmp); |
| 1169 |
} |
| 1170 |
/* We could try to re-establish the cycling, of the space, but probably |
| 1171 |
* not a big deal to just bail out. |
| 1172 |
*/ |
| 1173 |
if (next && next->destroyed ()) |
| 1174 |
return; |
| 1175 |
} |
| 1176 |
} |
| 1177 |
|
| 1178 |
/* |
| 1179 |
* monster_can_pick(): If the monster is interested in picking up |
| 1180 |
* the item, then return 0. Otherwise 0. |
| 1181 |
* Instead of pick_up, flags for "greed", etc, should be used. |
| 1182 |
* I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
| 1183 |
*/ |
| 1184 |
int |
| 1185 |
monster_can_pick (object *monster, object *item) |
| 1186 |
{ |
| 1187 |
int flag = 0; |
| 1188 |
int i; |
| 1189 |
|
| 1190 |
if (!can_pick (monster, item)) |
| 1191 |
return 0; |
| 1192 |
|
| 1193 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
| 1194 |
return 0; |
| 1195 |
|
| 1196 |
if (monster->pick_up & 64) /* All */ |
| 1197 |
flag = 1; |
| 1198 |
|
| 1199 |
else |
| 1200 |
switch (item->type) |
| 1201 |
{ |
| 1202 |
case MONEY: |
| 1203 |
case GEM: |
| 1204 |
flag = monster->pick_up & 2; |
| 1205 |
break; |
| 1206 |
|
| 1207 |
case FOOD: |
| 1208 |
flag = monster->pick_up & 4; |
| 1209 |
break; |
| 1210 |
|
| 1211 |
case WEAPON: |
| 1212 |
flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
| 1213 |
break; |
| 1214 |
|
| 1215 |
case ARMOUR: |
| 1216 |
case SHIELD: |
| 1217 |
case HELMET: |
| 1218 |
case BOOTS: |
| 1219 |
case GLOVES: |
| 1220 |
case GIRDLE: |
| 1221 |
flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
| 1222 |
break; |
| 1223 |
|
| 1224 |
case SKILL: |
| 1225 |
flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
| 1226 |
break; |
| 1227 |
|
| 1228 |
case RING: |
| 1229 |
flag = QUERY_FLAG (monster, FLAG_USE_RING); |
| 1230 |
break; |
| 1231 |
|
| 1232 |
case WAND: |
| 1233 |
case HORN: |
| 1234 |
case ROD: |
| 1235 |
flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
| 1236 |
break; |
| 1237 |
|
| 1238 |
case SPELLBOOK: |
| 1239 |
flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
| 1240 |
break; |
| 1241 |
|
| 1242 |
case SCROLL: |
| 1243 |
flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
| 1244 |
break; |
| 1245 |
|
| 1246 |
case BOW: |
| 1247 |
case ARROW: |
| 1248 |
flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
| 1249 |
break; |
| 1250 |
} |
| 1251 |
|
| 1252 |
/* Simplistic check - if the monster has a location to equip it, he will |
| 1253 |
* pick it up. Note that this doesn't handle cases where an item may |
| 1254 |
* use several locations. |
| 1255 |
*/ |
| 1256 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
| 1257 |
{ |
| 1258 |
if (monster->slot[i].info && item->slot[i].info) |
| 1259 |
{ |
| 1260 |
flag = 1; |
| 1261 |
break; |
| 1262 |
} |
| 1263 |
} |
| 1264 |
|
| 1265 |
if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
| 1266 |
return 1; |
| 1267 |
|
| 1268 |
return 0; |
| 1269 |
} |
| 1270 |
|
| 1271 |
/* |
| 1272 |
* monster_apply_below(): |
| 1273 |
* Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
| 1274 |
* eager to apply things, encounters something apply-able, |
| 1275 |
* then make him apply it |
| 1276 |
*/ |
| 1277 |
void |
| 1278 |
monster_apply_below (object *monster) |
| 1279 |
{ |
| 1280 |
object *tmp, *next; |
| 1281 |
|
| 1282 |
for (tmp = monster->below; tmp != NULL; tmp = next) |
| 1283 |
{ |
| 1284 |
next = tmp->below; |
| 1285 |
switch (tmp->type) |
| 1286 |
{ |
| 1287 |
case CF_HANDLE: |
| 1288 |
case TRIGGER: |
| 1289 |
if (monster->will_apply & 1) |
| 1290 |
manual_apply (monster, tmp, 0); |
| 1291 |
break; |
| 1292 |
|
| 1293 |
case TREASURE: |
| 1294 |
if (monster->will_apply & 2) |
| 1295 |
manual_apply (monster, tmp, 0); |
| 1296 |
break; |
| 1297 |
|
| 1298 |
} |
| 1299 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
| 1300 |
break; |
| 1301 |
} |
| 1302 |
} |
| 1303 |
|
| 1304 |
/* |
| 1305 |
* monster_check_apply() is meant to be called after an item is |
| 1306 |
* inserted in a monster. |
| 1307 |
* If an item becomes outdated (monster found a better item), |
| 1308 |
* a pointer to that object is returned, so it can be dropped. |
| 1309 |
* (so that other monsters can pick it up and use it) |
| 1310 |
* Note that as things are now, monsters never drop something - |
| 1311 |
* they can pick up all that they can use. |
| 1312 |
*/ |
| 1313 |
/* Sept 96, fixed this so skills will be readied -b.t.*/ |
| 1314 |
void |
| 1315 |
monster_check_apply (object *mon, object *item) |
| 1316 |
{ |
| 1317 |
int flag = 0; |
| 1318 |
|
| 1319 |
if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
| 1320 |
{ |
| 1321 |
SET_FLAG (mon, FLAG_CAST_SPELL); |
| 1322 |
return; |
| 1323 |
} |
| 1324 |
|
| 1325 |
/* If for some reason, this item is already applied, no more work to do */ |
| 1326 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
| 1327 |
return; |
| 1328 |
|
| 1329 |
/* Might be better not to do this - if the monster can fire a bow, |
| 1330 |
* it is possible in his wanderings, he will find one to use. In |
| 1331 |
* which case, it would be nice to have ammo for it. |
| 1332 |
*/ |
| 1333 |
if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
| 1334 |
{ |
| 1335 |
/* Check for the right kind of bow */ |
| 1336 |
object *bow; |
| 1337 |
|
| 1338 |
for (bow = mon->inv; bow; bow = bow->below) |
| 1339 |
if (bow->type == BOW && bow->race == item->race) |
| 1340 |
{ |
| 1341 |
SET_FLAG (mon, FLAG_READY_BOW); |
| 1342 |
LOG (llevMonster, "Found correct bow for arrows.\n"); |
| 1343 |
return; /* nothing more to do for arrows */ |
| 1344 |
} |
| 1345 |
} |
| 1346 |
|
| 1347 |
if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
| 1348 |
flag = 1; |
| 1349 |
/* Eating food gets hp back */ |
| 1350 |
else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
| 1351 |
flag = 1; |
| 1352 |
else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
| 1353 |
{ |
| 1354 |
if (!item->inv) |
| 1355 |
LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
| 1356 |
else if (monster_should_cast_spell (mon, item->inv)) |
| 1357 |
SET_FLAG (mon, FLAG_READY_SCROLL); |
| 1358 |
/* Don't use it right now */ |
| 1359 |
return; |
| 1360 |
} |
| 1361 |
else if (item->type == WEAPON) |
| 1362 |
flag = check_good_weapon (mon, item); |
| 1363 |
else if (item->is_armor ()) |
| 1364 |
flag = check_good_armour (mon, item); |
| 1365 |
/* Should do something more, like make sure this is a better item */ |
| 1366 |
else if (item->type == RING) |
| 1367 |
flag = 1; |
| 1368 |
else if (item->type == WAND || item->type == ROD || item->type == HORN) |
| 1369 |
{ |
| 1370 |
/* We never really 'ready' the wand/rod/horn, because that would mean the |
| 1371 |
* weapon would get undone. |
| 1372 |
*/ |
| 1373 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
| 1374 |
{ |
| 1375 |
SET_FLAG (mon, FLAG_READY_RANGE); |
| 1376 |
SET_FLAG (item, FLAG_APPLIED); |
| 1377 |
} |
| 1378 |
return; |
| 1379 |
} |
| 1380 |
else if (item->type == BOW) |
| 1381 |
{ |
| 1382 |
/* We never really 'ready' the bow, because that would mean the |
| 1383 |
* weapon would get undone. |
| 1384 |
*/ |
| 1385 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
| 1386 |
SET_FLAG (mon, FLAG_READY_BOW); |
| 1387 |
return; |
| 1388 |
} |
| 1389 |
else if (item->type == SKILL) |
| 1390 |
{ |
| 1391 |
/* |
| 1392 |
* skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
| 1393 |
* else they can't use the skill... |
| 1394 |
* Skills also don't need to get applied, so return now. |
| 1395 |
*/ |
| 1396 |
SET_FLAG (mon, FLAG_READY_SKILL); |
| 1397 |
return; |
| 1398 |
} |
| 1399 |
|
| 1400 |
/* if we don't match one of the above types, return now. |
| 1401 |
* can_apply_object will say that we can apply things like flesh, |
| 1402 |
* bolts, and whatever else, because it only checks against the |
| 1403 |
* body_info locations. |
| 1404 |
*/ |
| 1405 |
if (!flag) |
| 1406 |
return; |
| 1407 |
|
| 1408 |
/* Check to see if the monster can use this item. If not, no need |
| 1409 |
* to do further processing. Note that can_apply_object already checks |
| 1410 |
* for the CAN_USE flags. |
| 1411 |
*/ |
| 1412 |
if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
| 1413 |
return; |
| 1414 |
|
| 1415 |
/* should only be applying this item, not unapplying it. |
| 1416 |
* also, ignore status of curse so they can take off old armour. |
| 1417 |
* monsters have some advantages after all. |
| 1418 |
*/ |
| 1419 |
manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
| 1420 |
} |
| 1421 |
|
| 1422 |
void |
| 1423 |
npc_call_help (object *op) |
| 1424 |
{ |
| 1425 |
int x, y, mflags; |
| 1426 |
object *npc; |
| 1427 |
sint16 sx, sy; |
| 1428 |
maptile *m; |
| 1429 |
|
| 1430 |
for (x = -3; x < 4; x++) |
| 1431 |
for (y = -3; y < 4; y++) |
| 1432 |
{ |
| 1433 |
m = op->map; |
| 1434 |
sx = op->x + x; |
| 1435 |
sy = op->y + y; |
| 1436 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
| 1437 |
/* If nothing alive on this space, no need to search the space. */ |
| 1438 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
| 1439 |
continue; |
| 1440 |
|
| 1441 |
for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
| 1442 |
if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
| 1443 |
npc->enemy = op->enemy; |
| 1444 |
} |
| 1445 |
} |
| 1446 |
|
| 1447 |
int |
| 1448 |
dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
| 1449 |
{ |
| 1450 |
if (can_hit (part, enemy, rv)) |
| 1451 |
return dir; |
| 1452 |
|
| 1453 |
if (rv->distance < 10) |
| 1454 |
return absdir (dir + 4); |
| 1455 |
else if (rv->distance > 18) |
| 1456 |
return dir; |
| 1457 |
|
| 1458 |
return 0; |
| 1459 |
} |
| 1460 |
|
| 1461 |
int |
| 1462 |
run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
| 1463 |
{ |
| 1464 |
if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
| 1465 |
{ |
| 1466 |
ob->move_status++; |
| 1467 |
return (dir); |
| 1468 |
} |
| 1469 |
else if (ob->move_status > 20) |
| 1470 |
ob->move_status = 0; |
| 1471 |
|
| 1472 |
return absdir (dir + 4); |
| 1473 |
} |
| 1474 |
|
| 1475 |
int |
| 1476 |
hitrun_att (int dir, object *ob, object *enemy) |
| 1477 |
{ |
| 1478 |
if (ob->move_status++ < 25) |
| 1479 |
return dir; |
| 1480 |
else if (ob->move_status < 50) |
| 1481 |
return absdir (dir + 4); |
| 1482 |
else |
| 1483 |
ob->move_status = 0; |
| 1484 |
|
| 1485 |
return absdir (dir + 4); |
| 1486 |
} |
| 1487 |
|
| 1488 |
int |
| 1489 |
wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
| 1490 |
{ |
| 1491 |
|
| 1492 |
int inrange = can_hit (part, enemy, rv); |
| 1493 |
|
| 1494 |
if (ob->move_status || inrange) |
| 1495 |
ob->move_status++; |
| 1496 |
|
| 1497 |
if (ob->move_status == 0) |
| 1498 |
return 0; |
| 1499 |
else if (ob->move_status < 10) |
| 1500 |
return dir; |
| 1501 |
else if (ob->move_status < 15) |
| 1502 |
return absdir (dir + 4); |
| 1503 |
|
| 1504 |
ob->move_status = 0; |
| 1505 |
return 0; |
| 1506 |
} |
| 1507 |
|
| 1508 |
int |
| 1509 |
disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
| 1510 |
{ |
| 1511 |
|
| 1512 |
/* The logic below here looked plain wrong before. Basically, what should |
| 1513 |
* happen is that if the creatures hp percentage falls below run_away, |
| 1514 |
* the creature should run away (dir+4) |
| 1515 |
* I think its wrong for a creature to have a zero maxhp value, but |
| 1516 |
* at least one map has this set, and whatever the map contains, the |
| 1517 |
* server should try to be resilant enough to avoid the problem |
| 1518 |
*/ |
| 1519 |
if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
| 1520 |
return absdir (dir + 4); |
| 1521 |
|
| 1522 |
return dist_att (dir, ob, enemy, part, rv); |
| 1523 |
} |
| 1524 |
|
| 1525 |
int |
| 1526 |
wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
| 1527 |
{ |
| 1528 |
if (rv->distance < 9) |
| 1529 |
return absdir (dir + 4); |
| 1530 |
|
| 1531 |
return 0; |
| 1532 |
} |
| 1533 |
|
| 1534 |
void |
| 1535 |
circ1_move (object *ob) |
| 1536 |
{ |
| 1537 |
static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
| 1538 |
|
| 1539 |
if (++ob->move_status > 11) |
| 1540 |
ob->move_status = 0; |
| 1541 |
|
| 1542 |
if (!(move_object (ob, circle[ob->move_status]))) |
| 1543 |
move_object (ob, rndm (8) + 1); |
| 1544 |
} |
| 1545 |
|
| 1546 |
void |
| 1547 |
circ2_move (object *ob) |
| 1548 |
{ |
| 1549 |
static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
| 1550 |
|
| 1551 |
if (++ob->move_status > 19) |
| 1552 |
ob->move_status = 0; |
| 1553 |
|
| 1554 |
if (!(move_object (ob, circle[ob->move_status]))) |
| 1555 |
move_object (ob, rndm (8) + 1); |
| 1556 |
} |
| 1557 |
|
| 1558 |
void |
| 1559 |
pace_movev (object *ob) |
| 1560 |
{ |
| 1561 |
if (ob->move_status++ > 6) |
| 1562 |
ob->move_status = 0; |
| 1563 |
|
| 1564 |
if (ob->move_status < 4) |
| 1565 |
move_object (ob, 5); |
| 1566 |
else |
| 1567 |
move_object (ob, 1); |
| 1568 |
} |
| 1569 |
|
| 1570 |
void |
| 1571 |
pace_moveh (object *ob) |
| 1572 |
{ |
| 1573 |
if (ob->move_status++ > 6) |
| 1574 |
ob->move_status = 0; |
| 1575 |
|
| 1576 |
if (ob->move_status < 4) |
| 1577 |
move_object (ob, 3); |
| 1578 |
else |
| 1579 |
move_object (ob, 7); |
| 1580 |
} |
| 1581 |
|
| 1582 |
void |
| 1583 |
pace2_movev (object *ob) |
| 1584 |
{ |
| 1585 |
if (ob->move_status++ > 16) |
| 1586 |
ob->move_status = 0; |
| 1587 |
|
| 1588 |
if (ob->move_status < 6) |
| 1589 |
move_object (ob, 5); |
| 1590 |
else if (ob->move_status < 8) |
| 1591 |
return; |
| 1592 |
else if (ob->move_status < 13) |
| 1593 |
move_object (ob, 1); |
| 1594 |
else |
| 1595 |
return; |
| 1596 |
} |
| 1597 |
|
| 1598 |
void |
| 1599 |
pace2_moveh (object *ob) |
| 1600 |
{ |
| 1601 |
if (ob->move_status++ > 16) |
| 1602 |
ob->move_status = 0; |
| 1603 |
|
| 1604 |
if (ob->move_status < 6) |
| 1605 |
move_object (ob, 3); |
| 1606 |
else if (ob->move_status < 8) |
| 1607 |
return; |
| 1608 |
else if (ob->move_status < 13) |
| 1609 |
move_object (ob, 7); |
| 1610 |
else |
| 1611 |
return; |
| 1612 |
} |
| 1613 |
|
| 1614 |
void |
| 1615 |
rand_move (object *ob) |
| 1616 |
{ |
| 1617 |
if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
| 1618 |
for (int i = 0; i < 5; i++) |
| 1619 |
if (move_object (ob, ob->move_status = rndm (8) + 1)) |
| 1620 |
return; |
| 1621 |
} |
| 1622 |
|
| 1623 |
void |
| 1624 |
check_earthwalls (object *op, maptile *m, int x, int y) |
| 1625 |
{ |
| 1626 |
for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 1627 |
if (tmp->type == EARTHWALL) |
| 1628 |
{ |
| 1629 |
hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
| 1630 |
return; |
| 1631 |
} |
| 1632 |
} |
| 1633 |
|
| 1634 |
void |
| 1635 |
check_doors (object *op, maptile *m, int x, int y) |
| 1636 |
{ |
| 1637 |
for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
| 1638 |
if (tmp->type == DOOR) |
| 1639 |
{ |
| 1640 |
hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
| 1641 |
return; |
| 1642 |
} |
| 1643 |
} |
| 1644 |
|
| 1645 |
/* find_mon_throw_ob() - modeled on find_throw_ob |
| 1646 |
* This is probably overly simplistic as it is now - We want |
| 1647 |
* monsters to throw things like chairs and other pieces of |
| 1648 |
* furniture, even if they are not good throwable objects. |
| 1649 |
* Probably better to have the monster throw a throwable object |
| 1650 |
* first, then throw any non equipped weapon. |
| 1651 |
*/ |
| 1652 |
object * |
| 1653 |
find_mon_throw_ob (object *op) |
| 1654 |
{ |
| 1655 |
object *tmp = NULL; |
| 1656 |
|
| 1657 |
if (op->head) |
| 1658 |
tmp = op->head; |
| 1659 |
else |
| 1660 |
tmp = op; |
| 1661 |
|
| 1662 |
/* New throw code: look through the inventory. Grap the first legal is_thrown |
| 1663 |
* marked item and throw it to the enemy. |
| 1664 |
*/ |
| 1665 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
| 1666 |
{ |
| 1667 |
/* Can't throw invisible objects or items that are applied */ |
| 1668 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
| 1669 |
continue; |
| 1670 |
|
| 1671 |
if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
| 1672 |
break; |
| 1673 |
|
| 1674 |
} |
| 1675 |
|
| 1676 |
#ifdef DEBUG_THROW |
| 1677 |
LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
| 1678 |
#endif |
| 1679 |
|
| 1680 |
return tmp; |
| 1681 |
} |
| 1682 |
|
| 1683 |
/* determine if we can 'detect' the enemy. Check for walls blocking the |
| 1684 |
* los. Also, just because its hidden/invisible, we may be sensitive/smart |
| 1685 |
* enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
| 1686 |
* modified by MSW to use the get_rangevector so that map tiling works |
| 1687 |
* properly. I also so odd code in place that checked for x distance |
| 1688 |
* OR y distance being within some range - that seemed wrong - both should |
| 1689 |
* be within the valid range. MSW 2001-08-05 |
| 1690 |
* Returns 0 if enemy can not be detected, 1 if it is detected |
| 1691 |
*/ |
| 1692 |
int |
| 1693 |
can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
| 1694 |
{ |
| 1695 |
/* null detection for any of these condtions always */ |
| 1696 |
if (!op || !enemy || !op->map || !enemy->map) |
| 1697 |
return 0; |
| 1698 |
|
| 1699 |
/* If the monster (op) has no way to get to the enemy, do nothing */ |
| 1700 |
if (!on_same_map (op, enemy)) |
| 1701 |
return 0; |
| 1702 |
|
| 1703 |
get_rangevector (op, enemy, rv, 0); |
| 1704 |
|
| 1705 |
/* Monsters always ignore the DM */ |
| 1706 |
if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
| 1707 |
return 0; |
| 1708 |
|
| 1709 |
/* simple check. Should probably put some range checks in here. */ |
| 1710 |
if (can_see_enemy (op, enemy)) |
| 1711 |
return 1; |
| 1712 |
|
| 1713 |
/* The rest of this is for monsters. Players are on their own for |
| 1714 |
* finding enemies! |
| 1715 |
*/ |
| 1716 |
if (op->is_player ()) |
| 1717 |
return 0; |
| 1718 |
|
| 1719 |
/* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
| 1720 |
* flag (which was already checked) in can_see_enemy (). Lets get out of here |
| 1721 |
*/ |
| 1722 |
if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
| 1723 |
return 0; |
| 1724 |
|
| 1725 |
int radius = MIN_MON_RADIUS; |
| 1726 |
|
| 1727 |
/* use this for invis also */ |
| 1728 |
int hide_discovery = op->stats.Int / 5; |
| 1729 |
|
| 1730 |
/* Determine Detection radii */ |
| 1731 |
if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
| 1732 |
radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
| 1733 |
else |
| 1734 |
{ /* a level/INT/Dex adjustment for hiding */ |
| 1735 |
int bonus = op->level / 2 + op->stats.Int / 5; |
| 1736 |
|
| 1737 |
if (enemy->is_player ()) |
| 1738 |
{ |
| 1739 |
if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
| 1740 |
bonus -= sk_hide->level; |
| 1741 |
else |
| 1742 |
{ |
| 1743 |
LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
| 1744 |
make_visible (enemy); |
| 1745 |
radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
| 1746 |
} |
| 1747 |
} |
| 1748 |
else /* enemy is not a player */ |
| 1749 |
bonus -= enemy->level; |
| 1750 |
|
| 1751 |
radius += bonus / 5; |
| 1752 |
hide_discovery += bonus * 5; |
| 1753 |
} /* else creature has modifiers for hiding */ |
| 1754 |
|
| 1755 |
/* Radii stealth adjustment. Only if you are stealthy |
| 1756 |
* will you be able to sneak up closer to creatures */ |
| 1757 |
if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
| 1758 |
{ |
| 1759 |
radius /= 2; |
| 1760 |
hide_discovery /= 3; |
| 1761 |
} |
| 1762 |
|
| 1763 |
/* Radii adjustment for enemy standing in the dark */ |
| 1764 |
if (!stand_in_light (enemy)) |
| 1765 |
{ |
| 1766 |
/* on dark maps body heat can help indicate location with infravision |
| 1767 |
* undead don't have body heat, so no benefit detecting them. |
| 1768 |
*/ |
| 1769 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
| 1770 |
radius += op->map->darklevel () / 2; |
| 1771 |
else |
| 1772 |
radius -= op->map->darklevel () / 2; |
| 1773 |
|
| 1774 |
/* op next to a monster (and not in complete darkness) |
| 1775 |
* the monster should have a chance to see you. |
| 1776 |
*/ |
| 1777 |
if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
| 1778 |
radius = MIN_MON_RADIUS; |
| 1779 |
} /* if on dark map */ |
| 1780 |
|
| 1781 |
/* Lets not worry about monsters that have incredible detection |
| 1782 |
* radii, we only need to worry here about things the player can |
| 1783 |
* (potentially) see. This is 13, as that is the maximum size the player |
| 1784 |
* may have for their map - in that way, creatures at the edge will |
| 1785 |
* do something. Note that the distance field in the |
| 1786 |
* vector is real distance, so in theory this should be 18 to |
| 1787 |
* find that. |
| 1788 |
*/ |
| 1789 |
// note that the above reasoning was utter bullshit even at the time it was written |
| 1790 |
// we use 25, lets see if we have the cpu time for it |
| 1791 |
radius = min (25, radius); |
| 1792 |
|
| 1793 |
/* Enemy in range! Now test for detection */ |
| 1794 |
if (rv->distance <= radius) |
| 1795 |
{ |
| 1796 |
/* ah, we are within range, detected? take cases */ |
| 1797 |
if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
| 1798 |
return 1; |
| 1799 |
|
| 1800 |
/* hidden or low-quality invisible */ |
| 1801 |
if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
| 1802 |
{ |
| 1803 |
make_visible (enemy); |
| 1804 |
|
| 1805 |
/* inform players of new status */ |
| 1806 |
if (enemy->type == PLAYER && player_can_view (enemy, op)) |
| 1807 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
| 1808 |
|
| 1809 |
return 1; /* detected enemy */ |
| 1810 |
} |
| 1811 |
else if (enemy->invisible) |
| 1812 |
{ |
| 1813 |
/* Change this around - instead of negating the invisible, just |
| 1814 |
* return true so that the monster that managed to detect you can |
| 1815 |
* do something to you. Decreasing the duration of invisible |
| 1816 |
* doesn't make a lot of sense IMO, as a bunch of stupid creatures |
| 1817 |
* can then basically negate the spell. The spell isn't negated - |
| 1818 |
* they just know where you are! |
| 1819 |
*/ |
| 1820 |
if (rndm (50) <= hide_discovery) |
| 1821 |
{ |
| 1822 |
if (enemy->type == PLAYER) |
| 1823 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
| 1824 |
|
| 1825 |
return 1; |
| 1826 |
} |
| 1827 |
} |
| 1828 |
} /* within range */ |
| 1829 |
|
| 1830 |
/* Wasn't detected above, so still hidden */ |
| 1831 |
return 0; |
| 1832 |
} |
| 1833 |
|
| 1834 |
/* determine if op stands in a lighted square. This is not a very |
| 1835 |
* intelligent algorithm. For one thing, we ignore los here, SO it |
| 1836 |
* is possible for a bright light to illuminate a player on the |
| 1837 |
* other side of a wall (!). |
| 1838 |
*/ |
| 1839 |
int |
| 1840 |
stand_in_light (object *op) |
| 1841 |
{ |
| 1842 |
if (op) |
| 1843 |
{ |
| 1844 |
if (!op->is_on_map ()) |
| 1845 |
return 0; |
| 1846 |
|
| 1847 |
if (op->map->darklevel () <= 0) |
| 1848 |
return 1; |
| 1849 |
|
| 1850 |
if (op->glow_radius > 0) |
| 1851 |
return 1; |
| 1852 |
|
| 1853 |
if (op->map) |
| 1854 |
unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
| 1855 |
{ |
| 1856 |
/* Check the spaces with the max light radius to see if any of them |
| 1857 |
* have lights, and if any of them light the player enough, then return 1. |
| 1858 |
*/ |
| 1859 |
int light = m->at (nx, ny).light; |
| 1860 |
|
| 1861 |
if (expect_false (light > 0) && idistance (dx, dy) <= light) |
| 1862 |
return 1; |
| 1863 |
} |
| 1864 |
} |
| 1865 |
|
| 1866 |
return 0; |
| 1867 |
} |
| 1868 |
|
| 1869 |
/* assuming no walls/barriers, lets check to see if its *possible* |
| 1870 |
* to see an enemy. Note, "detection" is different from "seeing". |
| 1871 |
* See can_detect_enemy() for more details. -b.t. |
| 1872 |
* return 0 if can't be seen, 1 if can be |
| 1873 |
*/ |
| 1874 |
int |
| 1875 |
can_see_enemy (object *op, object *enemy) |
| 1876 |
{ |
| 1877 |
object *looker = op->head ? op->head : op; |
| 1878 |
|
| 1879 |
/* safety */ |
| 1880 |
if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
| 1881 |
return 0; |
| 1882 |
|
| 1883 |
/* we dont give a full treatment of xrays here (shorter range than normal, |
| 1884 |
* see through walls). Should we change the code elsewhere to make you |
| 1885 |
* blind even if you can xray? |
| 1886 |
*/ |
| 1887 |
if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
| 1888 |
return 0; |
| 1889 |
|
| 1890 |
/* checking for invisible things */ |
| 1891 |
if (enemy->invisible) |
| 1892 |
{ |
| 1893 |
/* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
| 1894 |
* However,if you carry any source of light, then the hidden |
| 1895 |
* creature is seeable (and stupid) */ |
| 1896 |
|
| 1897 |
if (enemy->has_carried_lights ()) |
| 1898 |
{ |
| 1899 |
if (enemy->flag [FLAG_HIDDEN]) |
| 1900 |
{ |
| 1901 |
make_visible (enemy); |
| 1902 |
new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
| 1903 |
} |
| 1904 |
|
| 1905 |
return 1; |
| 1906 |
} |
| 1907 |
else if (enemy->flag [FLAG_HIDDEN]) |
| 1908 |
return 0; |
| 1909 |
|
| 1910 |
/* Invisible enemy. Break apart the check for invis undead/invis looker |
| 1911 |
* into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
| 1912 |
* and making it a conditional makes the code pretty ugly. |
| 1913 |
*/ |
| 1914 |
if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
| 1915 |
if (makes_invisible_to (enemy, looker)) |
| 1916 |
return 0; |
| 1917 |
} |
| 1918 |
else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
| 1919 |
if (player_can_view (looker, enemy)) |
| 1920 |
return 1; |
| 1921 |
|
| 1922 |
/* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
| 1923 |
* unless they carry a light or stand in light. Darkness doesnt |
| 1924 |
* inhibit the undead per se (but we should give their archs |
| 1925 |
* CAN_SEE_IN_DARK, this is just a safety |
| 1926 |
* we care about the enemy maps status, not the looker. |
| 1927 |
* only relevant for tiled maps, but it is possible that the |
| 1928 |
* enemy is on a bright map and the looker on a dark - in that |
| 1929 |
* case, the looker can still see the enemy |
| 1930 |
*/ |
| 1931 |
if (!stand_in_light (enemy) |
| 1932 |
&& (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
| 1933 |
return 0; |
| 1934 |
|
| 1935 |
return 1; |
| 1936 |
} |
| 1937 |
|