1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * static char *rcsid_monster_c = |
3 | * "$Id: monster.C,v 1.3 2006/08/29 05:03:55 root Exp $"; |
3 | * "$Id: monster.C,v 1.4 2006/08/29 08:01:37 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
… | |
… | |
48 | /* if this is pet, let him attack the same enemy as his owner |
48 | /* if this is pet, let him attack the same enemy as his owner |
49 | * TODO: when there is no ower enemy, try to find a target, |
49 | * TODO: when there is no ower enemy, try to find a target, |
50 | * which CAN attack the owner. */ |
50 | * which CAN attack the owner. */ |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
52 | { |
52 | { |
53 | if (npc->owner == NULL) |
53 | if (npc->owner == NULL) |
54 | npc->enemy = NULL; |
54 | npc->enemy = NULL; |
55 | else if (npc->enemy == NULL) |
55 | else if (npc->enemy == NULL) |
56 | npc->enemy = npc->owner->enemy; |
56 | npc->enemy = npc->owner->enemy; |
57 | } |
57 | } |
58 | |
58 | |
59 | /* periodically, a monster mayu change its target. Also, if the object |
59 | /* periodically, a monster mayu change its target. Also, if the object |
60 | * has been destroyed, etc, clear the enemy. |
60 | * has been destroyed, etc, clear the enemy. |
61 | * TODO: this should be changed, because it invokes to attack forced or |
61 | * TODO: this should be changed, because it invokes to attack forced or |
… | |
… | |
67 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
67 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
68 | * too. */ |
68 | * too. */ |
69 | |
69 | |
70 | if(npc->enemy) |
70 | if(npc->enemy) |
71 | { |
71 | { |
72 | /* I broke these if's apart to better be able to see what |
72 | /* I broke these if's apart to better be able to see what |
73 | * the grouping checks are. Code is the same. |
73 | * the grouping checks are. Code is the same. |
74 | */ |
74 | */ |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
77 | !on_same_map(npc, npc->enemy) || |
77 | !on_same_map(npc, npc->enemy) || |
78 | npc == npc->enemy || |
78 | npc == npc->enemy || |
79 | QUERY_FLAG(npc, FLAG_NEUTRAL) || |
79 | QUERY_FLAG(npc, FLAG_NEUTRAL) || |
80 | QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
80 | QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
81 | npc->enemy = NULL; |
81 | npc->enemy = NULL; |
82 | |
82 | |
83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
86 | || npc->enemy == npc->owner)) |
86 | || npc->enemy == npc->owner)) |
87 | npc->enemy = NULL; |
87 | npc->enemy = NULL; |
88 | |
88 | |
89 | |
89 | |
90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
92 | npc->enemy=NULL; |
92 | npc->enemy=NULL; |
93 | |
93 | |
94 | /* I've noticed that pets could sometimes get an arrow as the |
94 | /* I've noticed that pets could sometimes get an arrow as the |
95 | * target enemy - this code below makes sure the enemy is something |
95 | * target enemy - this code below makes sure the enemy is something |
96 | * that should be attacked. My guess is that the arrow hits |
96 | * that should be attacked. My guess is that the arrow hits |
97 | * the creature/owner, and so the creature then takes that |
97 | * the creature/owner, and so the creature then takes that |
98 | * as the enemy to attack. |
98 | * as the enemy to attack. |
99 | */ |
99 | */ |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
103 | npc->enemy=NULL; |
103 | npc->enemy=NULL; |
104 | |
104 | |
105 | } |
105 | } |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
107 | } |
107 | } |
… | |
… | |
132 | /* modified to implement smart searching using search_arr |
132 | /* modified to implement smart searching using search_arr |
133 | * guidance array to determine direction of search order |
133 | * guidance array to determine direction of search order |
134 | */ |
134 | */ |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
137 | m = npc->map; |
137 | m = npc->map; |
138 | |
138 | |
139 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
139 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
140 | if (mflags & P_OUT_OF_MAP) continue; |
140 | if (mflags & P_OUT_OF_MAP) continue; |
141 | |
141 | |
142 | if (mflags & P_IS_ALIVE) { |
142 | if (mflags & P_IS_ALIVE) { |
143 | tmp=get_map_ob(m,nx,ny); |
143 | tmp=get_map_ob(m,nx,ny); |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
146 | tmp=tmp->above; |
146 | tmp=tmp->above; |
147 | |
147 | |
148 | if (!tmp) { |
148 | if (!tmp) { |
149 | LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
149 | LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
150 | m->path, nx, ny); |
150 | m->path, nx, ny); |
151 | } |
151 | } |
152 | else { |
152 | else { |
153 | if(can_see_monsterP(m,nx,ny,i)) |
153 | if(can_see_monsterP(m,nx,ny,i)) |
154 | return tmp; |
154 | return tmp; |
155 | } |
155 | } |
156 | } /* is something living on this space */ |
156 | } /* is something living on this space */ |
157 | } |
157 | } |
158 | return NULL; /* nothing found */ |
158 | return NULL; /* nothing found */ |
159 | } |
159 | } |
160 | |
160 | |
161 | |
161 | |
… | |
… | |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
176 | |
176 | |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
179 | tmp = find_nearest_living_creature(npc); |
179 | tmp = find_nearest_living_creature(npc); |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
181 | return tmp; |
181 | return tmp; |
182 | } |
182 | } |
183 | |
183 | |
184 | /* Here is the main enemy selection. |
184 | /* Here is the main enemy selection. |
185 | * We want this: if there is an enemy, attack him until its not possible or |
185 | * We want this: if there is an enemy, attack him until its not possible or |
186 | * one of both is dead. |
186 | * one of both is dead. |
… | |
… | |
192 | */ |
192 | */ |
193 | |
193 | |
194 | /* pet move */ |
194 | /* pet move */ |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
196 | tmp= get_pet_enemy(npc,rv); |
196 | tmp= get_pet_enemy(npc,rv); |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
198 | return tmp; |
198 | return tmp; |
199 | } |
199 | } |
200 | |
200 | |
201 | /* we check our old enemy. */ |
201 | /* we check our old enemy. */ |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
203 | { |
203 | { |
… | |
… | |
225 | |
225 | |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
227 | if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
227 | if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
229 | { |
229 | { |
230 | npc->enemy = get_nearest_player(npc); |
230 | npc->enemy = get_nearest_player(npc); |
231 | if (npc->enemy) |
231 | if (npc->enemy) |
232 | tmp = check_enemy(npc,rv); |
232 | tmp = check_enemy(npc,rv); |
233 | } |
233 | } |
234 | |
234 | |
235 | } |
235 | } |
236 | |
236 | |
237 | return tmp; |
237 | return tmp; |
… | |
… | |
249 | /* Trim work - if no enemy, no need to do anything below */ |
249 | /* Trim work - if no enemy, no need to do anything below */ |
250 | if (!enemy) return 0; |
250 | if (!enemy) return 0; |
251 | |
251 | |
252 | /* blinded monsters can only find nearby objects to attack */ |
252 | /* blinded monsters can only find nearby objects to attack */ |
253 | if(QUERY_FLAG(op, FLAG_BLIND)) |
253 | if(QUERY_FLAG(op, FLAG_BLIND)) |
254 | radius = MIN_MON_RADIUS; |
254 | radius = MIN_MON_RADIUS; |
255 | |
255 | |
256 | /* This covers the situation where the monster is in the dark |
256 | /* This covers the situation where the monster is in the dark |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
258 | * glowing!) then the monster has trouble finding the enemy. |
258 | * glowing!) then the monster has trouble finding the enemy. |
259 | * Remember we already checked to see if the monster can see in |
259 | * Remember we already checked to see if the monster can see in |
260 | * the dark. */ |
260 | * the dark. */ |
261 | |
261 | |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
263 | !stand_in_light(enemy) && |
263 | !stand_in_light(enemy) && |
264 | (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
264 | (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
265 | int dark = radius/(op->map->darkness); |
265 | int dark = radius/(op->map->darkness); |
266 | radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
266 | radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
267 | } |
267 | } |
268 | else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
268 | else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
269 | |
269 | |
270 | /* enemy should already be on this map, so don't really need to check |
270 | /* enemy should already be on this map, so don't really need to check |
271 | * for that. |
271 | * for that. |
272 | */ |
272 | */ |
273 | if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
273 | if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
275 | return 1; |
275 | return 1; |
276 | } |
276 | } |
277 | return 0; |
277 | return 0; |
278 | } |
278 | } |
279 | |
279 | |
280 | int move_randomly(object *op) { |
280 | int move_randomly(object *op) { |
281 | int i; |
281 | int i; |
282 | |
282 | |
283 | /* Give up to 15 chances for a monster to move randomly */ |
283 | /* Give up to 15 chances for a monster to move randomly */ |
284 | for(i=0;i<15;i++) { |
284 | for(i=0;i<15;i++) { |
285 | if(move_object(op,RANDOM()%8+1)) |
285 | if(move_object(op,RANDOM()%8+1)) |
286 | return 1; |
286 | return 1; |
287 | } |
287 | } |
288 | return 0; |
288 | return 0; |
289 | } |
289 | } |
290 | |
290 | |
291 | /* |
291 | /* |
… | |
… | |
316 | } |
316 | } |
317 | |
317 | |
318 | /* generate hp, if applicable */ |
318 | /* generate hp, if applicable */ |
319 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
319 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
320 | |
320 | |
321 | /* last heal is in funny units. Dividing by speed puts |
321 | /* last heal is in funny units. Dividing by speed puts |
322 | * the regeneration rate on a basis of time instead of |
322 | * the regeneration rate on a basis of time instead of |
323 | * #moves the monster makes. The scaling by 8 is |
323 | * #moves the monster makes. The scaling by 8 is |
324 | * to capture 8th's of a hp fraction regens |
324 | * to capture 8th's of a hp fraction regens |
325 | * |
325 | * |
326 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
326 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
327 | * overflow might produce monsters with negative hp. |
327 | * overflow might produce monsters with negative hp. |
328 | */ |
328 | */ |
329 | |
329 | |
330 | op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
330 | op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
331 | op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
331 | op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
332 | op->last_heal%=32; |
332 | op->last_heal%=32; |
333 | |
333 | |
334 | /* So if the monster has gained enough HP that they are no longer afraid */ |
334 | /* So if the monster has gained enough HP that they are no longer afraid */ |
335 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
335 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
336 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
336 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
337 | (float)op->stats.maxhp)) |
337 | (float)op->stats.maxhp)) |
338 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
338 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
339 | |
339 | |
340 | if(op->stats.hp>op->stats.maxhp) |
340 | if(op->stats.hp>op->stats.maxhp) |
341 | op->stats.hp=op->stats.maxhp; |
341 | op->stats.hp=op->stats.maxhp; |
342 | } |
342 | } |
343 | |
343 | |
344 | /* generate sp, if applicable */ |
344 | /* generate sp, if applicable */ |
345 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
345 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
346 | |
346 | |
347 | /* last_sp is in funny units. Dividing by speed puts |
347 | /* last_sp is in funny units. Dividing by speed puts |
348 | * the regeneration rate on a basis of time instead of |
348 | * the regeneration rate on a basis of time instead of |
349 | * #moves the monster makes. The scaling by 8 is |
349 | * #moves the monster makes. The scaling by 8 is |
350 | * to capture 8th's of a sp fraction regens |
350 | * to capture 8th's of a sp fraction regens |
351 | * |
351 | * |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
353 | * overflow might produce monsters with negative sp. |
353 | * overflow might produce monsters with negative sp. |
354 | */ |
354 | */ |
355 | |
355 | |
356 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
356 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
357 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
357 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
358 | op->last_sp%=128; |
358 | op->last_sp%=128; |
359 | } |
359 | } |
360 | |
360 | |
361 | /* this should probably get modified by many more values. |
361 | /* this should probably get modified by many more values. |
362 | * (eg, creatures resistance to fear, level, etc. ) |
362 | * (eg, creatures resistance to fear, level, etc. ) |
363 | */ |
363 | */ |
364 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
364 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
365 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
365 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
366 | } |
366 | } |
367 | |
367 | |
368 | if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away |
368 | if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away |
369 | return 0; |
369 | return 0; |
370 | |
370 | |
371 | if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
371 | if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
372 | ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
372 | ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
373 | !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
373 | !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
374 | if(!check_wakeup(op,enemy,&rv)) |
374 | if(!check_wakeup(op,enemy,&rv)) |
375 | return 0; |
375 | return 0; |
376 | } |
376 | } |
377 | |
377 | |
378 | /* check if monster pops out of hidden spot */ |
378 | /* check if monster pops out of hidden spot */ |
379 | if(op->hide) do_hidden_move(op); |
379 | if(op->hide) do_hidden_move(op); |
380 | |
380 | |
381 | if(op->pick_up) |
381 | if(op->pick_up) |
382 | monster_check_pickup(op); |
382 | monster_check_pickup(op); |
383 | |
383 | |
384 | if(op->will_apply) |
384 | if(op->will_apply) |
385 | monster_apply_below(op); /* Check for items to apply below */ |
385 | monster_apply_below(op); /* Check for items to apply below */ |
386 | |
386 | |
387 | /* If we don't have an enemy, do special movement or the like */ |
387 | /* If we don't have an enemy, do special movement or the like */ |
388 | if(!enemy) { |
388 | if(!enemy) { |
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
390 | remove_ob(op); |
390 | remove_ob(op); |
391 | free_object(op); |
391 | free_object(op); |
392 | return 1; |
392 | return 1; |
393 | } |
393 | } |
394 | |
394 | |
395 | /* Probably really a bug for a creature to have both |
395 | /* Probably really a bug for a creature to have both |
396 | * stand still and a movement type set. |
396 | * stand still and a movement type set. |
397 | */ |
397 | */ |
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
399 | if (op->attack_movement & HI4) |
399 | if (op->attack_movement & HI4) |
400 | { |
400 | { |
401 | switch (op->attack_movement & HI4) { |
401 | switch (op->attack_movement & HI4) { |
402 | case (PETMOVE): |
402 | case (PETMOVE): |
403 | pet_move (op); |
403 | pet_move (op); |
404 | break; |
404 | break; |
405 | |
405 | |
406 | case (CIRCLE1): |
406 | case (CIRCLE1): |
407 | circ1_move (op); |
407 | circ1_move (op); |
408 | break; |
408 | break; |
409 | |
409 | |
410 | case (CIRCLE2): |
410 | case (CIRCLE2): |
411 | circ2_move (op); |
411 | circ2_move (op); |
412 | break; |
412 | break; |
413 | |
413 | |
414 | case (PACEV): |
414 | case (PACEV): |
415 | pace_movev(op); |
415 | pace_movev(op); |
416 | break; |
416 | break; |
417 | |
417 | |
418 | case (PACEH): |
418 | case (PACEH): |
419 | pace_moveh(op); |
419 | pace_moveh(op); |
420 | break; |
420 | break; |
421 | |
421 | |
422 | case (PACEV2): |
422 | case (PACEV2): |
423 | pace2_movev (op); |
423 | pace2_movev (op); |
424 | break; |
424 | break; |
425 | |
425 | |
426 | case (PACEH2): |
426 | case (PACEH2): |
427 | pace2_moveh (op); |
427 | pace2_moveh (op); |
428 | break; |
428 | break; |
429 | |
429 | |
430 | case (RANDO): |
430 | case (RANDO): |
431 | rand_move (op); |
431 | rand_move (op); |
432 | break; |
432 | break; |
433 | |
433 | |
434 | case (RANDO2): |
434 | case (RANDO2): |
435 | move_randomly (op); |
435 | move_randomly (op); |
436 | break; |
436 | break; |
437 | } |
437 | } |
438 | return 0; |
438 | return 0; |
439 | } |
439 | } |
440 | else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
440 | else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
441 | (void) move_randomly(op); |
441 | (void) move_randomly(op); |
442 | |
442 | |
443 | } /* stand still */ |
443 | } /* stand still */ |
444 | return 0; |
444 | return 0; |
445 | } /* no enemy */ |
445 | } /* no enemy */ |
446 | |
446 | |
447 | /* We have an enemy. Block immediately below is for pets */ |
447 | /* We have an enemy. Block immediately below is for pets */ |
448 | if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
448 | if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
… | |
… | |
452 | * player. Hmm. The code is here, but no monster in the current |
452 | * player. Hmm. The code is here, but no monster in the current |
453 | * arch set uses it. |
453 | * arch set uses it. |
454 | */ |
454 | */ |
455 | if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) |
455 | if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) |
456 | { |
456 | { |
457 | op->face = enemy->face; |
457 | op->face = enemy->face; |
458 | if (op->name) |
458 | if (op->name) |
459 | free_string(op->name); |
459 | free_string(op->name); |
460 | add_refcount(op->name = enemy->name); |
460 | add_refcount(op->name = enemy->name); |
461 | } |
461 | } |
462 | |
462 | |
463 | /* Calculate range information for closest body part - this |
463 | /* Calculate range information for closest body part - this |
464 | * is used for the 'skill' code, which isn't that smart when |
464 | * is used for the 'skill' code, which isn't that smart when |
465 | * it comes to figuring it out - otherwise, giants throw boulders |
465 | * it comes to figuring it out - otherwise, giants throw boulders |
… | |
… | |
471 | * we were not doing any of the logic below, so might as well save |
471 | * we were not doing any of the logic below, so might as well save |
472 | * a few cpu cycles. |
472 | * a few cpu cycles. |
473 | */ |
473 | */ |
474 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
474 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
475 | { |
475 | { |
476 | rv_vector rv1; |
476 | rv_vector rv1; |
477 | |
477 | |
478 | /* now we test every part of an object .... this is a real ugly piece of code */ |
478 | /* now we test every part of an object .... this is a real ugly piece of code */ |
479 | for (part=op; part!=NULL; part=part->more) { |
479 | for (part=op; part!=NULL; part=part->more) { |
480 | get_rangevector(part, enemy, &rv1, 0x1); |
480 | get_rangevector(part, enemy, &rv1, 0x1); |
481 | dir=rv1.direction; |
481 | dir=rv1.direction; |
482 | |
482 | |
483 | /* hm, not sure about this part - in original was a scared flag here too |
483 | /* hm, not sure about this part - in original was a scared flag here too |
484 | * but that we test above... so can be old code here |
484 | * but that we test above... so can be old code here |
485 | */ |
485 | */ |
486 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
486 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
487 | dir=absdir(dir+4); |
487 | dir=absdir(dir+4); |
488 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
488 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
489 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
489 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
490 | |
490 | |
491 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
491 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
492 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
492 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
493 | return 0; |
493 | return 0; |
494 | } |
494 | } |
495 | |
495 | |
496 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
496 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
497 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
497 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
498 | return 0; |
498 | return 0; |
499 | } |
499 | } |
500 | |
500 | |
501 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
501 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
502 | if(monster_use_range(op,part,enemy,dir)) |
502 | if(monster_use_range(op,part,enemy,dir)) |
503 | return 0; |
503 | return 0; |
504 | } |
504 | } |
505 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
505 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
506 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
506 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
507 | return 0; |
507 | return 0; |
508 | } |
508 | } |
509 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
509 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
510 | if(monster_use_bow(op,part,enemy,dir)) |
510 | if(monster_use_bow(op,part,enemy,dir)) |
511 | return 0; |
511 | return 0; |
512 | } |
512 | } |
513 | } /* for processing of all parts */ |
513 | } /* for processing of all parts */ |
514 | } /* If not scared */ |
514 | } /* If not scared */ |
515 | |
515 | |
516 | |
516 | |
517 | part = rv.part; |
517 | part = rv.part; |
518 | dir=rv.direction; |
518 | dir=rv.direction; |
519 | |
519 | |
520 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
520 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
521 | dir=absdir(dir+4); |
521 | dir=absdir(dir+4); |
522 | |
522 | |
523 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
523 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
524 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
524 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
525 | |
525 | |
526 | pre_att_dir = dir; /* remember the original direction */ |
526 | pre_att_dir = dir; /* remember the original direction */ |
527 | |
527 | |
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
529 | { |
529 | { |
530 | switch (op->attack_movement & LO4) { |
530 | switch (op->attack_movement & LO4) { |
531 | case DISTATT: |
531 | case DISTATT: |
532 | dir = dist_att (dir,op,enemy,part,&rv); |
532 | dir = dist_att (dir,op,enemy,part,&rv); |
533 | break; |
533 | break; |
534 | |
534 | |
535 | case RUNATT: |
535 | case RUNATT: |
536 | dir = run_att (dir,op,enemy,part,&rv); |
536 | dir = run_att (dir,op,enemy,part,&rv); |
537 | break; |
537 | break; |
538 | |
538 | |
539 | case HITRUN: |
539 | case HITRUN: |
540 | dir = hitrun_att(dir,op,enemy); |
540 | dir = hitrun_att(dir,op,enemy); |
541 | break; |
541 | break; |
542 | |
542 | |
543 | case WAITATT: |
543 | case WAITATT: |
544 | dir = wait_att (dir,op,enemy,part,&rv); |
544 | dir = wait_att (dir,op,enemy,part,&rv); |
545 | break; |
545 | break; |
546 | |
546 | |
547 | case RUSH: /* default - monster normally moves towards player */ |
547 | case RUSH: /* default - monster normally moves towards player */ |
548 | case ALLRUN: |
548 | case ALLRUN: |
549 | break; |
549 | break; |
550 | |
550 | |
551 | case DISTHIT: |
551 | case DISTHIT: |
552 | dir = disthit_att (dir,op,enemy,part,&rv); |
552 | dir = disthit_att (dir,op,enemy,part,&rv); |
553 | break; |
553 | break; |
554 | |
554 | |
555 | case WAIT2: |
555 | case WAIT2: |
556 | dir = wait_att2 (dir,op,enemy,part,&rv); |
556 | dir = wait_att2 (dir,op,enemy,part,&rv); |
557 | break; |
557 | break; |
558 | |
558 | |
559 | default: |
559 | default: |
560 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
560 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
561 | } |
561 | } |
562 | } |
562 | } |
563 | |
563 | |
564 | if (!dir) |
564 | if (!dir) |
565 | return 0; |
565 | return 0; |
566 | |
566 | |
567 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
567 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
568 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
568 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
569 | { |
569 | { |
570 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
570 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
571 | if ((op->attack_movement & LO4) == DISTATT) |
571 | if ((op->attack_movement & LO4) == DISTATT) |
572 | op->direction = pre_att_dir; |
572 | op->direction = pre_att_dir; |
573 | |
573 | |
574 | return 0; |
574 | return 0; |
575 | } |
575 | } |
576 | |
576 | |
577 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
577 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
578 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
578 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
579 | |
579 | |
580 | /* Try move around corners if !close */ |
580 | /* Try move around corners if !close */ |
581 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
581 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
582 | for(diff = 1; diff <= maxdiff; diff++) { |
582 | for(diff = 1; diff <= maxdiff; diff++) { |
583 | /* try different detours */ |
583 | /* try different detours */ |
584 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
584 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
585 | if(move_object(op,absdir(dir + diff*m)) || |
585 | if(move_object(op,absdir(dir + diff*m)) || |
586 | move_object(op,absdir(dir - diff*m))) |
586 | move_object(op,absdir(dir - diff*m))) |
587 | return 0; |
587 | return 0; |
588 | } |
588 | } |
589 | } |
589 | } |
590 | } /* if monster is not standing still */ |
590 | } /* if monster is not standing still */ |
591 | |
591 | |
592 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
592 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
593 | if ((op->attack_movement & LO4) == DISTATT) |
593 | if ((op->attack_movement & LO4) == DISTATT) |
594 | op->direction = pre_att_dir; |
594 | op->direction = pre_att_dir; |
… | |
… | |
596 | /* |
596 | /* |
597 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
597 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
598 | * direction if they can't move away. |
598 | * direction if they can't move away. |
599 | */ |
599 | */ |
600 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
600 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
601 | if(move_randomly(op)) |
601 | if(move_randomly(op)) |
602 | return 0; |
602 | return 0; |
603 | |
603 | |
604 | /* |
604 | /* |
605 | * Try giving the monster a new enemy - the player that is closest |
605 | * Try giving the monster a new enemy - the player that is closest |
606 | * to it. In this way, it won't just keep trying to get to a target |
606 | * to it. In this way, it won't just keep trying to get to a target |
607 | * that is inaccessible. |
607 | * that is inaccessible. |
… | |
… | |
612 | * the monster could get to - as it is, the monster won't look at that |
612 | * the monster could get to - as it is, the monster won't look at that |
613 | * third one. |
613 | * third one. |
614 | */ |
614 | */ |
615 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
615 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
616 | { |
616 | { |
617 | object *nearest_player = get_nearest_player(op); |
617 | object *nearest_player = get_nearest_player(op); |
618 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
618 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
619 | op->enemy = NULL; |
619 | op->enemy = NULL; |
620 | enemy = nearest_player; |
620 | enemy = nearest_player; |
621 | } |
621 | } |
622 | } |
622 | } |
623 | |
623 | |
624 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
624 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
625 | { |
625 | { |
626 | /* The adjustement to wc that was here before looked totally bogus - |
626 | /* The adjustement to wc that was here before looked totally bogus - |
627 | * since wc can in fact get negative, that would mean by adding |
627 | * since wc can in fact get negative, that would mean by adding |
628 | * the current wc, the creature gets better? Instead, just |
628 | * the current wc, the creature gets better? Instead, just |
629 | * add a fixed amount - nasty creatures that are runny away should |
629 | * add a fixed amount - nasty creatures that are runny away should |
630 | * still be pretty nasty. |
630 | * still be pretty nasty. |
631 | */ |
631 | */ |
632 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
632 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
633 | { |
633 | { |
634 | part->stats.wc+=10; |
634 | part->stats.wc+=10; |
635 | (void)skill_attack(enemy,part,0,NULL, NULL); |
635 | (void)skill_attack(enemy,part,0,NULL, NULL); |
636 | part->stats.wc-=10; |
636 | part->stats.wc-=10; |
637 | } |
637 | } |
638 | else |
638 | else |
639 | (void)skill_attack(enemy,part,0,NULL, NULL); |
639 | (void)skill_attack(enemy,part,0,NULL, NULL); |
640 | } /* if monster is in attack range */ |
640 | } /* if monster is in attack range */ |
641 | |
641 | |
642 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
642 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
643 | return 1; |
643 | return 1; |
644 | |
644 | |
645 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
645 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
646 | { |
646 | { |
647 | remove_ob(op); |
647 | remove_ob(op); |
648 | free_object(op); |
648 | free_object(op); |
649 | return 1; |
649 | return 1; |
650 | } |
650 | } |
651 | return 0; |
651 | return 0; |
652 | } |
652 | } |
653 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
653 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
654 | object *more; |
654 | object *more; |
655 | rv_vector rv1; |
655 | rv_vector rv1; |
656 | |
656 | |
657 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
657 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
658 | return 0; |
658 | return 0; |
659 | |
659 | |
660 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
660 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
661 | |
661 | |
662 | /* check all the parts of ob2 - just because we can't get to |
662 | /* check all the parts of ob2 - just because we can't get to |
663 | * its head doesn't mean we don't want to pound its feet |
663 | * its head doesn't mean we don't want to pound its feet |
664 | */ |
664 | */ |
665 | for (more = ob2->more; more!=NULL; more = more->more) { |
665 | for (more = ob2->more; more!=NULL; more = more->more) { |
666 | get_rangevector(ob1, more, &rv1, 0); |
666 | get_rangevector(ob1, more, &rv1, 0); |
667 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
667 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
668 | } |
668 | } |
669 | return 0; |
669 | return 0; |
670 | |
670 | |
671 | } |
671 | } |
672 | |
672 | |
… | |
… | |
687 | */ |
687 | */ |
688 | |
688 | |
689 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
689 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
690 | { |
690 | { |
691 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
691 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
692 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
692 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
693 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
693 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
694 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
694 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
695 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
695 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
696 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
696 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
697 | spell_ob->subtype == SP_INVISIBLE) |
697 | spell_ob->subtype == SP_INVISIBLE) |
698 | |
698 | |
699 | return 1; |
699 | return 1; |
700 | |
700 | |
701 | return 0; |
701 | return 0; |
702 | } |
702 | } |
703 | |
703 | |
704 | |
704 | |
… | |
… | |
713 | object *altern[MAX_KNOWN_SPELLS]; |
713 | object *altern[MAX_KNOWN_SPELLS]; |
714 | object *tmp; |
714 | object *tmp; |
715 | int i=0; |
715 | int i=0; |
716 | |
716 | |
717 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
717 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
718 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
718 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
719 | /* Check and see if it's actually a useful spell. |
719 | /* Check and see if it's actually a useful spell. |
720 | * If its a spellbook, the spell is actually the inventory item. |
720 | * If its a spellbook, the spell is actually the inventory item. |
721 | * if it is a spell, then it is just the object itself. |
721 | * if it is a spell, then it is just the object itself. |
722 | */ |
722 | */ |
723 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
723 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
724 | altern[i++]=tmp; |
724 | altern[i++]=tmp; |
725 | if(i==MAX_KNOWN_SPELLS) |
725 | if(i==MAX_KNOWN_SPELLS) |
726 | break; |
726 | break; |
727 | } |
727 | } |
728 | } |
728 | } |
729 | if(!i) |
729 | if(!i) |
730 | return NULL; |
730 | return NULL; |
731 | return altern[RANDOM()%i]; |
731 | return altern[RANDOM()%i]; |
732 | } |
732 | } |
733 | |
733 | |
734 | /* This checks to see if the monster should cast a spell/ability. |
734 | /* This checks to see if the monster should cast a spell/ability. |
735 | * it returns true if the monster casts a spell, 0 if he doesn't. |
735 | * it returns true if the monster casts a spell, 0 if he doesn't. |
… | |
… | |
753 | */ |
753 | */ |
754 | if(!(dir=path_to_player(part,pl,0))) |
754 | if(!(dir=path_to_player(part,pl,0))) |
755 | return 0; |
755 | return 0; |
756 | |
756 | |
757 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
757 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
758 | get_rangevector(head, owner, &rv1, 0x1); |
758 | get_rangevector(head, owner, &rv1, 0x1); |
759 | if(dirdiff(dir,rv1.direction) < 2) { |
759 | if(dirdiff(dir,rv1.direction) < 2) { |
760 | return 0; /* Might hit owner with spell */ |
760 | return 0; /* Might hit owner with spell */ |
761 | } |
761 | } |
762 | } |
762 | } |
763 | |
763 | |
764 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
764 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
765 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
765 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
766 | |
766 | |
767 | /* If the monster hasn't already chosen a spell, choose one |
767 | /* If the monster hasn't already chosen a spell, choose one |
768 | * I'm not sure if it really make sense to pre-select spells (events |
768 | * I'm not sure if it really make sense to pre-select spells (events |
769 | * could be different by the time the monster goes again). |
769 | * could be different by the time the monster goes again). |
770 | */ |
770 | */ |
771 | if(head->spellitem==NULL) { |
771 | if(head->spellitem==NULL) { |
772 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
772 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
773 | LOG(llevMonster,"Turned off spells in %s\n",head->name); |
773 | LOG(llevMonster,"Turned off spells in %s\n",head->name); |
774 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
774 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
775 | return 0; |
775 | return 0; |
776 | } |
776 | } |
777 | if (spell_item->type == SPELLBOOK) { |
777 | if (spell_item->type == SPELLBOOK) { |
778 | if (!spell_item->inv) { |
778 | if (!spell_item->inv) { |
779 | LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
779 | LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
780 | return 0; |
780 | return 0; |
781 | } |
781 | } |
782 | spell_item=spell_item->inv; |
782 | spell_item=spell_item->inv; |
783 | } |
783 | } |
784 | } |
784 | } |
785 | else |
785 | else |
786 | spell_item=head->spellitem; |
786 | spell_item=head->spellitem; |
787 | |
787 | |
788 | if (!spell_item) return 0; |
788 | if (!spell_item) return 0; |
789 | |
789 | |
790 | /* Best guess this is a defensive/healing spell */ |
790 | /* Best guess this is a defensive/healing spell */ |
791 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
791 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
792 | dir = 0; |
792 | dir = 0; |
793 | |
793 | |
794 | /* Monster doesn't have enough spell-points */ |
794 | /* Monster doesn't have enough spell-points */ |
795 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
795 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
796 | return 0; |
796 | return 0; |
797 | |
797 | |
798 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
798 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
799 | return 0; |
799 | return 0; |
800 | |
800 | |
801 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
801 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
802 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
802 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
803 | |
803 | |
804 | /* set this to null, so next time monster will choose something different */ |
804 | /* set this to null, so next time monster will choose something different */ |
… | |
… | |
821 | */ |
821 | */ |
822 | if(!(dir=path_to_player(part,pl,0))) |
822 | if(!(dir=path_to_player(part,pl,0))) |
823 | return 0; |
823 | return 0; |
824 | |
824 | |
825 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
825 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
826 | get_rangevector(head, owner, &rv1, 0x1); |
826 | get_rangevector(head, owner, &rv1, 0x1); |
827 | if(dirdiff(dir,rv1.direction) < 2) { |
827 | if(dirdiff(dir,rv1.direction) < 2) { |
828 | return 0; /* Might hit owner with spell */ |
828 | return 0; /* Might hit owner with spell */ |
829 | } |
829 | } |
830 | } |
830 | } |
831 | |
831 | |
832 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
832 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
833 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
833 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
834 | |
834 | |
835 | for (scroll=head->inv; scroll; scroll=scroll->below) |
835 | for (scroll=head->inv; scroll; scroll=scroll->below) |
836 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
836 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
837 | |
837 | |
838 | /* Used up all his scrolls, so nothing do to */ |
838 | /* Used up all his scrolls, so nothing do to */ |
839 | if (!scroll) { |
839 | if (!scroll) { |
840 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
840 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
841 | return 0; |
841 | return 0; |
842 | } |
842 | } |
843 | |
843 | |
844 | /* Spell should be cast on caster (ie, heal, strength) */ |
844 | /* Spell should be cast on caster (ie, heal, strength) */ |
845 | if (scroll->inv->range==0) |
845 | if (scroll->inv->range==0) |
846 | dir = 0; |
846 | dir = 0; |
847 | |
847 | |
848 | apply_scroll(part, scroll, dir); |
848 | apply_scroll(part, scroll, dir); |
849 | return 1; |
849 | return 1; |
850 | } |
850 | } |
851 | |
851 | |
… | |
… | |
863 | |
863 | |
864 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
864 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
865 | object *skill, *owner; |
865 | object *skill, *owner; |
866 | |
866 | |
867 | if(!(dir=path_to_player(part,pl,0))) |
867 | if(!(dir=path_to_player(part,pl,0))) |
868 | return 0; |
868 | return 0; |
869 | |
869 | |
870 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
870 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
871 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
871 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
872 | if(dirdiff(dir,dir2) < 1) |
872 | if(dirdiff(dir,dir2) < 1) |
873 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
873 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
874 | } |
874 | } |
875 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
875 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
876 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
876 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
877 | |
877 | |
878 | /* skill selection - monster will use the next unused skill. |
878 | /* skill selection - monster will use the next unused skill. |
879 | * well...the following scenario will allow the monster to |
879 | * well...the following scenario will allow the monster to |
880 | * toggle between 2 skills. One day it would be nice to make |
880 | * toggle between 2 skills. One day it would be nice to make |
881 | * more skills available to monsters. |
881 | * more skills available to monsters. |
882 | */ |
882 | */ |
883 | |
883 | |
884 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
884 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
885 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
885 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
886 | head->chosen_skill=skill; |
886 | head->chosen_skill=skill; |
887 | break; |
887 | break; |
888 | } |
888 | } |
889 | |
889 | |
890 | if(!skill && !head->chosen_skill) { |
890 | if(!skill && !head->chosen_skill) { |
891 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
891 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
892 | head->name,head->count); |
892 | head->name,head->count); |
893 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
893 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
894 | return 0; |
894 | return 0; |
895 | } |
895 | } |
896 | /* use skill */ |
896 | /* use skill */ |
897 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
897 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
898 | } |
898 | } |
899 | |
899 | |
… | |
… | |
903 | { |
903 | { |
904 | object *wand, *owner; |
904 | object *wand, *owner; |
905 | int at_least_one = 0; |
905 | int at_least_one = 0; |
906 | |
906 | |
907 | if(!(dir=path_to_player(part,pl,0))) |
907 | if(!(dir=path_to_player(part,pl,0))) |
908 | return 0; |
908 | return 0; |
909 | |
909 | |
910 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
910 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
911 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
911 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
912 | if(dirdiff(dir,dir2) < 2) |
912 | if(dirdiff(dir,dir2) < 2) |
913 | return 0; /* Might hit owner with spell */ |
913 | return 0; /* Might hit owner with spell */ |
914 | } |
914 | } |
915 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
915 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
916 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
916 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
917 | |
917 | |
918 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
918 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
919 | { |
919 | { |
920 | if (wand->type == WAND) |
920 | if (wand->type == WAND) |
921 | { |
921 | { |
922 | /* Found a wand, let's see if it has charges left */ |
922 | /* Found a wand, let's see if it has charges left */ |
923 | at_least_one = 1; |
923 | at_least_one = 1; |
924 | if( wand->stats.food<=0 ) |
924 | if( wand->stats.food<=0 ) |
925 | continue; |
925 | continue; |
926 | |
926 | |
927 | cast_spell( head, wand, dir, wand->inv, NULL ); |
927 | cast_spell( head, wand, dir, wand->inv, NULL ); |
928 | |
928 | |
929 | if ( !( --wand->stats.food ) ) |
929 | if ( !( --wand->stats.food ) ) |
930 | { |
930 | { |
931 | if ( wand->arch ) |
931 | if ( wand->arch ) |
932 | { |
932 | { |
933 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
933 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
934 | wand->face = wand->arch->clone.face; |
934 | wand->face = wand->arch->clone.face; |
935 | wand->speed = 0; |
935 | wand->speed = 0; |
936 | update_ob_speed(wand); |
936 | update_ob_speed(wand); |
937 | } |
937 | } |
938 | } |
938 | } |
939 | /* Success */ |
939 | /* Success */ |
940 | return 1; |
940 | return 1; |
941 | } |
941 | } |
942 | else if ( wand->type == ROD || wand->type==HORN ) { |
942 | else if ( wand->type == ROD || wand->type==HORN ) { |
943 | /* Found rod/horn, let's use it if possible */ |
943 | /* Found rod/horn, let's use it if possible */ |
944 | at_least_one = 1; |
944 | at_least_one = 1; |
945 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
945 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
946 | continue; |
946 | continue; |
947 | |
947 | |
948 | /* drain charge before casting spell - can be a case where the |
948 | /* drain charge before casting spell - can be a case where the |
949 | * spell destroys the monster, and rod, so if done after, results |
949 | * spell destroys the monster, and rod, so if done after, results |
950 | * in crash. |
950 | * in crash. |
951 | */ |
951 | */ |
952 | drain_rod_charge( wand ); |
952 | drain_rod_charge( wand ); |
953 | cast_spell( head, wand, dir, wand->inv, NULL ); |
953 | cast_spell( head, wand, dir, wand->inv, NULL ); |
954 | |
954 | |
955 | /* Success */ |
955 | /* Success */ |
956 | return 1; |
956 | return 1; |
957 | } |
957 | } |
… | |
… | |
960 | if ( at_least_one ) |
960 | if ( at_least_one ) |
961 | return 0; |
961 | return 0; |
962 | |
962 | |
963 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
963 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
964 | head->name,head->count); |
964 | head->name,head->count); |
965 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
965 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
966 | return 0; |
966 | return 0; |
967 | } |
967 | } |
968 | |
968 | |
969 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
969 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
970 | object *owner; |
970 | object *owner; |
971 | |
971 | |
972 | if(!(dir=path_to_player(part,pl,0))) |
972 | if(!(dir=path_to_player(part,pl,0))) |
973 | return 0; |
973 | return 0; |
974 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
974 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
975 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
975 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
976 | |
976 | |
977 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
977 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
978 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
978 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
979 | if(dirdiff(dir,dir2) < 1) |
979 | if(dirdiff(dir,dir2) < 1) |
980 | return 0; /* Might hit owner with arrow */ |
980 | return 0; /* Might hit owner with arrow */ |
981 | } |
981 | } |
982 | |
982 | |
983 | /* in server/player.c */ |
983 | /* in server/player.c */ |
984 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
984 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
985 | |
985 | |
… | |
… | |
995 | int check_good_weapon(object *who, object *item) { |
995 | int check_good_weapon(object *who, object *item) { |
996 | object *other_weap; |
996 | object *other_weap; |
997 | int val=0, i; |
997 | int val=0, i; |
998 | |
998 | |
999 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
999 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
1000 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
1000 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
1001 | break; |
1001 | break; |
1002 | |
1002 | |
1003 | if(other_weap==NULL) /* No other weapons */ |
1003 | if(other_weap==NULL) /* No other weapons */ |
1004 | return 1; |
1004 | return 1; |
1005 | |
1005 | |
1006 | /* Rather than go through and apply the new one, and see if it is |
1006 | /* Rather than go through and apply the new one, and see if it is |
1007 | * better, just do some simple checks |
1007 | * better, just do some simple checks |
1008 | * Put some multipliers for things that hvae several effects, |
1008 | * Put some multipliers for things that hvae several effects, |
1009 | * eg, magic affects both damage and wc, so it has more weight |
1009 | * eg, magic affects both damage and wc, so it has more weight |
… | |
… | |
1013 | val += (item->magic - other_weap->magic) * 3; |
1013 | val += (item->magic - other_weap->magic) * 3; |
1014 | /* Monsters don't really get benefits from things like regen rates |
1014 | /* Monsters don't really get benefits from things like regen rates |
1015 | * from items. But the bonus for their stats are very important. |
1015 | * from items. But the bonus for their stats are very important. |
1016 | */ |
1016 | */ |
1017 | for (i=0; i<NUM_STATS; i++) |
1017 | for (i=0; i<NUM_STATS; i++) |
1018 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1018 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1019 | |
1019 | |
1020 | if (val > 0) return 1; |
1020 | if (val > 0) return 1; |
1021 | else return 0; |
1021 | else return 0; |
1022 | |
1022 | |
1023 | } |
1023 | } |
… | |
… | |
1025 | int check_good_armour(object *who, object *item) { |
1025 | int check_good_armour(object *who, object *item) { |
1026 | object *other_armour; |
1026 | object *other_armour; |
1027 | int val=0,i; |
1027 | int val=0,i; |
1028 | |
1028 | |
1029 | for (other_armour = who->inv; other_armour != NULL; |
1029 | for (other_armour = who->inv; other_armour != NULL; |
1030 | other_armour = other_armour->below) |
1030 | other_armour = other_armour->below) |
1031 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1031 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1032 | break; |
1032 | break; |
1033 | |
1033 | |
1034 | if (other_armour == NULL) /* No other armour, use the new */ |
1034 | if (other_armour == NULL) /* No other armour, use the new */ |
1035 | return 1; |
1035 | return 1; |
1036 | |
1036 | |
1037 | /* Like above function , see which is better */ |
1037 | /* Like above function , see which is better */ |
1038 | val = item->stats.ac - other_armour->stats.ac; |
1038 | val = item->stats.ac - other_armour->stats.ac; |
1039 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1039 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1040 | val += (item->magic - other_armour->magic) * 3; |
1040 | val += (item->magic - other_armour->magic) * 3; |
… | |
… | |
1044 | * no good way to know what the player may attack the monster with. |
1044 | * no good way to know what the player may attack the monster with. |
1045 | * So if the new item has better protection than the old, give that higher |
1045 | * So if the new item has better protection than the old, give that higher |
1046 | * value. If the reverse, then decrease the value of this item some. |
1046 | * value. If the reverse, then decrease the value of this item some. |
1047 | */ |
1047 | */ |
1048 | for (i=1; i <NROFATTACKS; i++) { |
1048 | for (i=1; i <NROFATTACKS; i++) { |
1049 | if (item->resist[i] > other_armour->resist[i]) val++; |
1049 | if (item->resist[i] > other_armour->resist[i]) val++; |
1050 | else if (item->resist[i] < other_armour->resist[i]) val--; |
1050 | else if (item->resist[i] < other_armour->resist[i]) val--; |
1051 | } |
1051 | } |
1052 | |
1052 | |
1053 | /* Very few armours have stats, so not much need to worry about those. */ |
1053 | /* Very few armours have stats, so not much need to worry about those. */ |
1054 | |
1054 | |
1055 | if (val > 0) return 1; |
1055 | if (val > 0) return 1; |
… | |
… | |
1076 | void monster_check_pickup(object *monster) { |
1076 | void monster_check_pickup(object *monster) { |
1077 | object *tmp,*next; |
1077 | object *tmp,*next; |
1078 | int next_tag; |
1078 | int next_tag; |
1079 | |
1079 | |
1080 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1080 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1081 | next=tmp->below; |
1081 | next=tmp->below; |
1082 | next_tag = next ? next->count : 0; |
1082 | next_tag = next ? next->count : 0; |
1083 | if (monster_can_pick(monster,tmp)) { |
1083 | if (monster_can_pick(monster,tmp)) { |
1084 | remove_ob(tmp); |
1084 | remove_ob(tmp); |
1085 | tmp = insert_ob_in_ob(tmp,monster); |
1085 | tmp = insert_ob_in_ob(tmp,monster); |
1086 | (void) monster_check_apply(monster,tmp); |
1086 | (void) monster_check_apply(monster,tmp); |
1087 | } |
1087 | } |
1088 | /* We could try to re-establish the cycling, of the space, but probably |
1088 | /* We could try to re-establish the cycling, of the space, but probably |
1089 | * not a big deal to just bail out. |
1089 | * not a big deal to just bail out. |
1090 | */ |
1090 | */ |
1091 | if (next && was_destroyed(next, next_tag)) return; |
1091 | if (next && was_destroyed(next, next_tag)) return; |
1092 | } |
1092 | } |
1093 | } |
1093 | } |
1094 | |
1094 | |
1095 | /* |
1095 | /* |
1096 | * monster_can_pick(): If the monster is interested in picking up |
1096 | * monster_can_pick(): If the monster is interested in picking up |
… | |
… | |
1102 | int monster_can_pick(object *monster, object *item) { |
1102 | int monster_can_pick(object *monster, object *item) { |
1103 | int flag=0; |
1103 | int flag=0; |
1104 | int i; |
1104 | int i; |
1105 | |
1105 | |
1106 | if(!can_pick(monster,item)) |
1106 | if(!can_pick(monster,item)) |
1107 | return 0; |
1107 | return 0; |
1108 | |
1108 | |
1109 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
1109 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
1110 | return 0; |
1110 | return 0; |
1111 | |
1111 | |
1112 | if (monster->pick_up&64) /* All */ |
1112 | if (monster->pick_up&64) /* All */ |
1113 | flag=1; |
1113 | flag=1; |
1114 | |
1114 | |
1115 | else switch(item->type) { |
1115 | else switch(item->type) { |
1116 | case MONEY: |
1116 | case MONEY: |
1117 | case GEM: |
1117 | case GEM: |
1118 | flag=monster->pick_up&2; |
1118 | flag=monster->pick_up&2; |
1119 | break; |
1119 | break; |
1120 | |
1120 | |
1121 | case FOOD: |
1121 | case FOOD: |
1122 | flag=monster->pick_up&4; |
1122 | flag=monster->pick_up&4; |
1123 | break; |
1123 | break; |
1124 | |
1124 | |
1125 | case WEAPON: |
1125 | case WEAPON: |
1126 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1126 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1127 | break; |
1127 | break; |
1128 | |
1128 | |
1129 | case ARMOUR: |
1129 | case ARMOUR: |
1130 | case SHIELD: |
1130 | case SHIELD: |
1131 | case HELMET: |
1131 | case HELMET: |
1132 | case BOOTS: |
1132 | case BOOTS: |
1133 | case GLOVES: |
1133 | case GLOVES: |
1134 | case GIRDLE: |
1134 | case GIRDLE: |
1135 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1135 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1136 | break; |
1136 | break; |
1137 | |
1137 | |
1138 | case SKILL: |
1138 | case SKILL: |
1139 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1139 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1140 | break; |
1140 | break; |
1141 | |
1141 | |
1142 | case RING: |
1142 | case RING: |
1143 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1143 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1144 | break; |
1144 | break; |
1145 | |
1145 | |
1146 | case WAND: |
1146 | case WAND: |
1147 | case HORN: |
1147 | case HORN: |
1148 | case ROD: |
1148 | case ROD: |
1149 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1149 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1150 | break; |
1150 | break; |
1151 | |
1151 | |
1152 | case SPELLBOOK: |
1152 | case SPELLBOOK: |
1153 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1153 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1154 | break; |
1154 | break; |
1155 | |
1155 | |
1156 | case SCROLL: |
1156 | case SCROLL: |
1157 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1157 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1158 | break; |
1158 | break; |
1159 | |
1159 | |
1160 | case BOW: |
1160 | case BOW: |
1161 | case ARROW: |
1161 | case ARROW: |
1162 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1162 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1163 | break; |
1163 | break; |
1164 | } |
1164 | } |
1165 | /* Simplistic check - if the monster has a location to equip it, he will |
1165 | /* Simplistic check - if the monster has a location to equip it, he will |
1166 | * pick it up. Note that this doesn't handle cases where an item may |
1166 | * pick it up. Note that this doesn't handle cases where an item may |
1167 | * use several locations. |
1167 | * use several locations. |
1168 | */ |
1168 | */ |
1169 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1169 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1170 | if (monster->body_info[i] && item->body_info[i]) { |
1170 | if (monster->body_info[i] && item->body_info[i]) { |
1171 | flag=1; |
1171 | flag=1; |
1172 | break; |
1172 | break; |
1173 | } |
1173 | } |
1174 | } |
1174 | } |
1175 | |
1175 | |
1176 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1176 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1177 | return 1; |
1177 | return 1; |
1178 | return 0; |
1178 | return 0; |
1179 | } |
1179 | } |
1180 | |
1180 | |
1181 | /* |
1181 | /* |
1182 | * monster_apply_below(): |
1182 | * monster_apply_below(): |
… | |
… | |
1187 | |
1187 | |
1188 | void monster_apply_below(object *monster) { |
1188 | void monster_apply_below(object *monster) { |
1189 | object *tmp, *next; |
1189 | object *tmp, *next; |
1190 | |
1190 | |
1191 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1191 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1192 | next=tmp->below; |
1192 | next=tmp->below; |
1193 | switch (tmp->type) { |
1193 | switch (tmp->type) { |
1194 | case CF_HANDLE: |
1194 | case CF_HANDLE: |
1195 | case TRIGGER: |
1195 | case TRIGGER: |
1196 | if (monster->will_apply&1) |
1196 | if (monster->will_apply&1) |
1197 | manual_apply(monster,tmp,0); |
1197 | manual_apply(monster,tmp,0); |
1198 | break; |
1198 | break; |
1199 | |
1199 | |
1200 | case TREASURE: |
1200 | case TREASURE: |
1201 | if (monster->will_apply&2) |
1201 | if (monster->will_apply&2) |
1202 | manual_apply(monster,tmp,0); |
1202 | manual_apply(monster,tmp,0); |
1203 | break; |
1203 | break; |
1204 | |
1204 | |
1205 | } |
1205 | } |
1206 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1206 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1207 | break; |
1207 | break; |
1208 | } |
1208 | } |
1209 | } |
1209 | } |
1210 | |
1210 | |
1211 | /* |
1211 | /* |
1212 | * monster_check_apply() is meant to be called after an item is |
1212 | * monster_check_apply() is meant to be called after an item is |
… | |
… | |
1224 | |
1224 | |
1225 | int flag = 0; |
1225 | int flag = 0; |
1226 | |
1226 | |
1227 | if(item->type==SPELLBOOK&& |
1227 | if(item->type==SPELLBOOK&& |
1228 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1228 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1229 | SET_FLAG(mon, FLAG_CAST_SPELL); |
1229 | SET_FLAG(mon, FLAG_CAST_SPELL); |
1230 | return; |
1230 | return; |
1231 | } |
1231 | } |
1232 | |
1232 | |
1233 | /* If for some reason, this item is already applied, no more work to do */ |
1233 | /* If for some reason, this item is already applied, no more work to do */ |
1234 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1234 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1235 | |
1235 | |
1236 | /* Might be better not to do this - if the monster can fire a bow, |
1236 | /* Might be better not to do this - if the monster can fire a bow, |
1237 | * it is possible in his wanderings, he will find one to use. In |
1237 | * it is possible in his wanderings, he will find one to use. In |
1238 | * which case, it would be nice to have ammo for it. |
1238 | * which case, it would be nice to have ammo for it. |
1239 | */ |
1239 | */ |
1240 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
1240 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
1241 | /* Check for the right kind of bow */ |
1241 | /* Check for the right kind of bow */ |
1242 | object *bow; |
1242 | object *bow; |
1243 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
1243 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
1244 | if(bow->type==BOW && bow->race==item->race) { |
1244 | if(bow->type==BOW && bow->race==item->race) { |
1245 | SET_FLAG(mon, FLAG_READY_BOW); |
1245 | SET_FLAG(mon, FLAG_READY_BOW); |
1246 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
1246 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
1247 | return; /* nothing more to do for arrows */ |
1247 | return; /* nothing more to do for arrows */ |
1248 | } |
1248 | } |
1249 | } |
1249 | } |
1250 | |
1250 | |
1251 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
1251 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
1252 | /* Eating food gets hp back */ |
1252 | /* Eating food gets hp back */ |
1253 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
1253 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
… | |
… | |
1264 | /* Should do something more, like make sure this is a better item */ |
1264 | /* Should do something more, like make sure this is a better item */ |
1265 | else if (item->type == RING) |
1265 | else if (item->type == RING) |
1266 | flag=1; |
1266 | flag=1; |
1267 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
1267 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
1268 | { |
1268 | { |
1269 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
1269 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
1270 | * weapon would get undone. |
1270 | * weapon would get undone. |
1271 | */ |
1271 | */ |
1272 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1272 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1273 | { |
1273 | { |
1274 | SET_FLAG(mon, FLAG_READY_RANGE); |
1274 | SET_FLAG(mon, FLAG_READY_RANGE); |
1275 | SET_FLAG(item, FLAG_APPLIED); |
1275 | SET_FLAG(item, FLAG_APPLIED); |
1276 | } |
1276 | } |
1277 | return; |
1277 | return; |
1278 | } |
1278 | } |
1279 | else if (item->type == BOW) { |
1279 | else if (item->type == BOW) { |
1280 | /* We never really 'ready' the bow, because that would mean the |
1280 | /* We never really 'ready' the bow, because that would mean the |
1281 | * weapon would get undone. |
1281 | * weapon would get undone. |
1282 | */ |
1282 | */ |
1283 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1283 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1284 | SET_FLAG(mon, FLAG_READY_BOW); |
1284 | SET_FLAG(mon, FLAG_READY_BOW); |
1285 | return; |
1285 | return; |
1286 | } |
1286 | } |
1287 | else if ( item->type == SKILL ) |
1287 | else if ( item->type == SKILL ) |
1288 | { |
1288 | { |
1289 | /* |
1289 | /* |
1290 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
1290 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
… | |
… | |
1323 | object *npc; |
1323 | object *npc; |
1324 | sint16 sx, sy; |
1324 | sint16 sx, sy; |
1325 | mapstruct *m; |
1325 | mapstruct *m; |
1326 | |
1326 | |
1327 | for(x = -3; x < 4; x++) |
1327 | for(x = -3; x < 4; x++) |
1328 | for(y = -3; y < 4; y++) { |
1328 | for(y = -3; y < 4; y++) { |
1329 | m = op->map; |
1329 | m = op->map; |
1330 | sx = op->x + x; |
1330 | sx = op->x + x; |
1331 | sy = op->y + y; |
1331 | sy = op->y + y; |
1332 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1332 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1333 | /* If nothing alive on this space, no need to search the space. */ |
1333 | /* If nothing alive on this space, no need to search the space. */ |
1334 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1334 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1335 | continue; |
1335 | continue; |
1336 | |
1336 | |
1337 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1337 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1338 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1338 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1339 | npc->enemy = op->enemy; |
1339 | npc->enemy = op->enemy; |
1340 | } |
1340 | } |
1341 | } |
1341 | } |
1342 | |
1342 | |
1343 | |
1343 | |
1344 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1344 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1345 | |
1345 | |
… | |
… | |
1353 | } |
1353 | } |
1354 | |
1354 | |
1355 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1355 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1356 | |
1356 | |
1357 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1357 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1358 | ob->move_status++; |
1358 | ob->move_status++; |
1359 | return (dir); |
1359 | return (dir); |
1360 | } |
1360 | } |
1361 | else if (ob->move_status >20) |
1361 | else if (ob->move_status >20) |
1362 | ob->move_status = 0; |
1362 | ob->move_status = 0; |
1363 | return absdir (dir+4); |
1363 | return absdir (dir+4); |
1364 | } |
1364 | } |
1365 | |
1365 | |
1366 | int hitrun_att (int dir, object *ob,object *enemy) { |
1366 | int hitrun_att (int dir, object *ob,object *enemy) { |
1367 | if (ob->move_status ++ < 25) |
1367 | if (ob->move_status ++ < 25) |
1368 | return dir; |
1368 | return dir; |
1369 | else if (ob->move_status <50) |
1369 | else if (ob->move_status <50) |
1370 | return absdir (dir+4); |
1370 | return absdir (dir+4); |
1371 | else |
1371 | else |
1372 | ob->move_status = 0; |
1372 | ob->move_status = 0; |
1373 | return absdir(dir+4); |
1373 | return absdir(dir+4); |
1374 | } |
1374 | } |
1375 | |
1375 | |
1376 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
1376 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
1377 | |
1377 | |
1378 | int inrange = can_hit (part, enemy,rv); |
1378 | int inrange = can_hit (part, enemy,rv); |
1379 | |
1379 | |
1380 | if (ob->move_status || inrange) |
1380 | if (ob->move_status || inrange) |
1381 | ob->move_status++; |
1381 | ob->move_status++; |
1382 | |
1382 | |
1383 | if (ob->move_status == 0) |
1383 | if (ob->move_status == 0) |
1384 | return 0; |
1384 | return 0; |
1385 | else if (ob->move_status <10) |
1385 | else if (ob->move_status <10) |
1386 | return dir; |
1386 | return dir; |
1387 | else if (ob->move_status <15) |
1387 | else if (ob->move_status <15) |
1388 | return absdir(dir+4); |
1388 | return absdir(dir+4); |
1389 | ob->move_status = 0; |
1389 | ob->move_status = 0; |
1390 | return 0; |
1390 | return 0; |
1391 | } |
1391 | } |
1392 | |
1392 | |
1393 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
1393 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
… | |
… | |
1398 | * I think its wrong for a creature to have a zero maxhp value, but |
1398 | * I think its wrong for a creature to have a zero maxhp value, but |
1399 | * at least one map has this set, and whatever the map contains, the |
1399 | * at least one map has this set, and whatever the map contains, the |
1400 | * server should try to be resilant enough to avoid the problem |
1400 | * server should try to be resilant enough to avoid the problem |
1401 | */ |
1401 | */ |
1402 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
1402 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
1403 | return absdir(dir+4); |
1403 | return absdir(dir+4); |
1404 | return dist_att (dir,ob,enemy,part,rv); |
1404 | return dist_att (dir,ob,enemy,part,rv); |
1405 | } |
1405 | } |
1406 | |
1406 | |
1407 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
1407 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
1408 | if (rv->distance < 9) |
1408 | if (rv->distance < 9) |
1409 | return absdir (dir+4); |
1409 | return absdir (dir+4); |
1410 | return 0; |
1410 | return 0; |
1411 | } |
1411 | } |
1412 | |
1412 | |
1413 | void circ1_move (object *ob) { |
1413 | void circ1_move (object *ob) { |
1414 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
1414 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
… | |
… | |
1478 | } |
1478 | } |
1479 | |
1479 | |
1480 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1480 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1481 | object *tmp; |
1481 | object *tmp; |
1482 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1482 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1483 | if (tmp->type == EARTHWALL) { |
1483 | if (tmp->type == EARTHWALL) { |
1484 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1484 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1485 | return; |
1485 | return; |
1486 | } |
1486 | } |
1487 | } |
1487 | } |
1488 | } |
1488 | } |
1489 | |
1489 | |
1490 | void check_doors(object *op, mapstruct *m, int x, int y) { |
1490 | void check_doors(object *op, mapstruct *m, int x, int y) { |
1491 | object *tmp; |
1491 | object *tmp; |
1492 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1492 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1493 | if (tmp->type == DOOR) { |
1493 | if (tmp->type == DOOR) { |
1494 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1494 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1495 | return; |
1495 | return; |
1496 | } |
1496 | } |
1497 | } |
1497 | } |
1498 | } |
1498 | } |
1499 | |
1499 | |
1500 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1500 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1501 | * This is probably overly simplistic as it is now - We want |
1501 | * This is probably overly simplistic as it is now - We want |
… | |
… | |
1514 | * marked item and throw it to the enemy. |
1514 | * marked item and throw it to the enemy. |
1515 | */ |
1515 | */ |
1516 | |
1516 | |
1517 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1517 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1518 | |
1518 | |
1519 | /* Can't throw invisible objects or items that are applied */ |
1519 | /* Can't throw invisible objects or items that are applied */ |
1520 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1520 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1521 | |
1521 | |
1522 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1522 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1523 | break; |
1523 | break; |
1524 | |
1524 | |
1525 | } |
1525 | } |
1526 | |
1526 | |
1527 | #ifdef DEBUG_THROW |
1527 | #ifdef DEBUG_THROW |
1528 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1528 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1529 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
1529 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
1530 | #endif |
1530 | #endif |
1531 | |
1531 | |
1532 | return tmp; |
1532 | return tmp; |
1533 | } |
1533 | } |
1534 | |
1534 | |
… | |
… | |
1569 | |
1569 | |
1570 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1570 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1571 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1571 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1572 | */ |
1572 | */ |
1573 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1573 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1574 | return 0; |
1574 | return 0; |
1575 | |
1575 | |
1576 | /* use this for invis also */ |
1576 | /* use this for invis also */ |
1577 | hide_discovery = op->stats.Int/5; |
1577 | hide_discovery = op->stats.Int/5; |
1578 | |
1578 | |
1579 | /* Determine Detection radii */ |
1579 | /* Determine Detection radii */ |
1580 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1580 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1581 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1581 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1582 | else { /* a level/INT/Dex adjustment for hiding */ |
1582 | else { /* a level/INT/Dex adjustment for hiding */ |
1583 | object *sk_hide; |
1583 | object *sk_hide; |
1584 | int bonus = (op->level/2) + (op->stats.Int/5); |
1584 | int bonus = (op->level/2) + (op->stats.Int/5); |
1585 | |
1585 | |
1586 | if(enemy->type==PLAYER) { |
1586 | if(enemy->type==PLAYER) { |
1587 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1587 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1588 | bonus -= sk_hide->level; |
1588 | bonus -= sk_hide->level; |
1589 | else { |
1589 | else { |
1590 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1590 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1591 | make_visible(enemy); |
1591 | make_visible(enemy); |
1592 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1592 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1593 | } |
1593 | } |
1594 | } |
1594 | } |
1595 | else /* enemy is not a player */ |
1595 | else /* enemy is not a player */ |
1596 | bonus -= enemy->level; |
1596 | bonus -= enemy->level; |
1597 | |
1597 | |
1598 | radius += bonus/5; |
1598 | radius += bonus/5; |
1599 | hide_discovery += bonus*5; |
1599 | hide_discovery += bonus*5; |
1600 | } /* else creature has modifiers for hiding */ |
1600 | } /* else creature has modifiers for hiding */ |
1601 | |
1601 | |
1602 | /* Radii stealth adjustment. Only if you are stealthy |
1602 | /* Radii stealth adjustment. Only if you are stealthy |
1603 | * will you be able to sneak up closer to creatures */ |
1603 | * will you be able to sneak up closer to creatures */ |
1604 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1604 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1605 | radius = radius/2, hide_discovery = hide_discovery/3; |
1605 | radius = radius/2, hide_discovery = hide_discovery/3; |
1606 | |
1606 | |
1607 | /* Radii adjustment for enemy standing in the dark */ |
1607 | /* Radii adjustment for enemy standing in the dark */ |
1608 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1608 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1609 | /* on dark maps body heat can help indicate location with infravision |
1609 | /* on dark maps body heat can help indicate location with infravision |
1610 | * undead don't have body heat, so no benefit detecting them. |
1610 | * undead don't have body heat, so no benefit detecting them. |
1611 | */ |
1611 | */ |
1612 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1612 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1613 | radius += op->map->darkness/2; |
1613 | radius += op->map->darkness/2; |
1614 | else |
1614 | else |
1615 | radius -= op->map->darkness/2; |
1615 | radius -= op->map->darkness/2; |
1616 | |
1616 | |
1617 | /* op next to a monster (and not in complete darkness) |
1617 | /* op next to a monster (and not in complete darkness) |
1618 | * the monster should have a chance to see you. |
1618 | * the monster should have a chance to see you. |
1619 | */ |
1619 | */ |
1620 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1620 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1621 | radius = MIN_MON_RADIUS; |
1621 | radius = MIN_MON_RADIUS; |
1622 | } /* if on dark map */ |
1622 | } /* if on dark map */ |
1623 | |
1623 | |
1624 | /* Lets not worry about monsters that have incredible detection |
1624 | /* Lets not worry about monsters that have incredible detection |
1625 | * radii, we only need to worry here about things the player can |
1625 | * radii, we only need to worry here about things the player can |
1626 | * (potentially) see. This is 13, as that is the maximum size the player |
1626 | * (potentially) see. This is 13, as that is the maximum size the player |
… | |
… | |
1631 | */ |
1631 | */ |
1632 | if(radius>13) radius = 13; |
1632 | if(radius>13) radius = 13; |
1633 | |
1633 | |
1634 | /* Enemy in range! Now test for detection */ |
1634 | /* Enemy in range! Now test for detection */ |
1635 | if ((int) rv->distance <= radius) { |
1635 | if ((int) rv->distance <= radius) { |
1636 | /* ah, we are within range, detected? take cases */ |
1636 | /* ah, we are within range, detected? take cases */ |
1637 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1637 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1638 | return 1; |
1638 | return 1; |
1639 | |
1639 | |
1640 | /* hidden or low-quality invisible */ |
1640 | /* hidden or low-quality invisible */ |
1641 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1641 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1642 | make_visible(enemy); |
1642 | make_visible(enemy); |
1643 | /* inform players of new status */ |
1643 | /* inform players of new status */ |
1644 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1644 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1645 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1645 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1646 | "You are discovered by %s!",op->name); |
1646 | "You are discovered by %s!",op->name); |
1647 | return 1; /* detected enemy */ |
1647 | return 1; /* detected enemy */ |
1648 | } |
1648 | } |
1649 | else if (enemy->invisible) { |
1649 | else if (enemy->invisible) { |
1650 | /* Change this around - instead of negating the invisible, just |
1650 | /* Change this around - instead of negating the invisible, just |
1651 | * return true so that the mosnter that managed to detect you can |
1651 | * return true so that the mosnter that managed to detect you can |
1652 | * do something to you. Decreasing the duration of invisible |
1652 | * do something to you. Decreasing the duration of invisible |
1653 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1653 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1654 | * can then basically negate the spell. The spell isn't negated - |
1654 | * can then basically negate the spell. The spell isn't negated - |
1655 | * they just know where you are! |
1655 | * they just know where you are! |
1656 | */ |
1656 | */ |
1657 | if ((RANDOM() % 50) <= hide_discovery) { |
1657 | if ((RANDOM() % 50) <= hide_discovery) { |
1658 | if (enemy->type == PLAYER) { |
1658 | if (enemy->type == PLAYER) { |
1659 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1659 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1660 | "You see %s noticing your position.", query_name(op)); |
1660 | "You see %s noticing your position.", query_name(op)); |
1661 | } |
1661 | } |
1662 | return 1; |
1662 | return 1; |
1663 | } |
1663 | } |
1664 | } |
1664 | } |
1665 | } /* within range */ |
1665 | } /* within range */ |
1666 | |
1666 | |
1667 | /* Wasn't detected above, so still hidden */ |
1667 | /* Wasn't detected above, so still hidden */ |
1668 | return 0; |
1668 | return 0; |
1669 | } |
1669 | } |
… | |
… | |
1681 | |
1681 | |
1682 | if(!op) return 0; |
1682 | if(!op) return 0; |
1683 | if(op->glow_radius > 0) return 1; |
1683 | if(op->glow_radius > 0) return 1; |
1684 | |
1684 | |
1685 | if(op->map) { |
1685 | if(op->map) { |
1686 | int x, y, x1, y1; |
1686 | int x, y, x1, y1; |
1687 | |
1687 | |
1688 | |
1688 | |
1689 | |
1689 | |
1690 | /* Check the spaces with the max light radius to see if any of them |
1690 | /* Check the spaces with the max light radius to see if any of them |
1691 | * have lights, and if any of them light the player enough, then return 1. |
1691 | * have lights, and if any of them light the player enough, then return 1. |
1692 | */ |
1692 | */ |
1693 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1693 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1694 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
1694 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
1695 | m = op->map; |
1695 | m = op->map; |
1696 | nx = x; |
1696 | nx = x; |
1697 | ny = y; |
1697 | ny = y; |
1698 | |
1698 | |
1699 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1699 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1700 | |
1700 | |
1701 | x1 = abs(x - op->x)*abs(x - op->x); |
1701 | x1 = abs(x - op->x)*abs(x - op->x); |
1702 | y1 = abs(y - op->y)*abs(y - op->y); |
1702 | y1 = abs(y - op->y)*abs(y - op->y); |
1703 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
1703 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
1704 | } |
1704 | } |
1705 | } |
1705 | } |
1706 | } |
1706 | } |
1707 | return 0; |
1707 | return 0; |
1708 | } |
1708 | } |
1709 | |
1709 | |
1710 | |
1710 | |
… | |
… | |
1717 | int can_see_enemy (object *op, object *enemy) { |
1717 | int can_see_enemy (object *op, object *enemy) { |
1718 | object *looker = op->head?op->head:op; |
1718 | object *looker = op->head?op->head:op; |
1719 | |
1719 | |
1720 | /* safety */ |
1720 | /* safety */ |
1721 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1721 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1722 | return 0; |
1722 | return 0; |
1723 | |
1723 | |
1724 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1724 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1725 | * see through walls). Should we change the code elsewhere to make you |
1725 | * see through walls). Should we change the code elsewhere to make you |
1726 | * blind even if you can xray? |
1726 | * blind even if you can xray? |
1727 | */ |
1727 | */ |
1728 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1728 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1729 | return 0; |
1729 | return 0; |
1730 | |
1730 | |
1731 | /* checking for invisible things */ |
1731 | /* checking for invisible things */ |
1732 | if(enemy->invisible) { |
1732 | if(enemy->invisible) { |
1733 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1733 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1734 | * However,if you carry any source of light, then the hidden |
1734 | * However,if you carry any source of light, then the hidden |
1735 | * creature is seeable (and stupid) */ |
1735 | * creature is seeable (and stupid) */ |
1736 | |
1736 | |
1737 | if(has_carried_lights(enemy)) { |
1737 | if(has_carried_lights(enemy)) { |
1738 | if(enemy->hide) { |
1738 | if(enemy->hide) { |
1739 | make_visible(enemy); |
1739 | make_visible(enemy); |
1740 | new_draw_info(NDI_UNIQUE,0, enemy, |
1740 | new_draw_info(NDI_UNIQUE,0, enemy, |
1741 | "Your light reveals your hiding spot!"); |
1741 | "Your light reveals your hiding spot!"); |
1742 | } |
1742 | } |
1743 | return 1; |
1743 | return 1; |
1744 | } else if (enemy->hide) return 0; |
1744 | } else if (enemy->hide) return 0; |
1745 | |
1745 | |
1746 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1746 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1747 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1747 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1748 | * and making it a conditional makes the code pretty ugly. |
1748 | * and making it a conditional makes the code pretty ugly. |
1749 | */ |
1749 | */ |
1750 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1750 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1751 | if (makes_invisible_to(enemy, looker)) return 0; |
1751 | if (makes_invisible_to(enemy, looker)) return 0; |
1752 | } |
1752 | } |
1753 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1753 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1754 | if(player_can_view(looker,enemy)) return 1; |
1754 | if(player_can_view(looker,enemy)) return 1; |
1755 | |
1755 | |
1756 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1756 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1757 | * unless they carry a light or stand in light. Darkness doesnt |
1757 | * unless they carry a light or stand in light. Darkness doesnt |