1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
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5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | |
8 | * |
8 | This program is free software; you can redistribute it and/or modify |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | it under the terms of the GNU General Public License as published by |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | the Free Software Foundation; either version 2 of the License, or |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | (at your option) any later version. |
12 | * option) any later version. |
12 | |
13 | * |
13 | This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | |
18 | * |
18 | You should have received a copy of the GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | along with this program; if not, write to the Free Software |
20 | * and the GNU General Public License along with this program. If not, see |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | * <http://www.gnu.org/licenses/>. |
21 | |
22 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
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25 | |
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26 | //+GPL |
24 | |
27 | |
25 | #include <global.h> |
28 | #include <global.h> |
26 | #include <sproto.h> |
29 | #include <sproto.h> |
27 | #include <spells.h> |
30 | #include <spells.h> |
28 | #include <skills.h> |
31 | #include <skills.h> |
… | |
… | |
36 | * set to sane values. |
39 | * set to sane values. |
37 | */ |
40 | */ |
38 | object * |
41 | object * |
39 | check_enemy (object *npc, rv_vector * rv) |
42 | check_enemy (object *npc, rv_vector * rv) |
40 | { |
43 | { |
41 | |
|
|
42 | /* if this is pet, let him attack the same enemy as his owner |
44 | /* if this is pet, let him attack the same enemy as his owner |
43 | * TODO: when there is no ower enemy, try to find a target, |
45 | * TODO: when there is no ower enemy, try to find a target, |
44 | * which CAN attack the owner. */ |
46 | * which CAN attack the owner. */ |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
47 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | { |
48 | { |
… | |
… | |
48 | npc->enemy = NULL; |
50 | npc->enemy = NULL; |
49 | else if (npc->enemy == NULL) |
51 | else if (npc->enemy == NULL) |
50 | npc->enemy = npc->owner->enemy; |
52 | npc->enemy = npc->owner->enemy; |
51 | } |
53 | } |
52 | |
54 | |
53 | /* periodically, a monster mayu change its target. Also, if the object |
55 | /* periodically, a monster may change its target. Also, if the object |
54 | * has been destroyed, etc, clear the enemy. |
56 | * has been destroyed, etc, clear the enemy. |
55 | * TODO: this should be changed, because it invokes to attack forced or |
57 | * TODO: this should be changed, because it invokes to attack forced or |
56 | * attacked monsters to leave the attacker alone, before it is destroyed |
58 | * attacked monsters to leave the attacker alone, before it is destroyed |
57 | */ |
59 | */ |
58 | /* i had removed the random target leave, this invokes problems with friendly |
60 | /* I had removed the random target leave, this invokes problems with friendly |
59 | * objects, getting attacked and defending herself - they don't try to attack |
61 | * objects, getting attacked and defending herself - they don't try to attack |
60 | * again then but perhaps get attack on and on |
62 | * again then but perhaps get attack on and on |
61 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
63 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
62 | * too. */ |
64 | * too. */ |
63 | |
65 | |
64 | if (npc->enemy) |
66 | if (npc->enemy) |
65 | { |
67 | { |
66 | /* I broke these if's apart to better be able to see what |
68 | /* I broke these if's apart to better be able to see what |
67 | * the grouping checks are. Code is the same. |
69 | * the grouping checks are. Code is the same. |
68 | */ |
70 | */ |
69 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
71 | if (npc->enemy->flag [FLAG_REMOVED] || |
70 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
72 | npc->enemy->flag [FLAG_FREED] || |
71 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
73 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL]) |
72 | npc->enemy = NULL; |
74 | npc->enemy = 0; |
73 | |
75 | |
74 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
76 | else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY] |
75 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
78 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || npc->enemy == npc->owner)) |
79 | || npc->enemy == npc->owner)) |
78 | npc->enemy = NULL; |
80 | npc->enemy = 0; |
79 | |
81 | |
80 | |
82 | |
81 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
83 | else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER)) |
82 | npc->enemy = NULL; |
84 | npc->enemy = 0; |
83 | |
85 | |
84 | /* I've noticed that pets could sometimes get an arrow as the |
86 | /* I've noticed that pets could sometimes get an arrow as the |
85 | * target enemy - this code below makes sure the enemy is something |
87 | * target enemy - this code below makes sure the enemy is something |
86 | * that should be attacked. My guess is that the arrow hits |
88 | * that should be attacked. My guess is that the arrow hits |
87 | * the creature/owner, and so the creature then takes that |
89 | * the creature/owner, and so the creature then takes that |
88 | * as the enemy to attack. |
90 | * as the enemy to attack. |
89 | */ |
91 | */ |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
92 | else if (!npc->enemy->flag [FLAG_MONSTER] |
91 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
93 | && !npc->enemy->flag [FLAG_GENERATOR] |
|
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94 | && npc->enemy->type != PLAYER |
|
|
95 | && npc->enemy->type != GOLEM) |
92 | npc->enemy = NULL; |
96 | npc->enemy = 0; |
93 | |
|
|
94 | } |
97 | } |
|
|
98 | |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
99 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
96 | } |
100 | } |
97 | |
101 | |
98 | /* Returns the nearest living creature (monster or generator). |
102 | /* Returns the nearest living creature (monster or generator). |
99 | * Modified to deal with tiled maps properly. |
103 | * Modified to deal with tiled maps properly. |
100 | * Also fixed logic so that monsters in the lower directions were more |
104 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
102 | * of direction, revisit them after looking at all the other spaces. |
106 | * of direction, revisit them after looking at all the other spaces. |
103 | * |
107 | * |
104 | * Note that being this may skip some number of spaces, it will |
108 | * Note that being this may skip some number of spaces, it will |
105 | * not necessarily find the nearest living creature - it basically |
109 | * not necessarily find the nearest living creature - it basically |
106 | * chooses one from within a 3 space radius, and since it skips |
110 | * chooses one from within a 3 space radius, and since it skips |
107 | * the first few directions, it could very well choose something |
111 | * the first few directions, it could very well choose something |
108 | * 3 spaces away even though something directly north is closer. |
112 | * 3 spaces away even though something directly north is closer. |
109 | * |
113 | * |
110 | * this function is map tile aware. |
114 | * this function is map tile aware. |
111 | */ |
115 | */ |
112 | object * |
116 | object * |
… | |
… | |
122 | for (i = 0; i < SIZEOFFREE; i++) |
126 | for (i = 0; i < SIZEOFFREE; i++) |
123 | { |
127 | { |
124 | /* modified to implement smart searching using search_arr |
128 | /* modified to implement smart searching using search_arr |
125 | * guidance array to determine direction of search order |
129 | * guidance array to determine direction of search order |
126 | */ |
130 | */ |
127 | nx = npc->x + freearr_x[search_arr[i]]; |
131 | nx = npc->x + DIRX (search_arr[i]); |
128 | ny = npc->y + freearr_y[search_arr[i]]; |
132 | ny = npc->y + DIRY (search_arr[i]); |
129 | m = npc->map; |
133 | m = npc->map; |
130 | |
134 | |
131 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
135 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
132 | |
136 | |
133 | if (mflags & P_OUT_OF_MAP) |
137 | if (mflags & P_OUT_OF_MAP) |
… | |
… | |
143 | } |
147 | } |
144 | |
148 | |
145 | return 0; |
149 | return 0; |
146 | } |
150 | } |
147 | |
151 | |
148 | |
|
|
149 | /* Tries to find an enmy for npc. We pass the range vector since |
152 | /* Tries to find an enemy for npc. We pass the range vector since |
150 | * our caller will find the information useful. |
153 | * our caller will find the information useful. |
151 | * Currently, only move_monster calls this function. |
154 | * Currently, only move_monster calls this function. |
152 | * Fix function so that we always make calls to get_rangevector |
155 | * Fix function so that we always make calls to get_rangevector |
153 | * if we have a valid target - function as not doing so in |
156 | * if we have a valid target - function as not doing so in |
154 | * many cases. |
157 | * many cases. |
155 | */ |
158 | */ |
156 | |
159 | static object * |
157 | object * |
|
|
158 | find_enemy (object *npc, rv_vector * rv) |
160 | find_enemy (object *npc, rv_vector * rv) |
159 | { |
161 | { |
160 | object *attacker, *tmp = NULL; |
162 | object *attacker, *tmp = NULL; |
161 | |
163 | |
162 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
164 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
163 | npc->attacked_by = 0; /* always clear the attacker entry */ |
165 | npc->attacked_by = 0; /* always clear the attacker entry */ |
164 | |
166 | |
165 | /* if we berserk, we don't care about others - we attack all we can find */ |
167 | /* if we berserk, we don't care about others - we attack all we can find */ |
166 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
168 | if (npc->flag [FLAG_BERSERK]) |
167 | { |
169 | { |
168 | tmp = find_nearest_living_creature (npc); |
170 | tmp = find_nearest_living_creature (npc); |
169 | |
171 | |
170 | if (tmp) |
172 | if (tmp) |
171 | get_rangevector (npc, tmp, rv, 0); |
173 | get_rangevector (npc, tmp, rv, 0); |
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|
174 | |
172 | return tmp; |
175 | return tmp; |
173 | } |
176 | } |
174 | |
177 | |
175 | /* Here is the main enemy selection. |
178 | /* Here is the main enemy selection. |
176 | * We want this: if there is an enemy, attack him until its not possible or |
179 | * We want this: if there is an enemy, attack him until its not possible or |
177 | * one of both is dead. |
180 | * one of both is dead. |
178 | * If we have no enemy and we are... |
181 | * If we have no enemy and we are... |
179 | * a monster: try to find a player, a pet or a friendly monster |
182 | * a monster: try to find a player, a pet or a friendly monster |
180 | * a friendly: only target a monster which is targeting you first or targeting a player |
183 | * a friendly: only target a monster which is targeting you first or targeting a player |
181 | * a neutral: fight a attacker (but there should be none), then do nothing |
184 | * a neutral: fight a attacker (but there should be none), then do nothing |
… | |
… | |
196 | /* we check our old enemy. */ |
199 | /* we check our old enemy. */ |
197 | if (!(tmp = check_enemy (npc, rv))) |
200 | if (!(tmp = check_enemy (npc, rv))) |
198 | { |
201 | { |
199 | if (attacker) /* if we have an attacker, check him */ |
202 | if (attacker) /* if we have an attacker, check him */ |
200 | { |
203 | { |
201 | /* TODO: thats not finished */ |
204 | /* TODO: that's not finished */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
205 | /* we don't want a fight evil vs evil or good against non evil */ |
203 | |
206 | |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
207 | if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */ |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
208 | (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) || |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
209 | (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER))) |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */ |
208 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
211 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
209 | { |
212 | { |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 | npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */ |
211 | npc->enemy = attacker; |
214 | npc->enemy = attacker; |
212 | return attacker; /* yes, we face our attacker! */ |
215 | return attacker; /* yes, we face our attacker! */ |
213 | } |
216 | } |
214 | } |
217 | } |
215 | |
218 | |
216 | /* we have no legal enemy or attacker, so we try to target a new one */ |
219 | /* we have no legal enemy or attacker, so we try to target a new one */ |
217 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
220 | if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL]) |
218 | { |
221 | { |
219 | npc->enemy = get_nearest_player (npc); |
222 | npc->enemy = get_nearest_player (npc); |
220 | if (npc->enemy) |
223 | if (npc->enemy) |
221 | tmp = check_enemy (npc, rv); |
224 | tmp = check_enemy (npc, rv); |
222 | } |
225 | } |
… | |
… | |
229 | /* Sees if this monster should wake up. |
232 | /* Sees if this monster should wake up. |
230 | * Currently, this is only called from move_monster, and |
233 | * Currently, this is only called from move_monster, and |
231 | * if enemy is set, then so should be rv. |
234 | * if enemy is set, then so should be rv. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
235 | * returns 1 if the monster should wake up, 0 otherwise. |
233 | */ |
236 | */ |
234 | |
237 | static int |
235 | int |
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236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
238 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
237 | { |
239 | { |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
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239 | |
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240 | /* Trim work - if no enemy, no need to do anything below */ |
240 | /* Trim work - if no enemy, no need to do anything below */ |
241 | if (!enemy) |
241 | if (!enemy) |
242 | return 0; |
242 | return 0; |
243 | |
243 | |
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244 | if (!op->flag [FLAG_SLEEP]) |
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245 | return 1; |
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246 | |
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247 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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248 | |
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249 | if (op->flag [FLAG_BLIND]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
250 | /* blinded monsters can only find nearby objects to attack */ |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
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246 | radius = MIN_MON_RADIUS; |
251 | radius = MIN_MON_RADIUS; |
247 | |
252 | else if (op->map |
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253 | && !enemy->invisible |
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254 | && !stand_in_light (enemy) |
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255 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
248 | /* This covers the situation where the monster is in the dark |
256 | /* This covers the situation where the monster is in the dark |
249 | * 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 |
250 | * glowing!) then the monster has trouble finding the enemy. |
258 | * glowing!) then the monster has trouble finding the enemy. |
251 | * 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 |
252 | * the dark. */ |
260 | * the dark. */ |
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261 | min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
253 | |
262 | |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
263 | if (enemy->flag [FLAG_STEALTH]) |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
264 | radius = radius / 2 + 1; |
256 | { |
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257 | int dark = radius / (op->map->darkness); |
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258 | |
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259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
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260 | } |
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261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
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262 | return 1; |
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263 | |
265 | |
264 | /* enemy should already be on this map, so don't really need to check |
266 | /* enemy should already be on this map, so don't really need to check |
265 | * for that. |
267 | * for that. |
266 | */ |
268 | */ |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
269 | if (rv->distance <= radius) |
268 | { |
270 | { |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
271 | op->clr_flag (FLAG_SLEEP); |
270 | return 1; |
272 | return 1; |
271 | } |
273 | } |
|
|
274 | |
272 | return 0; |
275 | return 0; |
273 | } |
276 | } |
274 | |
277 | |
275 | int |
278 | static int |
276 | move_randomly (object *op) |
279 | move_randomly (object *op) |
277 | { |
280 | { |
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281 | /* Give up to 15 chances for a monster to move randomly */ |
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282 | for (int i = 0; i < 15; i++) |
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283 | if (op->move (rndm (8) + 1)) |
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284 | return 1; |
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285 | |
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286 | return 0; |
|
|
287 | } |
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288 | |
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289 | /* |
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290 | * monster_can_pick(): If the monster is interested in picking up |
|
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291 | * the item, then return 0. Otherwise 0. |
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292 | * Instead of pick_up, flags for "greed", etc, should be used. |
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293 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
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294 | */ |
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295 | static int |
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296 | monster_can_pick (object *monster, object *item) |
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297 | { |
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298 | int flag = 0; |
278 | int i; |
299 | int i; |
279 | |
300 | |
280 | /* Give up to 15 chances for a monster to move randomly */ |
301 | if (!can_pick (monster, item)) |
281 | for (i = 0; i < 15; i++) |
302 | return 0; |
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303 | |
|
|
304 | if (item->flag [FLAG_UNPAID]) |
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305 | return 0; |
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306 | |
|
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307 | if (monster->pick_up & 64) /* All */ |
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308 | flag = 1; |
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309 | |
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310 | else |
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311 | switch (item->type) |
282 | { |
312 | { |
283 | if (move_object (op, RANDOM () % 8 + 1)) |
313 | case MONEY: |
|
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314 | case GEM: |
|
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315 | flag = monster->pick_up & 2; |
|
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316 | break; |
|
|
317 | |
|
|
318 | case FOOD: |
|
|
319 | flag = monster->pick_up & 4; |
|
|
320 | break; |
|
|
321 | |
|
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322 | case WEAPON: |
|
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323 | flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON]; |
|
|
324 | break; |
|
|
325 | |
|
|
326 | case ARMOUR: |
|
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327 | case SHIELD: |
|
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328 | case HELMET: |
|
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329 | case BOOTS: |
|
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330 | case GLOVES: |
|
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331 | case GIRDLE: |
|
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332 | flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR]; |
|
|
333 | break; |
|
|
334 | |
|
|
335 | case SKILL: |
|
|
336 | flag = monster->flag [FLAG_CAN_USE_SKILL]; |
|
|
337 | break; |
|
|
338 | |
|
|
339 | case RING: |
|
|
340 | flag = monster->flag [FLAG_USE_RING]; |
|
|
341 | break; |
|
|
342 | |
|
|
343 | case RANGED: |
|
|
344 | case WAND: |
|
|
345 | case HORN: |
|
|
346 | case ROD: |
|
|
347 | flag = monster->flag [FLAG_USE_RANGE]; |
|
|
348 | break; |
|
|
349 | |
|
|
350 | case SPELLBOOK: |
|
|
351 | flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL]; |
|
|
352 | break; |
|
|
353 | |
|
|
354 | case SCROLL: |
|
|
355 | flag = monster->flag [FLAG_USE_SCROLL]; |
|
|
356 | break; |
|
|
357 | |
|
|
358 | case BOW: |
|
|
359 | case ARROW: |
|
|
360 | flag = monster->flag [FLAG_USE_BOW]; |
|
|
361 | break; |
|
|
362 | } |
|
|
363 | |
|
|
364 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
365 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
366 | * use several locations. |
|
|
367 | */ |
|
|
368 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
369 | { |
|
|
370 | if (monster->slot[i].info && item->slot[i].info) |
|
|
371 | { |
|
|
372 | flag = 1; |
|
|
373 | break; |
|
|
374 | } |
|
|
375 | } |
|
|
376 | |
|
|
377 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag)) |
284 | return 1; |
378 | return 1; |
285 | } |
379 | |
286 | return 0; |
380 | return 0; |
287 | } |
381 | } |
288 | |
382 | |
289 | /* |
383 | /* |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
384 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
385 | * |
|
|
386 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
387 | * Each time the blob passes over some treasure, it will |
|
|
388 | * grab it a.s.a.p. |
|
|
389 | * |
|
|
390 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
391 | * to handle this. |
|
|
392 | * |
|
|
393 | * This function was seen be continueing looping at one point (tmp->below |
|
|
394 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
395 | * after we pick everything up, since that function may call others which |
|
|
396 | * affect stacking on this space. |
291 | */ |
397 | */ |
292 | |
398 | static void |
293 | int |
399 | monster_check_pickup (object *monster) |
294 | move_monster (object *op) |
|
|
295 | { |
400 | { |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
401 | for (object *next, *tmp = monster->below; tmp; tmp = next) |
297 | object *owner, *enemy, *part, *oph = op; |
|
|
298 | rv_vector rv; |
|
|
299 | |
|
|
300 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
301 | * Like royal guards in city dwellers inventories. |
|
|
302 | */ |
|
|
303 | if (!op->map) |
|
|
304 | return 0; |
|
|
305 | |
|
|
306 | /* for target facing, we copy this value here for fast access */ |
|
|
307 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
308 | oph = oph->head; |
|
|
309 | |
|
|
310 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
311 | enemy = op->enemy = NULL; |
|
|
312 | else if ((enemy = find_enemy (op, &rv))) |
|
|
313 | /* we have an enemy, just tell him we want him dead */ |
|
|
314 | enemy->attacked_by = op; /* our ptr */ |
|
|
315 | |
|
|
316 | /* generate hp, if applicable */ |
|
|
317 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
318 | { |
402 | { |
|
|
403 | next = tmp->below; |
319 | |
404 | |
320 | /* last heal is in funny units. Dividing by speed puts |
405 | if (monster_can_pick (monster, tmp)) |
321 | * the regeneration rate on a basis of time instead of |
|
|
322 | * #moves the monster makes. The scaling by 8 is |
|
|
323 | * to capture 8th's of a hp fraction regens |
|
|
324 | * |
406 | { |
325 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
407 | tmp->remove (); |
326 | * overflow might produce monsters with negative hp. |
408 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
409 | monster_check_apply (monster, tmp); |
|
|
410 | } |
|
|
411 | |
|
|
412 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
413 | * not a big deal to just bail out. |
327 | */ |
414 | */ |
328 | |
415 | if (next && next->destroyed ()) |
329 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
|
|
330 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
331 | op->last_heal %= 32; |
|
|
332 | |
|
|
333 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
334 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
335 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
336 | |
|
|
337 | if (op->stats.hp > op->stats.maxhp) |
|
|
338 | op->stats.hp = op->stats.maxhp; |
|
|
339 | } |
|
|
340 | |
|
|
341 | /* generate sp, if applicable */ |
|
|
342 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
343 | { |
|
|
344 | |
|
|
345 | /* last_sp is in funny units. Dividing by speed puts |
|
|
346 | * the regeneration rate on a basis of time instead of |
|
|
347 | * #moves the monster makes. The scaling by 8 is |
|
|
348 | * to capture 8th's of a sp fraction regens |
|
|
349 | * |
|
|
350 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
351 | * overflow might produce monsters with negative sp. |
|
|
352 | */ |
|
|
353 | |
|
|
354 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
|
|
355 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
356 | op->last_sp %= 128; |
|
|
357 | } |
|
|
358 | |
|
|
359 | /* this should probably get modified by many more values. |
|
|
360 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
361 | */ |
|
|
362 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
|
|
363 | { |
|
|
364 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
365 | } |
|
|
366 | |
|
|
367 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
368 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
369 | |
|
|
370 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
371 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
372 | { |
|
|
373 | if (!check_wakeup (op, enemy, &rv)) |
|
|
374 | return 0; |
416 | return; |
375 | } |
|
|
376 | |
|
|
377 | /* check if monster pops out of hidden spot */ |
|
|
378 | if (op->hide) |
|
|
379 | do_hidden_move (op); |
|
|
380 | |
|
|
381 | if (op->pick_up) |
|
|
382 | monster_check_pickup (op); |
|
|
383 | |
|
|
384 | if (op->will_apply) |
|
|
385 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
386 | |
|
|
387 | /* If we don't have an enemy, do special movement or the like */ |
|
|
388 | if (!enemy) |
|
|
389 | { |
417 | } |
390 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
418 | } |
391 | { |
419 | |
392 | op->destroy (); |
420 | /* |
393 | return 1; |
421 | * monster_apply_below(): |
|
|
422 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
423 | * eager to apply things, encounters something apply-able, |
|
|
424 | * then make him apply it |
|
|
425 | */ |
|
|
426 | static void |
|
|
427 | monster_apply_below (object *monster) |
|
|
428 | { |
|
|
429 | object *tmp, *next; |
|
|
430 | |
|
|
431 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
432 | { |
|
|
433 | next = tmp->below; |
|
|
434 | switch (tmp->type) |
394 | } |
435 | { |
395 | |
436 | case T_HANDLE: |
396 | /* Probably really a bug for a creature to have both |
|
|
397 | * stand still and a movement type set. |
|
|
398 | */ |
|
|
399 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
400 | { |
|
|
401 | if (op->attack_movement & HI4) |
|
|
402 | { |
|
|
403 | switch (op->attack_movement & HI4) |
|
|
404 | { |
|
|
405 | case (PETMOVE): |
|
|
406 | pet_move (op); |
|
|
407 | break; |
|
|
408 | |
|
|
409 | case (CIRCLE1): |
|
|
410 | circ1_move (op); |
|
|
411 | break; |
|
|
412 | |
|
|
413 | case (CIRCLE2): |
|
|
414 | circ2_move (op); |
|
|
415 | break; |
|
|
416 | |
|
|
417 | case (PACEV): |
|
|
418 | pace_movev (op); |
|
|
419 | break; |
|
|
420 | |
|
|
421 | case (PACEH): |
|
|
422 | pace_moveh (op); |
|
|
423 | break; |
|
|
424 | |
|
|
425 | case (PACEV2): |
|
|
426 | pace2_movev (op); |
|
|
427 | break; |
|
|
428 | |
|
|
429 | case (PACEH2): |
|
|
430 | pace2_moveh (op); |
|
|
431 | break; |
|
|
432 | |
|
|
433 | case (RANDO): |
|
|
434 | rand_move (op); |
|
|
435 | break; |
|
|
436 | |
|
|
437 | case (RANDO2): |
|
|
438 | move_randomly (op); |
|
|
439 | break; |
|
|
440 | } |
|
|
441 | return 0; |
|
|
442 | } |
|
|
443 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
444 | (void) move_randomly (op); |
|
|
445 | |
|
|
446 | } /* stand still */ |
|
|
447 | return 0; |
|
|
448 | } /* no enemy */ |
|
|
449 | |
|
|
450 | /* We have an enemy. Block immediately below is for pets */ |
|
|
451 | if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) |
|
|
452 | return follow_owner (op, owner); |
|
|
453 | |
|
|
454 | /* doppleganger code to change monster facing to that of the nearest |
|
|
455 | * player. Hmm. The code is here, but no monster in the current |
|
|
456 | * arch set uses it. |
|
|
457 | */ |
|
|
458 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
|
|
459 | { |
|
|
460 | op->face = enemy->face; |
|
|
461 | op->name = enemy->name; |
|
|
462 | } |
|
|
463 | |
|
|
464 | /* Calculate range information for closest body part - this |
|
|
465 | * is used for the 'skill' code, which isn't that smart when |
|
|
466 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
467 | * into themselves. |
|
|
468 | */ |
|
|
469 | get_rangevector (op, enemy, &rv, 0); |
|
|
470 | |
|
|
471 | /* Move the check for scared up here - if the monster was scared, |
|
|
472 | * we were not doing any of the logic below, so might as well save |
|
|
473 | * a few cpu cycles. |
|
|
474 | */ |
|
|
475 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
476 | { |
|
|
477 | rv_vector rv1; |
|
|
478 | |
|
|
479 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
480 | for (part = op; part != NULL; part = part->more) |
|
|
481 | { |
|
|
482 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
483 | dir = rv1.direction; |
|
|
484 | |
|
|
485 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
486 | * but that we test above... so can be old code here |
|
|
487 | */ |
|
|
488 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
489 | dir = absdir (dir + 4); |
|
|
490 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
491 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
492 | |
|
|
493 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
|
|
494 | { |
|
|
495 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
496 | return 0; |
|
|
497 | } |
|
|
498 | |
|
|
499 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
|
|
500 | { |
|
|
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
502 | return 0; |
|
|
503 | } |
|
|
504 | |
|
|
505 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
|
|
506 | { |
|
|
507 | if (monster_use_range (op, part, enemy, dir)) |
|
|
508 | return 0; |
|
|
509 | } |
|
|
510 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
|
|
511 | { |
|
|
512 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
513 | return 0; |
|
|
514 | } |
|
|
515 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
|
|
516 | { |
|
|
517 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
518 | return 0; |
|
|
519 | } |
|
|
520 | } /* for processing of all parts */ |
|
|
521 | } /* If not scared */ |
|
|
522 | |
|
|
523 | |
|
|
524 | part = rv.part; |
|
|
525 | dir = rv.direction; |
|
|
526 | |
|
|
527 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
528 | dir = absdir (dir + 4); |
|
|
529 | |
|
|
530 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
531 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
532 | |
|
|
533 | pre_att_dir = dir; /* remember the original direction */ |
|
|
534 | |
|
|
535 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
536 | { |
|
|
537 | switch (op->attack_movement & LO4) |
|
|
538 | { |
|
|
539 | case DISTATT: |
437 | case TRIGGER: |
540 | dir = dist_att (dir, op, enemy, part, &rv); |
438 | if (monster->will_apply & 1) |
|
|
439 | monster->apply (tmp); |
541 | break; |
440 | break; |
542 | |
441 | |
543 | case RUNATT: |
442 | case TREASURE: |
544 | dir = run_att (dir, op, enemy, part, &rv); |
443 | if (monster->will_apply & 2) |
|
|
444 | monster->apply (tmp); |
545 | break; |
445 | break; |
546 | |
446 | |
547 | case HITRUN: |
|
|
548 | dir = hitrun_att (dir, op, enemy); |
|
|
549 | break; |
|
|
550 | |
|
|
551 | case WAITATT: |
|
|
552 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
553 | break; |
|
|
554 | |
|
|
555 | case RUSH: /* default - monster normally moves towards player */ |
|
|
556 | case ALLRUN: |
|
|
557 | break; |
|
|
558 | |
|
|
559 | case DISTHIT: |
|
|
560 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
561 | break; |
|
|
562 | |
|
|
563 | case WAIT2: |
|
|
564 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
565 | break; |
|
|
566 | |
|
|
567 | default: |
|
|
568 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
569 | } |
|
|
570 | } |
|
|
571 | |
|
|
572 | if (!dir) |
|
|
573 | return 0; |
|
|
574 | |
|
|
575 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
576 | { |
|
|
577 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
578 | { |
447 | } |
579 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
448 | if (tmp->flag [FLAG_IS_FLOOR]) |
580 | if ((op->attack_movement & LO4) == DISTATT) |
449 | break; |
581 | op->direction = pre_att_dir; |
|
|
582 | |
|
|
583 | return 0; |
|
|
584 | } |
|
|
585 | |
|
|
586 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
587 | { |
|
|
588 | |
|
|
589 | /* Try move around corners if !close */ |
|
|
590 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
|
|
591 | |
|
|
592 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
593 | { |
|
|
594 | /* try different detours */ |
|
|
595 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
|
|
596 | |
|
|
597 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
598 | return 0; |
|
|
599 | } |
|
|
600 | } |
|
|
601 | } /* if monster is not standing still */ |
|
|
602 | |
|
|
603 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
604 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
605 | op->direction = pre_att_dir; |
|
|
606 | |
|
|
607 | /* |
|
|
608 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
609 | * direction if they can't move away. |
|
|
610 | */ |
|
|
611 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
612 | if (move_randomly (op)) |
|
|
613 | return 0; |
|
|
614 | |
|
|
615 | /* |
|
|
616 | * Try giving the monster a new enemy - the player that is closest |
|
|
617 | * to it. In this way, it won't just keep trying to get to a target |
|
|
618 | * that is inaccessible. |
|
|
619 | * This could be more clever - it should go through a list of several |
|
|
620 | * enemies, as it is now, you could perhaps get situations where there |
|
|
621 | * are two players flanking the monster at close distance, but which |
|
|
622 | * the monster can't get to, and a third one at a far distance that |
|
|
623 | * the monster could get to - as it is, the monster won't look at that |
|
|
624 | * third one. |
|
|
625 | */ |
|
|
626 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
627 | { |
450 | } |
628 | object *nearest_player = get_nearest_player (op); |
|
|
629 | |
|
|
630 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
631 | { |
|
|
632 | op->enemy = NULL; |
|
|
633 | enemy = nearest_player; |
|
|
634 | } |
|
|
635 | } |
|
|
636 | |
|
|
637 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
638 | { |
|
|
639 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
640 | * since wc can in fact get negative, that would mean by adding |
|
|
641 | * the current wc, the creature gets better? Instead, just |
|
|
642 | * add a fixed amount - nasty creatures that are runny away should |
|
|
643 | * still be pretty nasty. |
|
|
644 | */ |
|
|
645 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
646 | { |
|
|
647 | part->stats.wc += 10; |
|
|
648 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
649 | part->stats.wc -= 10; |
|
|
650 | } |
|
|
651 | else |
|
|
652 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
653 | } /* if monster is in attack range */ |
|
|
654 | |
|
|
655 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
656 | return 1; |
|
|
657 | |
|
|
658 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
659 | { |
|
|
660 | op->remove (); |
|
|
661 | op->destroy (); |
|
|
662 | return 1; |
|
|
663 | } |
|
|
664 | return 0; |
|
|
665 | } |
|
|
666 | |
|
|
667 | int |
|
|
668 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
669 | { |
|
|
670 | object *more; |
|
|
671 | rv_vector rv1; |
|
|
672 | |
|
|
673 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
|
|
674 | return 0; |
|
|
675 | |
|
|
676 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
677 | return 1; |
|
|
678 | |
|
|
679 | /* check all the parts of ob2 - just because we can't get to |
|
|
680 | * its head doesn't mean we don't want to pound its feet |
|
|
681 | */ |
|
|
682 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
683 | { |
|
|
684 | get_rangevector (ob1, more, &rv1, 0); |
|
|
685 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
686 | return 1; |
|
|
687 | } |
|
|
688 | return 0; |
|
|
689 | |
|
|
690 | } |
451 | } |
691 | |
452 | |
692 | /* Returns 1 is monster should cast spell sp at an enemy |
453 | /* Returns 1 is monster should cast spell sp at an enemy |
693 | * Returns 0 if the monster should not cast this spell. |
454 | * Returns 0 if the monster should not cast this spell. |
694 | * |
455 | * |
… | |
… | |
702 | * |
463 | * |
703 | * This could be a lot smarter - if there are few monsters around, |
464 | * This could be a lot smarter - if there are few monsters around, |
704 | * then disease might not be as bad. Likewise, if the monster is damaged, |
465 | * then disease might not be as bad. Likewise, if the monster is damaged, |
705 | * the right type of healing spell could be useful. |
466 | * the right type of healing spell could be useful. |
706 | */ |
467 | */ |
707 | |
|
|
708 | static int |
468 | static int |
709 | monster_should_cast_spell (object *monster, object *spell_ob) |
469 | monster_should_cast_spell (object *monster, object *spell_ob) |
710 | { |
470 | { |
711 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
471 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
712 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
472 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
713 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
473 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
714 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
474 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
715 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
475 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
716 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
476 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
717 | |
|
|
718 | return 1; |
477 | return 1; |
719 | |
478 | |
720 | return 0; |
479 | return 0; |
721 | } |
480 | } |
722 | |
481 | |
723 | |
|
|
724 | #define MAX_KNOWN_SPELLS 20 |
|
|
725 | |
|
|
726 | /* Returns a randomly selected spell. This logic is still |
|
|
727 | * less than ideal. This code also only seems to deal with |
|
|
728 | * wizard spells, as the check is against sp, and not grace. |
|
|
729 | * can mosnters know cleric spells? |
|
|
730 | */ |
|
|
731 | object * |
|
|
732 | monster_choose_random_spell (object *monster) |
|
|
733 | { |
|
|
734 | object *altern[MAX_KNOWN_SPELLS]; |
|
|
735 | object *tmp; |
|
|
736 | int i = 0; |
|
|
737 | |
|
|
738 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
|
|
739 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
740 | { |
|
|
741 | /* Check and see if it's actually a useful spell. |
|
|
742 | * If its a spellbook, the spell is actually the inventory item. |
|
|
743 | * if it is a spell, then it is just the object itself. |
|
|
744 | */ |
|
|
745 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
746 | { |
|
|
747 | altern[i++] = tmp; |
|
|
748 | if (i == MAX_KNOWN_SPELLS) |
|
|
749 | break; |
|
|
750 | } |
|
|
751 | } |
|
|
752 | if (!i) |
|
|
753 | return NULL; |
|
|
754 | return altern[RANDOM () % i]; |
|
|
755 | } |
|
|
756 | |
|
|
757 | /* This checks to see if the monster should cast a spell/ability. |
|
|
758 | * it returns true if the monster casts a spell, 0 if he doesn't. |
|
|
759 | * head is the head of the monster. |
|
|
760 | * part is the part of the monster we are checking against. |
|
|
761 | * pl is the target. |
|
|
762 | * dir is the direction to case. |
|
|
763 | * rv is the vector which describes where the enemy is. |
|
|
764 | */ |
|
|
765 | |
|
|
766 | int |
|
|
767 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
768 | { |
|
|
769 | object *spell_item; |
|
|
770 | object *owner; |
|
|
771 | rv_vector rv1; |
|
|
772 | |
|
|
773 | /* If you want monsters to cast spells over friends, this spell should |
|
|
774 | * be removed. It probably should be in most cases, since monsters still |
|
|
775 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
776 | * clear path to the player, the side aspects of the code will still hit |
|
|
777 | * other monsters) |
|
|
778 | */ |
|
|
779 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
780 | return 0; |
|
|
781 | |
|
|
782 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
783 | { |
|
|
784 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
785 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
786 | { |
|
|
787 | return 0; /* Might hit owner with spell */ |
|
|
788 | } |
|
|
789 | } |
|
|
790 | |
|
|
791 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
792 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
793 | |
|
|
794 | /* If the monster hasn't already chosen a spell, choose one |
|
|
795 | * I'm not sure if it really make sense to pre-select spells (events |
|
|
796 | * could be different by the time the monster goes again). |
|
|
797 | */ |
|
|
798 | if (head->spellitem == NULL) |
|
|
799 | { |
|
|
800 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
801 | { |
|
|
802 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
|
|
803 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
|
|
804 | return 0; |
|
|
805 | } |
|
|
806 | if (spell_item->type == SPELLBOOK) |
|
|
807 | { |
|
|
808 | if (!spell_item->inv) |
|
|
809 | { |
|
|
810 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
|
|
811 | return 0; |
|
|
812 | } |
|
|
813 | spell_item = spell_item->inv; |
|
|
814 | } |
|
|
815 | } |
|
|
816 | else |
|
|
817 | spell_item = head->spellitem; |
|
|
818 | |
|
|
819 | if (!spell_item) |
|
|
820 | return 0; |
|
|
821 | |
|
|
822 | /* Best guess this is a defensive/healing spell */ |
|
|
823 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
|
|
824 | dir = 0; |
|
|
825 | |
|
|
826 | /* Monster doesn't have enough spell-points */ |
|
|
827 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
|
|
828 | return 0; |
|
|
829 | |
|
|
830 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
|
|
831 | return 0; |
|
|
832 | |
|
|
833 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
|
|
834 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
|
|
835 | |
|
|
836 | /* set this to null, so next time monster will choose something different */ |
|
|
837 | head->spellitem = NULL; |
|
|
838 | |
|
|
839 | return cast_spell (part, part, dir, spell_item, NULL); |
|
|
840 | } |
|
|
841 | |
|
|
842 | |
|
|
843 | int |
|
|
844 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
845 | { |
|
|
846 | object *scroll; |
|
|
847 | object *owner; |
|
|
848 | rv_vector rv1; |
|
|
849 | |
|
|
850 | /* If you want monsters to cast spells over friends, this spell should |
|
|
851 | * be removed. It probably should be in most cases, since monsters still |
|
|
852 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
853 | * clear path to the player, the side aspects of the code will still hit |
|
|
854 | * other monsters) |
|
|
855 | */ |
|
|
856 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
857 | return 0; |
|
|
858 | |
|
|
859 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
860 | { |
|
|
861 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
862 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
863 | { |
|
|
864 | return 0; /* Might hit owner with spell */ |
|
|
865 | } |
|
|
866 | } |
|
|
867 | |
|
|
868 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
869 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
870 | |
|
|
871 | for (scroll = head->inv; scroll; scroll = scroll->below) |
|
|
872 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
873 | break; |
|
|
874 | |
|
|
875 | /* Used up all his scrolls, so nothing do to */ |
|
|
876 | if (!scroll) |
|
|
877 | { |
|
|
878 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
|
|
879 | return 0; |
|
|
880 | } |
|
|
881 | |
|
|
882 | /* Spell should be cast on caster (ie, heal, strength) */ |
|
|
883 | if (scroll->inv->range == 0) |
|
|
884 | dir = 0; |
|
|
885 | |
|
|
886 | apply_scroll (part, scroll, dir); |
|
|
887 | return 1; |
|
|
888 | } |
|
|
889 | |
|
|
890 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
|
|
891 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
|
|
892 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
|
|
893 | * required that we would drastically increase the memory |
|
|
894 | * requirements of CF!! |
|
|
895 | * |
|
|
896 | * The skills we are treating here are all but those. -b.t. |
|
|
897 | * |
|
|
898 | * At the moment this is only useful for throwing, perhaps for |
|
|
899 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
|
|
900 | */ |
|
|
901 | |
|
|
902 | int |
|
|
903 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
904 | { |
|
|
905 | object *skill, *owner; |
|
|
906 | |
|
|
907 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
908 | return 0; |
|
|
909 | |
|
|
910 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
911 | { |
|
|
912 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
913 | |
|
|
914 | if (dirdiff (dir, dir2) < 1) |
|
|
915 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
|
|
916 | } |
|
|
917 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
918 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
919 | |
|
|
920 | /* skill selection - monster will use the next unused skill. |
|
|
921 | * well...the following scenario will allow the monster to |
|
|
922 | * toggle between 2 skills. One day it would be nice to make |
|
|
923 | * more skills available to monsters. |
|
|
924 | */ |
|
|
925 | |
|
|
926 | for (skill = head->inv; skill != NULL; skill = skill->below) |
|
|
927 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
928 | { |
|
|
929 | head->chosen_skill = skill; |
|
|
930 | break; |
|
|
931 | } |
|
|
932 | |
|
|
933 | if (!skill && !head->chosen_skill) |
|
|
934 | { |
|
|
935 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
|
|
936 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
|
|
937 | return 0; |
|
|
938 | } |
|
|
939 | /* use skill */ |
|
|
940 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
|
|
941 | } |
|
|
942 | |
|
|
943 | /* Monster will use a ranged spell attack. */ |
|
|
944 | |
|
|
945 | int |
|
|
946 | monster_use_range (object *head, object *part, object *pl, int dir) |
|
|
947 | { |
|
|
948 | object *wand, *owner; |
|
|
949 | int at_least_one = 0; |
|
|
950 | |
|
|
951 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
952 | return 0; |
|
|
953 | |
|
|
954 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
955 | { |
|
|
956 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
957 | |
|
|
958 | if (dirdiff (dir, dir2) < 2) |
|
|
959 | return 0; /* Might hit owner with spell */ |
|
|
960 | } |
|
|
961 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
962 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
963 | |
|
|
964 | for (wand = head->inv; wand != NULL; wand = wand->below) |
|
|
965 | { |
|
|
966 | if (wand->type == WAND) |
|
|
967 | { |
|
|
968 | /* Found a wand, let's see if it has charges left */ |
|
|
969 | at_least_one = 1; |
|
|
970 | if (wand->stats.food <= 0) |
|
|
971 | continue; |
|
|
972 | |
|
|
973 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
974 | |
|
|
975 | if (!(--wand->stats.food)) |
|
|
976 | { |
|
|
977 | if (wand->arch) |
|
|
978 | { |
|
|
979 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
|
|
980 | wand->face = wand->arch->clone.face; |
|
|
981 | wand->set_speed (0); |
|
|
982 | } |
|
|
983 | } |
|
|
984 | /* Success */ |
|
|
985 | return 1; |
|
|
986 | } |
|
|
987 | else if (wand->type == ROD || wand->type == HORN) |
|
|
988 | { |
|
|
989 | /* Found rod/horn, let's use it if possible */ |
|
|
990 | at_least_one = 1; |
|
|
991 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
|
|
992 | continue; |
|
|
993 | |
|
|
994 | /* drain charge before casting spell - can be a case where the |
|
|
995 | * spell destroys the monster, and rod, so if done after, results |
|
|
996 | * in crash. |
|
|
997 | */ |
|
|
998 | drain_rod_charge (wand); |
|
|
999 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1000 | |
|
|
1001 | /* Success */ |
|
|
1002 | return 1; |
|
|
1003 | } |
|
|
1004 | } |
|
|
1005 | |
|
|
1006 | if (at_least_one) |
|
|
1007 | return 0; |
|
|
1008 | |
|
|
1009 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
|
|
1010 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
|
|
1011 | return 0; |
|
|
1012 | } |
|
|
1013 | |
|
|
1014 | int |
|
|
1015 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1016 | { |
|
|
1017 | object *owner; |
|
|
1018 | |
|
|
1019 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1020 | return 0; |
|
|
1021 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
|
|
1022 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
1023 | |
|
|
1024 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1025 | { |
|
|
1026 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1027 | |
|
|
1028 | if (dirdiff (dir, dir2) < 1) |
|
|
1029 | return 0; /* Might hit owner with arrow */ |
|
|
1030 | } |
|
|
1031 | |
|
|
1032 | /* in server/player.c */ |
|
|
1033 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
|
|
1034 | |
|
|
1035 | } |
|
|
1036 | |
|
|
1037 | /* Checks if putting on 'item' will make 'who' do more |
482 | /* Checks if putting on 'item' will make 'who' do more |
1038 | * damage. This is a very simplistic check - also checking things |
483 | * damage. This is a very simplistic check - also checking things |
1039 | * like speed and ac are also relevant. |
484 | * like speed and ac are also relevant. |
1040 | * |
485 | * |
1041 | * return true if item is a better object. |
486 | * return true if item is a better object. |
1042 | */ |
487 | */ |
1043 | |
488 | static int |
1044 | int |
|
|
1045 | check_good_weapon (object *who, object *item) |
489 | check_good_weapon (object *who, object *item) |
1046 | { |
490 | { |
1047 | object *other_weap; |
491 | object *other_weap; |
1048 | int val = 0, i; |
492 | int val = 0, i; |
1049 | |
493 | |
1050 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
494 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1051 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
495 | if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED]) |
1052 | break; |
496 | break; |
1053 | |
497 | |
1054 | if (other_weap == NULL) /* No other weapons */ |
498 | if (!other_weap) /* No other weapons */ |
1055 | return 1; |
499 | return 1; |
1056 | |
500 | |
1057 | /* Rather than go through and apply the new one, and see if it is |
501 | /* Rather than go through and apply the new one, and see if it is |
1058 | * better, just do some simple checks |
502 | * better, just do some simple checks |
1059 | * Put some multipliers for things that hvae several effects, |
503 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1064 | val += (item->magic - other_weap->magic) * 3; |
508 | val += (item->magic - other_weap->magic) * 3; |
1065 | /* Monsters don't really get benefits from things like regen rates |
509 | /* Monsters don't really get benefits from things like regen rates |
1066 | * from items. But the bonus for their stats are very important. |
510 | * from items. But the bonus for their stats are very important. |
1067 | */ |
511 | */ |
1068 | for (i = 0; i < NUM_STATS; i++) |
512 | for (i = 0; i < NUM_STATS; i++) |
1069 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
513 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1070 | |
514 | |
1071 | if (val > 0) |
515 | if (val > 0) |
1072 | return 1; |
516 | return 1; |
1073 | else |
517 | else |
1074 | return 0; |
518 | return 0; |
1075 | |
|
|
1076 | } |
519 | } |
1077 | |
520 | |
1078 | int |
521 | static int |
1079 | check_good_armour (object *who, object *item) |
522 | check_good_armour (object *who, object *item) |
1080 | { |
523 | { |
1081 | object *other_armour; |
524 | object *other_armour; |
1082 | int val = 0, i; |
525 | int val = 0, i; |
1083 | |
526 | |
1084 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
527 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1085 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
528 | if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED]) |
1086 | break; |
529 | break; |
1087 | |
530 | |
1088 | if (other_armour == NULL) /* No other armour, use the new */ |
531 | if (other_armour == NULL) /* No other armour, use the new */ |
1089 | return 1; |
532 | return 1; |
1090 | |
533 | |
… | |
… | |
1093 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
536 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
1094 | val += (item->magic - other_armour->magic) * 3; |
537 | val += (item->magic - other_armour->magic) * 3; |
1095 | |
538 | |
1096 | /* for the other protections, do weigh them very much in the equation - |
539 | /* for the other protections, do weigh them very much in the equation - |
1097 | * it is the armor protection which is most important, because there is |
540 | * it is the armor protection which is most important, because there is |
1098 | * no good way to know what the player may attack the monster with. |
541 | * no good way to know what the player may attack the monster with. |
1099 | * So if the new item has better protection than the old, give that higher |
542 | * So if the new item has better protection than the old, give that higher |
1100 | * value. If the reverse, then decrease the value of this item some. |
543 | * value. If the reverse, then decrease the value of this item some. |
1101 | */ |
544 | */ |
1102 | for (i = 1; i < NROFATTACKS; i++) |
545 | for (i = 1; i < NROFATTACKS; i++) |
1103 | { |
546 | { |
… | |
… | |
1111 | |
554 | |
1112 | if (val > 0) |
555 | if (val > 0) |
1113 | return 1; |
556 | return 1; |
1114 | else |
557 | else |
1115 | return 0; |
558 | return 0; |
1116 | |
|
|
1117 | } |
|
|
1118 | |
|
|
1119 | /* |
|
|
1120 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
1121 | * |
|
|
1122 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
1123 | * Each time the blob passes over some treasure, it will |
|
|
1124 | * grab it a.s.a.p. |
|
|
1125 | * |
|
|
1126 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
1127 | * to handle this. |
|
|
1128 | * |
|
|
1129 | * This function was seen be continueing looping at one point (tmp->below |
|
|
1130 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
1131 | * after we pick everything up, since that function may call others which |
|
|
1132 | * affect stacking on this space. |
|
|
1133 | */ |
|
|
1134 | |
|
|
1135 | void |
|
|
1136 | monster_check_pickup (object *monster) |
|
|
1137 | { |
|
|
1138 | object *tmp, *next; |
|
|
1139 | |
|
|
1140 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1141 | { |
|
|
1142 | next = tmp->below; |
|
|
1143 | if (monster_can_pick (monster, tmp)) |
|
|
1144 | { |
|
|
1145 | tmp->remove (); |
|
|
1146 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
1147 | (void) monster_check_apply (monster, tmp); |
|
|
1148 | } |
|
|
1149 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
1150 | * not a big deal to just bail out. |
|
|
1151 | */ |
|
|
1152 | if (next && next->destroyed ()) |
|
|
1153 | return; |
|
|
1154 | } |
|
|
1155 | } |
|
|
1156 | |
|
|
1157 | /* |
|
|
1158 | * monster_can_pick(): If the monster is interested in picking up |
|
|
1159 | * the item, then return 0. Otherwise 0. |
|
|
1160 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
1161 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
1162 | */ |
|
|
1163 | |
|
|
1164 | int |
|
|
1165 | monster_can_pick (object *monster, object *item) |
|
|
1166 | { |
|
|
1167 | int flag = 0; |
|
|
1168 | int i; |
|
|
1169 | |
|
|
1170 | if (!can_pick (monster, item)) |
|
|
1171 | return 0; |
|
|
1172 | |
|
|
1173 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
1174 | return 0; |
|
|
1175 | |
|
|
1176 | if (monster->pick_up & 64) /* All */ |
|
|
1177 | flag = 1; |
|
|
1178 | |
|
|
1179 | else |
|
|
1180 | switch (item->type) |
|
|
1181 | { |
|
|
1182 | case MONEY: |
|
|
1183 | case GEM: |
|
|
1184 | flag = monster->pick_up & 2; |
|
|
1185 | break; |
|
|
1186 | |
|
|
1187 | case FOOD: |
|
|
1188 | flag = monster->pick_up & 4; |
|
|
1189 | break; |
|
|
1190 | |
|
|
1191 | case WEAPON: |
|
|
1192 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
1193 | break; |
|
|
1194 | |
|
|
1195 | case ARMOUR: |
|
|
1196 | case SHIELD: |
|
|
1197 | case HELMET: |
|
|
1198 | case BOOTS: |
|
|
1199 | case GLOVES: |
|
|
1200 | case GIRDLE: |
|
|
1201 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
1202 | break; |
|
|
1203 | |
|
|
1204 | case SKILL: |
|
|
1205 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
1206 | break; |
|
|
1207 | |
|
|
1208 | case RING: |
|
|
1209 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
1210 | break; |
|
|
1211 | |
|
|
1212 | case WAND: |
|
|
1213 | case HORN: |
|
|
1214 | case ROD: |
|
|
1215 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
1216 | break; |
|
|
1217 | |
|
|
1218 | case SPELLBOOK: |
|
|
1219 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
|
|
1220 | break; |
|
|
1221 | |
|
|
1222 | case SCROLL: |
|
|
1223 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
1224 | break; |
|
|
1225 | |
|
|
1226 | case BOW: |
|
|
1227 | case ARROW: |
|
|
1228 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
1229 | break; |
|
|
1230 | } |
|
|
1231 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
1232 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
1233 | * use several locations. |
|
|
1234 | */ |
|
|
1235 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1236 | { |
|
|
1237 | if (monster->body_info[i] && item->body_info[i]) |
|
|
1238 | { |
|
|
1239 | flag = 1; |
|
|
1240 | break; |
|
|
1241 | } |
|
|
1242 | } |
|
|
1243 | |
|
|
1244 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
|
|
1245 | return 1; |
|
|
1246 | return 0; |
|
|
1247 | } |
|
|
1248 | |
|
|
1249 | /* |
|
|
1250 | * monster_apply_below(): |
|
|
1251 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
1252 | * eager to apply things, encounters something apply-able, |
|
|
1253 | * then make him apply it |
|
|
1254 | */ |
|
|
1255 | |
|
|
1256 | void |
|
|
1257 | monster_apply_below (object *monster) |
|
|
1258 | { |
|
|
1259 | object *tmp, *next; |
|
|
1260 | |
|
|
1261 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1262 | { |
|
|
1263 | next = tmp->below; |
|
|
1264 | switch (tmp->type) |
|
|
1265 | { |
|
|
1266 | case CF_HANDLE: |
|
|
1267 | case TRIGGER: |
|
|
1268 | if (monster->will_apply & 1) |
|
|
1269 | manual_apply (monster, tmp, 0); |
|
|
1270 | break; |
|
|
1271 | |
|
|
1272 | case TREASURE: |
|
|
1273 | if (monster->will_apply & 2) |
|
|
1274 | manual_apply (monster, tmp, 0); |
|
|
1275 | break; |
|
|
1276 | |
|
|
1277 | } |
|
|
1278 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1279 | break; |
|
|
1280 | } |
|
|
1281 | } |
559 | } |
1282 | |
560 | |
1283 | /* |
561 | /* |
1284 | * monster_check_apply() is meant to be called after an item is |
562 | * monster_check_apply() is meant to be called after an item is |
1285 | * inserted in a monster. |
563 | * inserted in a monster. |
… | |
… | |
1287 | * a pointer to that object is returned, so it can be dropped. |
565 | * a pointer to that object is returned, so it can be dropped. |
1288 | * (so that other monsters can pick it up and use it) |
566 | * (so that other monsters can pick it up and use it) |
1289 | * Note that as things are now, monsters never drop something - |
567 | * Note that as things are now, monsters never drop something - |
1290 | * they can pick up all that they can use. |
568 | * they can pick up all that they can use. |
1291 | */ |
569 | */ |
1292 | |
|
|
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
570 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1294 | |
|
|
1295 | void |
571 | void |
1296 | monster_check_apply (object *mon, object *item) |
572 | monster_check_apply (object *mon, object *item) |
1297 | { |
573 | { |
1298 | |
|
|
1299 | int flag = 0; |
574 | int flag = 0; |
1300 | |
575 | |
1301 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
576 | if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL])) |
1302 | { |
577 | { |
1303 | SET_FLAG (mon, FLAG_CAST_SPELL); |
578 | mon->set_flag (FLAG_CAST_SPELL); |
1304 | return; |
579 | return; |
1305 | } |
580 | } |
1306 | |
581 | |
1307 | /* If for some reason, this item is already applied, no more work to do */ |
582 | /* If for some reason, this item is already applied, no more work to do */ |
1308 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
583 | if (item->flag [FLAG_APPLIED]) |
1309 | return; |
584 | return; |
1310 | |
585 | |
1311 | /* Might be better not to do this - if the monster can fire a bow, |
586 | /* Might be better not to do this - if the monster can fire a bow, |
1312 | * it is possible in his wanderings, he will find one to use. In |
587 | * it is possible in his wanderings, he will find one to use. In |
1313 | * which case, it would be nice to have ammo for it. |
588 | * which case, it would be nice to have ammo for it. |
1314 | */ |
589 | */ |
1315 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
590 | if (mon->flag [FLAG_USE_BOW] && item->type == ARROW) |
1316 | { |
591 | { |
1317 | /* Check for the right kind of bow */ |
592 | /* Check for the right kind of bow */ |
1318 | object *bow; |
593 | object *bow; |
1319 | |
594 | |
1320 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
595 | for (bow = mon->inv; bow; bow = bow->below) |
1321 | if (bow->type == BOW && bow->race == item->race) |
596 | if (bow->type == BOW && bow->race == item->race) |
1322 | { |
597 | { |
1323 | SET_FLAG (mon, FLAG_READY_BOW); |
598 | mon->set_flag (FLAG_READY_BOW); |
1324 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1325 | return; /* nothing more to do for arrows */ |
599 | return; /* nothing more to do for arrows */ |
1326 | } |
600 | } |
1327 | } |
601 | } |
1328 | |
602 | |
1329 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
1330 | flag = 1; |
604 | flag = 1; |
1331 | /* Eating food gets hp back */ |
605 | /* Eating food gets hp back */ |
1332 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
1333 | flag = 1; |
607 | flag = 1; |
1334 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
608 | else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL]) |
1335 | { |
609 | { |
1336 | if (!item->inv) |
610 | if (!item->inv) |
1337 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
611 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
1338 | else if (monster_should_cast_spell (mon, item->inv)) |
612 | else if (monster_should_cast_spell (mon, item->inv)) |
1339 | SET_FLAG (mon, FLAG_READY_SCROLL); |
613 | mon->set_flag (FLAG_READY_SCROLL); |
1340 | /* Don't use it right now */ |
614 | /* Don't use it right now */ |
1341 | return; |
615 | return; |
1342 | } |
616 | } |
1343 | else if (item->type == WEAPON) |
617 | else if (item->type == WEAPON) |
1344 | flag = check_good_weapon (mon, item); |
618 | flag = check_good_weapon (mon, item); |
… | |
… | |
1352 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
1353 | * weapon would get undone. |
627 | * weapon would get undone. |
1354 | */ |
628 | */ |
1355 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
1356 | { |
630 | { |
1357 | SET_FLAG (mon, FLAG_READY_RANGE); |
631 | mon->set_flag (FLAG_READY_RANGE); |
1358 | SET_FLAG (item, FLAG_APPLIED); |
632 | item->set_flag (FLAG_APPLIED); |
1359 | } |
633 | } |
1360 | return; |
634 | return; |
1361 | } |
635 | } |
1362 | else if (item->type == BOW) |
636 | else if (item->type == BOW) |
1363 | { |
637 | { |
1364 | /* We never really 'ready' the bow, because that would mean the |
638 | /* We never really 'ready' the bow, because that would mean the |
1365 | * weapon would get undone. |
639 | * weapon would get undone. |
1366 | */ |
640 | */ |
1367 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
1368 | SET_FLAG (mon, FLAG_READY_BOW); |
642 | mon->set_flag (FLAG_READY_BOW); |
1369 | return; |
643 | return; |
1370 | } |
644 | } |
1371 | else if (item->type == SKILL) |
645 | else if (item->type == SKILL) |
1372 | { |
646 | { |
1373 | /* |
647 | /* |
1374 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
1375 | * else they can't use the skill... |
649 | * else they can't use the skill... |
1376 | * Skills also don't need to get applied, so return now. |
650 | * Skills also don't need to get applied, so return now. |
1377 | */ |
651 | */ |
1378 | SET_FLAG (mon, FLAG_READY_SKILL); |
652 | mon->set_flag (FLAG_READY_SKILL); |
1379 | return; |
653 | return; |
1380 | } |
654 | } |
1381 | |
655 | |
1382 | |
|
|
1383 | /* if we don't match one of the above types, return now. |
656 | /* if we don't match one of the above types, return now. |
1384 | * can_apply_object will say that we can apply things like flesh, |
657 | * can_apply_object will say that we can apply things like flesh, |
1385 | * bolts, and whatever else, because it only checks against the |
658 | * bolts, and whatever else, because it only checks against the |
1386 | * body_info locations. |
659 | * body_info locations. |
1387 | */ |
660 | */ |
1388 | if (!flag) |
661 | if (!flag) |
1389 | return; |
662 | return; |
… | |
… | |
1397 | |
670 | |
1398 | /* should only be applying this item, not unapplying it. |
671 | /* should only be applying this item, not unapplying it. |
1399 | * also, ignore status of curse so they can take off old armour. |
672 | * also, ignore status of curse so they can take off old armour. |
1400 | * monsters have some advantages after all. |
673 | * monsters have some advantages after all. |
1401 | */ |
674 | */ |
1402 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
675 | mon->apply (item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
676 | } |
1403 | |
677 | |
|
|
678 | static int |
|
|
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
680 | { |
|
|
681 | object *more; |
|
|
682 | rv_vector rv1; |
|
|
683 | |
|
|
684 | if (ob1->flag [FLAG_CONFUSED] && !(rndm (3))) |
|
|
685 | return 0; |
|
|
686 | |
|
|
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
688 | return 1; |
|
|
689 | |
|
|
690 | /* check all the parts of ob2 - just because we can't get to |
|
|
691 | * its head doesn't mean we don't want to pound its feet |
|
|
692 | */ |
|
|
693 | for (more = ob2->more; more; more = more->more) |
|
|
694 | { |
|
|
695 | get_rangevector (ob1, more, &rv1, 0); |
|
|
696 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
697 | return 1; |
|
|
698 | } |
|
|
699 | |
1404 | return; |
700 | return 0; |
1405 | } |
701 | } |
1406 | |
702 | |
1407 | void |
703 | static int |
1408 | npc_call_help (object *op) |
|
|
1409 | { |
|
|
1410 | int x, y, mflags; |
|
|
1411 | object *npc; |
|
|
1412 | sint16 sx, sy; |
|
|
1413 | maptile *m; |
|
|
1414 | |
|
|
1415 | for (x = -3; x < 4; x++) |
|
|
1416 | for (y = -3; y < 4; y++) |
|
|
1417 | { |
|
|
1418 | m = op->map; |
|
|
1419 | sx = op->x + x; |
|
|
1420 | sy = op->y + y; |
|
|
1421 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1422 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1423 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
1424 | continue; |
|
|
1425 | |
|
|
1426 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
|
|
1427 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
|
|
1428 | npc->enemy = op->enemy; |
|
|
1429 | } |
|
|
1430 | } |
|
|
1431 | |
|
|
1432 | |
|
|
1433 | int |
|
|
1434 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
704 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1435 | { |
705 | { |
1436 | |
|
|
1437 | if (can_hit (part, enemy, rv)) |
706 | if (can_hit (part, enemy, rv)) |
1438 | return dir; |
707 | return dir; |
|
|
708 | |
1439 | if (rv->distance < 10) |
709 | if (rv->distance < 10) |
1440 | return absdir (dir + 4); |
710 | return absdir (dir + 4); |
1441 | else if (rv->distance > 18) |
711 | else if (rv->distance > 18) |
1442 | return dir; |
712 | return dir; |
|
|
713 | |
1443 | return 0; |
714 | return 0; |
1444 | } |
715 | } |
1445 | |
716 | |
1446 | int |
717 | static int |
1447 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
718 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1448 | { |
719 | { |
1449 | |
720 | if (can_hit (part, enemy, rv)) |
1450 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1451 | { |
|
|
1452 | ob->move_status++; |
|
|
1453 | return (dir); |
721 | return dir; |
1454 | } |
722 | else |
1455 | else if (ob->move_status > 20) |
|
|
1456 | ob->move_status = 0; |
|
|
1457 | return absdir (dir + 4); |
723 | return absdir (dir + 4); |
1458 | } |
724 | } |
1459 | |
725 | |
1460 | int |
726 | static int |
1461 | hitrun_att (int dir, object *ob, object *enemy) |
727 | hitrun_att (int dir, object *ob, object *enemy) |
1462 | { |
728 | { |
1463 | if (ob->move_status++ < 25) |
729 | if (ob->move_status++ < 25) |
1464 | return dir; |
730 | return dir; |
1465 | else if (ob->move_status < 50) |
731 | else if (ob->move_status < 50) |
1466 | return absdir (dir + 4); |
732 | return absdir (dir + 4); |
1467 | else |
733 | else |
1468 | ob->move_status = 0; |
734 | ob->move_status = 0; |
|
|
735 | |
1469 | return absdir (dir + 4); |
736 | return absdir (dir + 4); |
1470 | } |
737 | } |
1471 | |
738 | |
1472 | int |
739 | static int |
1473 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
740 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1474 | { |
741 | { |
1475 | |
|
|
1476 | int inrange = can_hit (part, enemy, rv); |
742 | int inrange = can_hit (part, enemy, rv); |
1477 | |
743 | |
1478 | if (ob->move_status || inrange) |
744 | if (ob->move_status || inrange) |
1479 | ob->move_status++; |
745 | ob->move_status++; |
1480 | |
746 | |
… | |
… | |
1482 | return 0; |
748 | return 0; |
1483 | else if (ob->move_status < 10) |
749 | else if (ob->move_status < 10) |
1484 | return dir; |
750 | return dir; |
1485 | else if (ob->move_status < 15) |
751 | else if (ob->move_status < 15) |
1486 | return absdir (dir + 4); |
752 | return absdir (dir + 4); |
|
|
753 | |
1487 | ob->move_status = 0; |
754 | ob->move_status = 0; |
1488 | return 0; |
755 | return 0; |
1489 | } |
756 | } |
1490 | |
757 | |
1491 | int |
758 | static int |
1492 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
759 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1493 | { |
760 | { |
1494 | |
|
|
1495 | /* The logic below here looked plain wrong before. Basically, what should |
761 | /* The logic below here looked plain wrong before. Basically, what should |
1496 | * happen is that if the creatures hp percentage falls below run_away, |
762 | * happen is that if the creatures hp percentage falls below run_away, |
1497 | * the creature should run away (dir+4) |
763 | * the creature should run away (dir+4) |
1498 | * I think its wrong for a creature to have a zero maxhp value, but |
764 | * I think its wrong for a creature to have a zero maxhp value, but |
1499 | * at least one map has this set, and whatever the map contains, the |
765 | * at least one map has this set, and whatever the map contains, the |
1500 | * server should try to be resilant enough to avoid the problem |
766 | * server should try to be resilant enough to avoid the problem |
1501 | */ |
767 | */ |
1502 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
768 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
1503 | return absdir (dir + 4); |
769 | return absdir (dir + 4); |
|
|
770 | |
1504 | return dist_att (dir, ob, enemy, part, rv); |
771 | return dist_att (dir, ob, enemy, part, rv); |
1505 | } |
772 | } |
1506 | |
773 | |
1507 | int |
774 | static int |
1508 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
775 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1509 | { |
776 | { |
1510 | if (rv->distance < 9) |
777 | if (rv->distance < 9) |
1511 | return absdir (dir + 4); |
778 | return absdir (dir + 4); |
|
|
779 | |
1512 | return 0; |
780 | return 0; |
1513 | } |
781 | } |
1514 | |
782 | |
1515 | void |
783 | static void |
1516 | circ1_move (object *ob) |
784 | circ1_move (object *ob) |
1517 | { |
785 | { |
1518 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
786 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
787 | |
1519 | if (++ob->move_status > 11) |
788 | if (++ob->move_status > 11) |
1520 | ob->move_status = 0; |
789 | ob->move_status = 0; |
|
|
790 | |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
791 | if (!(ob->move (circle[ob->move_status]))) |
1522 | (void) move_object (ob, RANDOM () % 8 + 1); |
792 | ob->move (rndm (8) + 1); |
1523 | } |
793 | } |
1524 | |
794 | |
1525 | void |
795 | static void |
1526 | circ2_move (object *ob) |
796 | circ2_move (object *ob) |
1527 | { |
797 | { |
1528 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
798 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
799 | |
1529 | if (++ob->move_status > 19) |
800 | if (++ob->move_status > 19) |
1530 | ob->move_status = 0; |
801 | ob->move_status = 0; |
|
|
802 | |
1531 | if (!(move_object (ob, circle[ob->move_status]))) |
803 | if (!(ob->move (circle[ob->move_status]))) |
1532 | (void) move_object (ob, RANDOM () % 8 + 1); |
804 | ob->move (rndm (8) + 1); |
1533 | } |
805 | } |
1534 | |
806 | |
1535 | void |
807 | static void |
1536 | pace_movev (object *ob) |
808 | pace_movev (object *ob) |
1537 | { |
809 | { |
1538 | if (ob->move_status++ > 6) |
810 | if (ob->move_status++ > 6) |
1539 | ob->move_status = 0; |
811 | ob->move_status = 0; |
|
|
812 | |
1540 | if (ob->move_status < 4) |
813 | if (ob->move_status < 4) |
1541 | (void) move_object (ob, 5); |
814 | ob->move (5); |
1542 | else |
815 | else |
1543 | (void) move_object (ob, 1); |
816 | ob->move (1); |
1544 | } |
817 | } |
1545 | |
818 | |
1546 | void |
819 | static void |
1547 | pace_moveh (object *ob) |
820 | pace_moveh (object *ob) |
1548 | { |
821 | { |
1549 | if (ob->move_status++ > 6) |
822 | if (ob->move_status++ > 6) |
1550 | ob->move_status = 0; |
823 | ob->move_status = 0; |
|
|
824 | |
1551 | if (ob->move_status < 4) |
825 | if (ob->move_status < 4) |
1552 | (void) move_object (ob, 3); |
826 | ob->move (3); |
1553 | else |
827 | else |
1554 | (void) move_object (ob, 7); |
828 | ob->move (7); |
1555 | } |
829 | } |
1556 | |
830 | |
1557 | void |
831 | static void |
1558 | pace2_movev (object *ob) |
832 | pace2_movev (object *ob) |
1559 | { |
833 | { |
1560 | if (ob->move_status++ > 16) |
834 | if (ob->move_status++ > 16) |
1561 | ob->move_status = 0; |
835 | ob->move_status = 0; |
|
|
836 | |
1562 | if (ob->move_status < 6) |
837 | if (ob->move_status < 6) |
1563 | (void) move_object (ob, 5); |
838 | ob->move (5); |
1564 | else if (ob->move_status < 8) |
839 | else if (ob->move_status < 8) |
1565 | return; |
840 | return; |
1566 | else if (ob->move_status < 13) |
841 | else if (ob->move_status < 13) |
1567 | (void) move_object (ob, 1); |
842 | ob->move (1); |
1568 | else |
843 | else |
1569 | return; |
844 | return; |
1570 | } |
845 | } |
1571 | |
846 | |
1572 | void |
847 | static void |
1573 | pace2_moveh (object *ob) |
848 | pace2_moveh (object *ob) |
1574 | { |
849 | { |
1575 | if (ob->move_status++ > 16) |
850 | if (ob->move_status++ > 16) |
1576 | ob->move_status = 0; |
851 | ob->move_status = 0; |
|
|
852 | |
1577 | if (ob->move_status < 6) |
853 | if (ob->move_status < 6) |
1578 | (void) move_object (ob, 3); |
854 | ob->move (3); |
1579 | else if (ob->move_status < 8) |
855 | else if (ob->move_status < 8) |
1580 | return; |
856 | return; |
1581 | else if (ob->move_status < 13) |
857 | else if (ob->move_status < 13) |
1582 | (void) move_object (ob, 7); |
858 | ob->move (7); |
1583 | else |
859 | else |
1584 | return; |
860 | return; |
1585 | } |
861 | } |
1586 | |
862 | |
|
|
863 | static void |
|
|
864 | rand_move (object *ob) |
|
|
865 | { |
|
|
866 | if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9))))) |
|
|
867 | for (int i = 0; i < 5; i++) |
|
|
868 | if (ob->move (ob->move_status = rndm (8) + 1)) |
|
|
869 | return; |
|
|
870 | } |
|
|
871 | |
|
|
872 | #define MAX_KNOWN_SPELLS 20 |
|
|
873 | |
|
|
874 | /* Returns a randomly selected spell. This logic is still |
|
|
875 | * less than ideal. This code also only seems to deal with |
|
|
876 | * wizard spells, as the check is against sp, and not grace. |
|
|
877 | * can mosnters know cleric spells? |
|
|
878 | */ |
|
|
879 | static object * |
|
|
880 | monster_choose_random_spell (object *monster) |
|
|
881 | { |
|
|
882 | object *altern[MAX_KNOWN_SPELLS]; |
|
|
883 | int i = 0; |
|
|
884 | |
|
|
885 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
|
|
886 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
887 | { |
|
|
888 | /* Check and see if it's actually a useful spell. |
|
|
889 | * If its a spellbook, the spell is actually the inventory item. |
|
|
890 | * if it is a spell, then it is just the object itself. |
|
|
891 | */ |
|
|
892 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
893 | { |
|
|
894 | altern [i++] = tmp; |
|
|
895 | |
|
|
896 | if (i == MAX_KNOWN_SPELLS) |
|
|
897 | break; |
|
|
898 | } |
|
|
899 | } |
|
|
900 | |
|
|
901 | return i ? altern [rndm (i)] : 0; |
|
|
902 | } |
|
|
903 | |
|
|
904 | /* This checks to see if the monster should cast a spell/ability. |
|
|
905 | * it returns true if the monster casts a spell, 0 if he doesn't. |
|
|
906 | * head is the head of the monster. |
|
|
907 | * part is the part of the monster we are checking against. |
|
|
908 | * pl is the target. |
|
|
909 | * dir is the direction to case. |
|
|
910 | * rv is the vector which describes where the enemy is. |
|
|
911 | */ |
|
|
912 | static int |
|
|
913 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
914 | { |
|
|
915 | object *spell_item; |
|
|
916 | object *owner; |
|
|
917 | rv_vector rv1; |
|
|
918 | |
|
|
919 | /* If you want monsters to cast spells over friends, this spell should |
|
|
920 | * be removed. It probably should be in most cases, since monsters still |
|
|
921 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
922 | * clear path to the player, the side aspects of the code will still hit |
|
|
923 | * other monsters) |
|
|
924 | */ |
|
|
925 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
926 | return 0; |
|
|
927 | |
|
|
928 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
929 | { |
|
|
930 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
931 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
932 | return 0; /* Might hit owner with spell */ |
|
|
933 | } |
|
|
934 | |
|
|
935 | if (head->flag [FLAG_CONFUSED]) |
|
|
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
937 | |
|
|
938 | /* If the monster hasn't already chosen a spell, choose one |
|
|
939 | * I'm not sure if it really make sense to pre-select spells (events |
|
|
940 | * could be different by the time the monster goes again). |
|
|
941 | */ |
|
|
942 | if (head->spellitem == NULL) |
|
|
943 | { |
|
|
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
945 | { |
|
|
946 | head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
|
|
947 | return 0; |
|
|
948 | } |
|
|
949 | |
|
|
950 | if (spell_item->type == SPELLBOOK) |
|
|
951 | { |
|
|
952 | if (!spell_item->inv) |
|
|
953 | { |
|
|
954 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
|
|
955 | return 0; |
|
|
956 | } |
|
|
957 | |
|
|
958 | spell_item = spell_item->inv; |
|
|
959 | } |
|
|
960 | } |
|
|
961 | else |
|
|
962 | spell_item = head->spellitem; |
|
|
963 | |
|
|
964 | if (!spell_item) |
|
|
965 | return 0; |
|
|
966 | |
|
|
967 | /* Best guess this is a defensive/healing spell */ |
|
|
968 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
|
|
969 | dir = 0; |
|
|
970 | |
|
|
971 | /* Monster doesn't have enough spell-points */ |
|
|
972 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
|
|
973 | return 0; |
|
|
974 | |
|
|
975 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
|
|
976 | return 0; |
|
|
977 | |
|
|
978 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
|
|
979 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
|
|
980 | |
|
|
981 | /* set this to null, so next time monster will choose something different */ |
|
|
982 | head->spellitem = NULL; |
|
|
983 | |
|
|
984 | return cast_spell (part, part, dir, spell_item, NULL); |
|
|
985 | } |
|
|
986 | |
|
|
987 | static int |
|
|
988 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
989 | { |
|
|
990 | object *scroll; |
|
|
991 | object *owner; |
|
|
992 | rv_vector rv1; |
|
|
993 | |
|
|
994 | /* If you want monsters to cast spells over friends, this spell should |
|
|
995 | * be removed. It probably should be in most cases, since monsters still |
|
|
996 | * don't care about residual effects (ie, casting a cone which may have a |
|
|
997 | * clear path to the player, the side aspects of the code will still hit |
|
|
998 | * other monsters) |
|
|
999 | */ |
|
|
1000 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1001 | return 0; |
|
|
1002 | |
|
|
1003 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1004 | { |
|
|
1005 | get_rangevector (head, owner, &rv1, 0x1); |
|
|
1006 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
1007 | { |
|
|
1008 | return 0; /* Might hit owner with spell */ |
|
|
1009 | } |
|
|
1010 | } |
|
|
1011 | |
|
|
1012 | if (head->flag [FLAG_CONFUSED]) |
|
|
1013 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1014 | |
|
|
1015 | for (scroll = head->inv; scroll; scroll = scroll->below) |
|
|
1016 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
1017 | break; |
|
|
1018 | |
|
|
1019 | /* Used up all his scrolls, so nothing do to */ |
|
|
1020 | if (!scroll) |
|
|
1021 | { |
|
|
1022 | head->clr_flag (FLAG_READY_SCROLL); |
|
|
1023 | return 0; |
|
|
1024 | } |
|
|
1025 | |
|
|
1026 | /* Spell should be cast on caster (ie, heal, strength) */ |
|
|
1027 | if (scroll->inv->range == 0) |
|
|
1028 | dir = 0; |
|
|
1029 | |
|
|
1030 | apply_scroll (part, scroll, dir); |
|
|
1031 | return 1; |
|
|
1032 | } |
|
|
1033 | |
|
|
1034 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
|
|
1035 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
|
|
1036 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
|
|
1037 | * required that we would drastically increase the memory |
|
|
1038 | * requirements of CF!! |
|
|
1039 | * |
|
|
1040 | * The skills we are treating here are all but those. -b.t. |
|
|
1041 | * |
|
|
1042 | * At the moment this is only useful for throwing, perhaps for |
|
|
1043 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
|
|
1044 | */ |
|
|
1045 | static int |
|
|
1046 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
1047 | { |
|
|
1048 | object *skill, *owner; |
|
|
1049 | |
|
|
1050 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1051 | return 0; |
|
|
1052 | |
|
|
1053 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1054 | { |
|
|
1055 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1056 | |
|
|
1057 | if (dirdiff (dir, dir2) < 1) |
|
|
1058 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | if (head->flag [FLAG_CONFUSED]) |
|
|
1062 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1063 | |
|
|
1064 | object *new_skill = 0; |
|
|
1065 | |
|
|
1066 | // skill selection - monster will use the last unused skill |
|
|
1067 | // and rotate, eventually cycling through all skills. |
|
|
1068 | for (skill = head->inv; skill; skill = skill->below) |
|
|
1069 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
1070 | new_skill = skill; |
|
|
1071 | |
|
|
1072 | if (new_skill) |
|
|
1073 | splay (head->chosen_skill = new_skill); |
|
|
1074 | else if (!head->chosen_skill) |
|
|
1075 | { |
|
|
1076 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
|
|
1077 | head->clr_flag (FLAG_READY_SKILL); |
|
|
1078 | return 0; |
|
|
1079 | } |
|
|
1080 | |
|
|
1081 | /* use skill */ |
|
|
1082 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
|
|
1083 | } |
|
|
1084 | |
|
|
1085 | /* Monster will use a ranged spell attack. */ |
|
|
1086 | static int |
|
|
1087 | monster_use_range (object *head, object *part, object *pl, int dir) |
|
|
1088 | { |
|
|
1089 | object *wand, *owner; |
|
|
1090 | int at_least_one = 0; |
|
|
1091 | |
|
|
1092 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1093 | return 0; |
|
|
1094 | |
|
|
1095 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1096 | { |
|
|
1097 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1098 | |
|
|
1099 | if (dirdiff (dir, dir2) < 2) |
|
|
1100 | return 0; /* Might hit owner with spell */ |
|
|
1101 | } |
|
|
1102 | |
|
|
1103 | if (head->flag [FLAG_CONFUSED]) |
|
|
1104 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1105 | |
|
|
1106 | for (wand = head->inv; wand; wand = wand->below) |
|
|
1107 | { |
|
|
1108 | if (wand->type == WAND) |
|
|
1109 | { |
|
|
1110 | /* Found a wand, let's see if it has charges left */ |
|
|
1111 | at_least_one = 1; |
|
|
1112 | if (wand->stats.food <= 0) |
|
|
1113 | continue; |
|
|
1114 | |
|
|
1115 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1116 | |
|
|
1117 | if (!(--wand->stats.food)) |
|
|
1118 | { |
|
|
1119 | if (wand->arch) |
|
|
1120 | { |
|
|
1121 | wand->clr_flag (FLAG_ANIMATE); |
|
|
1122 | wand->face = wand->arch->face; |
|
|
1123 | wand->set_speed (0); |
|
|
1124 | } |
|
|
1125 | } |
|
|
1126 | /* Success */ |
|
|
1127 | return 1; |
|
|
1128 | } |
|
|
1129 | else if (wand->type == ROD || wand->type == HORN) |
|
|
1130 | { |
|
|
1131 | /* Found rod/horn, let's use it if possible */ |
|
|
1132 | at_least_one = 1; |
|
|
1133 | if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace)) |
|
|
1134 | continue; |
|
|
1135 | |
|
|
1136 | /* drain charge before casting spell - can be a case where the |
|
|
1137 | * spell destroys the monster, and rod, so if done after, results |
|
|
1138 | * in crash. |
|
|
1139 | */ |
|
|
1140 | drain_rod_charge (wand); |
|
|
1141 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1142 | |
|
|
1143 | /* Success */ |
|
|
1144 | return 1; |
|
|
1145 | } |
|
|
1146 | } |
|
|
1147 | |
|
|
1148 | if (at_least_one) |
|
|
1149 | return 0; |
|
|
1150 | |
|
|
1151 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
|
|
1152 | head->clr_flag (FLAG_READY_RANGE); |
|
|
1153 | return 0; |
|
|
1154 | } |
|
|
1155 | |
|
|
1156 | static int |
|
|
1157 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1158 | { |
|
|
1159 | object *owner; |
|
|
1160 | |
|
|
1161 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1162 | return 0; |
|
|
1163 | |
|
|
1164 | if (head->flag [FLAG_CONFUSED]) |
|
|
1165 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1166 | |
|
|
1167 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1168 | { |
|
|
1169 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1170 | |
|
|
1171 | if (dirdiff (dir, dir2) < 1) |
|
|
1172 | return 0; /* Might hit owner with arrow */ |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | /* in server/player.c */ |
|
|
1176 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
|
|
1177 | |
|
|
1178 | } |
|
|
1179 | |
1587 | void |
1180 | void |
1588 | rand_move (object *ob) |
1181 | npc_call_help (object *op) |
1589 | { |
1182 | { |
1590 | int i; |
1183 | unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7) |
|
|
1184 | { |
|
|
1185 | mapspace &ms = m->at (nx, ny); |
1591 | |
1186 | |
1592 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1187 | /* If nothing alive on this space, no need to search the space. */ |
1593 | for (i = 0; i < 5; i++) |
1188 | if (!(ms.flags () & P_IS_ALIVE)) |
1594 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1189 | continue; |
1595 | return; |
1190 | |
|
|
1191 | for (object *npc = ms.bot; npc; npc = npc->above) |
|
|
1192 | if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE]) |
|
|
1193 | npc->enemy = op->enemy; |
|
|
1194 | } |
1596 | } |
1195 | } |
1597 | |
1196 | |
1598 | void |
1197 | void |
1599 | check_earthwalls (object *op, maptile *m, int x, int y) |
1198 | check_earthwalls (object *op, maptile *m, int x, int y) |
1600 | { |
1199 | { |
1601 | object *tmp; |
|
|
1602 | |
|
|
1603 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1200 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1604 | { |
|
|
1605 | if (tmp->type == EARTHWALL) |
1201 | if (tmp->type == EARTHWALL) |
1606 | { |
1202 | { |
1607 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1203 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1608 | return; |
1204 | return; |
1609 | } |
1205 | } |
1610 | } |
|
|
1611 | } |
1206 | } |
1612 | |
1207 | |
1613 | void |
1208 | void |
1614 | check_doors (object *op, maptile *m, int x, int y) |
1209 | check_doors (object *op, maptile *m, int x, int y) |
1615 | { |
1210 | { |
1616 | object *tmp; |
|
|
1617 | |
|
|
1618 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1211 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1619 | { |
|
|
1620 | if (tmp->type == DOOR) |
1212 | if (tmp->type == DOOR) |
1621 | { |
1213 | { |
1622 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1214 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1623 | return; |
1215 | return; |
1624 | } |
1216 | } |
1625 | } |
|
|
1626 | } |
1217 | } |
1627 | |
1218 | |
1628 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1219 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1629 | * This is probably overly simplistic as it is now - We want |
1220 | * This is probably overly simplistic as it is now - We want |
1630 | * monsters to throw things like chairs and other pieces of |
1221 | * monsters to throw things like chairs and other pieces of |
1631 | * furniture, even if they are not good throwable objects. |
1222 | * furniture, even if they are not good throwable objects. |
1632 | * Probably better to have the monster throw a throwable object |
1223 | * Probably better to have the monster throw a throwable object |
1633 | * first, then throw any non equipped weapon. |
1224 | * first, then throw any non equipped weapon. |
1634 | */ |
1225 | */ |
1635 | |
|
|
1636 | object * |
1226 | object * |
1637 | find_mon_throw_ob (object *op) |
1227 | find_mon_throw_ob (object *op) |
1638 | { |
1228 | { |
1639 | object *tmp = NULL; |
1229 | object *tmp = NULL; |
1640 | |
1230 | |
… | |
… | |
1644 | tmp = op; |
1234 | tmp = op; |
1645 | |
1235 | |
1646 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1236 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1647 | * marked item and throw it to the enemy. |
1237 | * marked item and throw it to the enemy. |
1648 | */ |
1238 | */ |
1649 | |
|
|
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1239 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1651 | { |
1240 | { |
1652 | |
|
|
1653 | /* Can't throw invisible objects or items that are applied */ |
1241 | /* Can't throw invisible objects or items that are applied */ |
1654 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1242 | if (tmp->invisible || tmp->flag [FLAG_APPLIED]) |
1655 | continue; |
1243 | continue; |
1656 | |
1244 | |
1657 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1245 | if (tmp->flag [FLAG_IS_THROWN]) |
1658 | break; |
1246 | break; |
1659 | |
1247 | |
1660 | } |
1248 | } |
1661 | |
1249 | |
1662 | #ifdef DEBUG_THROW |
1250 | #ifdef DEBUG_THROW |
… | |
… | |
1664 | #endif |
1252 | #endif |
1665 | |
1253 | |
1666 | return tmp; |
1254 | return tmp; |
1667 | } |
1255 | } |
1668 | |
1256 | |
|
|
1257 | /* |
|
|
1258 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
|
|
1259 | */ |
|
|
1260 | int |
|
|
1261 | move_monster (object *op) |
|
|
1262 | { |
|
|
1263 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
|
|
1264 | object *owner, *enemy, *part, *oph = op; |
|
|
1265 | rv_vector rv; |
|
|
1266 | |
|
|
1267 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
1268 | * Like royal guards in city dwellers inventories. |
|
|
1269 | */ |
|
|
1270 | if (!op->map) |
|
|
1271 | return 0; |
|
|
1272 | |
|
|
1273 | /* for target facing, we copy this value here for fast access */ |
|
|
1274 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
1275 | oph = oph->head; |
|
|
1276 | |
|
|
1277 | if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */ |
|
|
1278 | enemy = op->enemy = 0; |
|
|
1279 | else if ((enemy = find_enemy (op, &rv))) |
|
|
1280 | /* we have an enemy, just tell him we want him dead */ |
|
|
1281 | enemy->attacked_by = op; /* our ptr */ |
|
|
1282 | |
|
|
1283 | /* generate hp, if applicable */ |
|
|
1284 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
1285 | { |
|
|
1286 | /* last heal is in funny units. Dividing by speed puts |
|
|
1287 | * the regeneration rate on a basis of time instead of |
|
|
1288 | * #moves the monster makes. The scaling by 8 is |
|
|
1289 | * to capture 8th's of a hp fraction regens |
|
|
1290 | */ |
|
|
1291 | uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed; |
|
|
1292 | op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
1293 | op->last_heal = last_heal % 32; |
|
|
1294 | |
|
|
1295 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
1296 | if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away) |
|
|
1297 | op->flag [FLAG_RUN_AWAY] = false; |
|
|
1298 | } |
|
|
1299 | |
|
|
1300 | /* generate sp, if applicable */ |
|
|
1301 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
1302 | { |
|
|
1303 | /* last_sp is in funny units. Dividing by speed puts |
|
|
1304 | * the regeneration rate on a basis of time instead of |
|
|
1305 | * #moves the monster makes. The scaling by 8 is |
|
|
1306 | * to capture 8th's of a sp fraction regens |
|
|
1307 | */ |
|
|
1308 | |
|
|
1309 | uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed; |
|
|
1310 | op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
1311 | op->last_sp = last_sp % 128; |
|
|
1312 | } |
|
|
1313 | |
|
|
1314 | /* this should probably get modified by many more values. |
|
|
1315 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
1316 | */ |
|
|
1317 | if (op->flag [FLAG_SCARED] && !(rndm (20))) |
|
|
1318 | op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
1319 | |
|
|
1320 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
1321 | return op->flag [FLAG_FREED]; |
|
|
1322 | |
|
|
1323 | if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] || |
|
|
1324 | ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE])) |
|
|
1325 | if (!check_wakeup (op, enemy, &rv)) |
|
|
1326 | return 0; |
|
|
1327 | |
|
|
1328 | /* check if monster pops out of hidden spot */ |
|
|
1329 | if (op->flag [FLAG_HIDDEN]) |
|
|
1330 | do_hidden_move (op); |
|
|
1331 | |
|
|
1332 | if (op->pick_up) |
|
|
1333 | monster_check_pickup (op); |
|
|
1334 | |
|
|
1335 | if (op->will_apply) |
|
|
1336 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
1337 | |
|
|
1338 | /* If we don't have an enemy, do special movement or the like */ |
|
|
1339 | if (!enemy) |
|
|
1340 | { |
|
|
1341 | if (op->flag [FLAG_ONLY_ATTACK]) |
|
|
1342 | { |
|
|
1343 | op->drop_and_destroy (); |
|
|
1344 | return 1; |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | /* Probably really a bug for a creature to have both |
|
|
1348 | * stand still and a movement type set. |
|
|
1349 | */ |
|
|
1350 | if (!op->flag [FLAG_STAND_STILL]) |
|
|
1351 | { |
|
|
1352 | if (op->attack_movement & HI4) |
|
|
1353 | { |
|
|
1354 | switch (op->attack_movement & HI4) |
|
|
1355 | { |
|
|
1356 | case PETMOVE: |
|
|
1357 | pet_move (op); |
|
|
1358 | break; |
|
|
1359 | |
|
|
1360 | case CIRCLE1: |
|
|
1361 | circ1_move (op); |
|
|
1362 | break; |
|
|
1363 | |
|
|
1364 | case CIRCLE2: |
|
|
1365 | circ2_move (op); |
|
|
1366 | break; |
|
|
1367 | |
|
|
1368 | case PACEV: |
|
|
1369 | pace_movev (op); |
|
|
1370 | break; |
|
|
1371 | |
|
|
1372 | case PACEH: |
|
|
1373 | pace_moveh (op); |
|
|
1374 | break; |
|
|
1375 | |
|
|
1376 | case PACEV2: |
|
|
1377 | pace2_movev (op); |
|
|
1378 | break; |
|
|
1379 | |
|
|
1380 | case PACEH2: |
|
|
1381 | pace2_moveh (op); |
|
|
1382 | break; |
|
|
1383 | |
|
|
1384 | case RANDO: |
|
|
1385 | rand_move (op); |
|
|
1386 | break; |
|
|
1387 | |
|
|
1388 | case RANDO2: |
|
|
1389 | move_randomly (op); |
|
|
1390 | break; |
|
|
1391 | } |
|
|
1392 | |
|
|
1393 | return 0; |
|
|
1394 | } |
|
|
1395 | else if (op->flag [FLAG_RANDOM_MOVE]) |
|
|
1396 | move_randomly (op); |
|
|
1397 | } /* stand still */ |
|
|
1398 | |
|
|
1399 | return 0; |
|
|
1400 | } /* no enemy */ |
|
|
1401 | |
|
|
1402 | /* We have an enemy. Block immediately below is for pets */ |
|
|
1403 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
1404 | && (owner = op->owner) != NULL |
|
|
1405 | && !on_same_map (op, owner) |
|
|
1406 | && !owner->flag [FLAG_REMOVED]) |
|
|
1407 | return follow_owner (op, owner); |
|
|
1408 | |
|
|
1409 | /* doppleganger code to change monster facing to that of the nearest |
|
|
1410 | * player. Hmm. The code is here, but no monster in the current |
|
|
1411 | * arch set uses it. |
|
|
1412 | */ |
|
|
1413 | if (op->race == shstr_doppleganger) |
|
|
1414 | { |
|
|
1415 | op->face = enemy->face; |
|
|
1416 | op->name = enemy->name; |
|
|
1417 | } |
|
|
1418 | |
|
|
1419 | /* Calculate range information for closest body part - this |
|
|
1420 | * is used for the 'skill' code, which isn't that smart when |
|
|
1421 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
1422 | * into themselves. |
|
|
1423 | */ |
|
|
1424 | get_rangevector (op, enemy, &rv, 0); |
|
|
1425 | |
|
|
1426 | /* Move the check for scared up here - if the monster was scared, |
|
|
1427 | * we were not doing any of the logic below, so might as well save |
|
|
1428 | * a few cpu cycles. |
|
|
1429 | */ |
|
|
1430 | if (!op->flag [FLAG_SCARED]) |
|
|
1431 | { |
|
|
1432 | rv_vector rv1; |
|
|
1433 | |
|
|
1434 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
1435 | for (part = op; part; part = part->more) |
|
|
1436 | { |
|
|
1437 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
1438 | dir = rv1.direction; |
|
|
1439 | |
|
|
1440 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
1441 | * but that we test above... so can be old code here |
|
|
1442 | */ |
|
|
1443 | if (op->flag [FLAG_RUN_AWAY]) |
|
|
1444 | dir = absdir (dir + 4); |
|
|
1445 | |
|
|
1446 | if (op->flag [FLAG_CONFUSED]) |
|
|
1447 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1448 | |
|
|
1449 | if (op->flag [FLAG_CAST_SPELL] && !(rndm (3))) |
|
|
1450 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
1451 | return 0; |
|
|
1452 | |
|
|
1453 | if (op->flag [FLAG_READY_SCROLL] && !(rndm (3))) |
|
|
1454 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
1455 | return 0; |
|
|
1456 | |
|
|
1457 | if (op->flag [FLAG_READY_RANGE] && !(rndm (3))) |
|
|
1458 | if (monster_use_range (op, part, enemy, dir)) |
|
|
1459 | return 0; |
|
|
1460 | |
|
|
1461 | if (op->flag [FLAG_READY_SKILL] && !(rndm (3))) |
|
|
1462 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
1463 | return 0; |
|
|
1464 | |
|
|
1465 | if (op->flag [FLAG_READY_BOW] && !(rndm (2))) |
|
|
1466 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
1467 | return 0; |
|
|
1468 | } /* for processing of all parts */ |
|
|
1469 | } /* If not scared */ |
|
|
1470 | |
|
|
1471 | part = rv.part; |
|
|
1472 | dir = rv.direction; |
|
|
1473 | |
|
|
1474 | //-GPL |
|
|
1475 | |
|
|
1476 | // if the enemy is a player, we have los. if los says we |
|
|
1477 | // can directly reach the player, we do not deviate. |
|
|
1478 | // for non-players, we never deviate |
|
|
1479 | if (op->stats.Wis >= 8 |
|
|
1480 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
1481 | { |
|
|
1482 | int sdir = 0; |
|
|
1483 | uint32_t &smell = op->ms ().smell; |
|
|
1484 | |
|
|
1485 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
1486 | { |
|
|
1487 | mapxy pos (op); pos.move (ndir); |
|
|
1488 | |
|
|
1489 | if (pos.normalise ()) |
|
|
1490 | { |
|
|
1491 | mapspace &ms = pos.ms (); |
|
|
1492 | |
|
|
1493 | if (ms.smell > smell) |
|
|
1494 | { |
|
|
1495 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
1496 | if (op->stats.Wis >= 10) |
|
|
1497 | smell = ms.smell - 1; // smarter: tell others |
|
|
1498 | |
|
|
1499 | sdir = ndir; |
|
|
1500 | |
|
|
1501 | // perturbing the path might let the monster lose track, |
|
|
1502 | // but it will also widen the actual path, spreading information |
|
|
1503 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
1504 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
1505 | } |
|
|
1506 | } |
|
|
1507 | } |
|
|
1508 | |
|
|
1509 | if (sdir) |
|
|
1510 | dir = sdir; |
|
|
1511 | else if (smell) |
|
|
1512 | { |
|
|
1513 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
1514 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
1515 | unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1) |
|
|
1516 | m->at (nx, ny).smell = 0; |
|
|
1517 | } |
|
|
1518 | } |
|
|
1519 | |
|
|
1520 | //+GPL |
|
|
1521 | |
|
|
1522 | if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY]) |
|
|
1523 | dir = absdir (dir + 4); |
|
|
1524 | |
|
|
1525 | if (op->flag [FLAG_CONFUSED]) |
|
|
1526 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1527 | |
|
|
1528 | pre_att_dir = dir; /* remember the original direction */ |
|
|
1529 | |
|
|
1530 | if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED]) |
|
|
1531 | { |
|
|
1532 | switch (op->attack_movement & LO4) |
|
|
1533 | { |
|
|
1534 | case DISTATT: |
|
|
1535 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
1536 | break; |
|
|
1537 | |
|
|
1538 | case RUNATT: |
|
|
1539 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
1540 | break; |
|
|
1541 | |
|
|
1542 | case HITRUN: |
|
|
1543 | dir = hitrun_att (dir, op, enemy); |
|
|
1544 | break; |
|
|
1545 | |
|
|
1546 | case WAITATT: |
|
|
1547 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
1548 | break; |
|
|
1549 | |
|
|
1550 | case RUSH: /* default - monster normally moves towards player */ |
|
|
1551 | case ALLRUN: |
|
|
1552 | break; |
|
|
1553 | |
|
|
1554 | case DISTHIT: |
|
|
1555 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
1556 | break; |
|
|
1557 | |
|
|
1558 | case WAIT2: |
|
|
1559 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
1560 | break; |
|
|
1561 | |
|
|
1562 | default: |
|
|
1563 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
1564 | } |
|
|
1565 | } |
|
|
1566 | |
|
|
1567 | if (!dir) |
|
|
1568 | return 0; |
|
|
1569 | |
|
|
1570 | if (!op->flag [FLAG_STAND_STILL]) |
|
|
1571 | { |
|
|
1572 | if (op->move (dir)) /* Can the monster move directly toward player? */ |
|
|
1573 | { |
|
|
1574 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1575 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1576 | op->direction = pre_att_dir; |
|
|
1577 | |
|
|
1578 | return 0; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY]) |
|
|
1582 | { |
|
|
1583 | /* Try move around corners if !close */ |
|
|
1584 | int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2; |
|
|
1585 | |
|
|
1586 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
1587 | { |
|
|
1588 | /* try different detours */ |
|
|
1589 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
|
|
1590 | |
|
|
1591 | if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m))) |
|
|
1592 | return 0; |
|
|
1593 | } |
|
|
1594 | } |
|
|
1595 | } /* if monster is not standing still */ |
|
|
1596 | |
|
|
1597 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1598 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1599 | op->direction = pre_att_dir; |
|
|
1600 | |
|
|
1601 | /* |
|
|
1602 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
1603 | * direction if they can't move away. |
|
|
1604 | */ |
|
|
1605 | if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED])) |
|
|
1606 | if (move_randomly (op)) |
|
|
1607 | return 0; |
|
|
1608 | |
|
|
1609 | /* |
|
|
1610 | * Try giving the monster a new enemy - the player that is closest |
|
|
1611 | * to it. In this way, it won't just keep trying to get to a target |
|
|
1612 | * that is inaccessible. |
|
|
1613 | * This could be more clever - it should go through a list of several |
|
|
1614 | * enemies, as it is now, you could perhaps get situations where there |
|
|
1615 | * are two players flanking the monster at close distance, but which |
|
|
1616 | * the monster can't get to, and a third one at a far distance that |
|
|
1617 | * the monster could get to - as it is, the monster won't look at that |
|
|
1618 | * third one. |
|
|
1619 | */ |
|
|
1620 | if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy) |
|
|
1621 | { |
|
|
1622 | object *nearest_player = get_nearest_player (op); |
|
|
1623 | |
|
|
1624 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
1625 | { |
|
|
1626 | op->enemy = 0; |
|
|
1627 | enemy = nearest_player; |
|
|
1628 | } |
|
|
1629 | } |
|
|
1630 | |
|
|
1631 | if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv)) |
|
|
1632 | { |
|
|
1633 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
1634 | * since wc can in fact get negative, that would mean by adding |
|
|
1635 | * the current wc, the creature gets better? Instead, just |
|
|
1636 | * add a fixed amount - nasty creatures that are runny away should |
|
|
1637 | * still be pretty nasty. |
|
|
1638 | */ |
|
|
1639 | if (op->flag [FLAG_RUN_AWAY]) |
|
|
1640 | { |
|
|
1641 | part->stats.wc += 10; |
|
|
1642 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1643 | part->stats.wc -= 10; |
|
|
1644 | } |
|
|
1645 | else |
|
|
1646 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1647 | } /* if monster is in attack range */ |
|
|
1648 | |
|
|
1649 | if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */ |
|
|
1650 | return 1; |
|
|
1651 | |
|
|
1652 | if (op->flag [FLAG_ONLY_ATTACK]) |
|
|
1653 | { |
|
|
1654 | op->drop_and_destroy (); |
|
|
1655 | return 1; |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | return 0; |
|
|
1659 | } |
|
|
1660 | |
1669 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1661 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1670 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1662 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1671 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1663 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1672 | * modified by MSW to use the get_rangevector so that map tiling works |
1664 | * modified by MSW to use the get_rangevector so that map tiling works |
1673 | * properly. I also so odd code in place that checked for x distance |
1665 | * properly. I also so odd code in place that checked for x distance |
1674 | * OR y distance being within some range - that seemed wrong - both should |
1666 | * OR y distance being within some range - that seemed wrong - both should |
1675 | * be within the valid range. MSW 2001-08-05 |
1667 | * be within the valid range. MSW 2001-08-05 |
1676 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1668 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1677 | */ |
1669 | */ |
1678 | |
|
|
1679 | int |
1670 | int |
1680 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1671 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1681 | { |
1672 | { |
1682 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1683 | |
|
|
1684 | /* null detection for any of these condtions always */ |
1673 | /* null detection for any of these condtions always */ |
1685 | if (!op || !enemy || !op->map || !enemy->map) |
1674 | if (!op || !enemy || !op->map || !enemy->map) |
1686 | return 0; |
1675 | return 0; |
1687 | |
1676 | |
1688 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1677 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1690 | return 0; |
1679 | return 0; |
1691 | |
1680 | |
1692 | get_rangevector (op, enemy, rv, 0); |
1681 | get_rangevector (op, enemy, rv, 0); |
1693 | |
1682 | |
1694 | /* Monsters always ignore the DM */ |
1683 | /* Monsters always ignore the DM */ |
1695 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1684 | if (!op->is_player () && enemy->flag [FLAG_WIZ]) |
1696 | return 0; |
1685 | return 0; |
1697 | |
1686 | |
1698 | /* simple check. Should probably put some range checks in here. */ |
1687 | /* simple check. Should probably put some range checks in here. */ |
1699 | if (can_see_enemy (op, enemy)) |
1688 | if (can_see_enemy (op, enemy)) |
1700 | return 1; |
1689 | return 1; |
1701 | |
1690 | |
1702 | /* The rest of this is for monsters. Players are on their own for |
1691 | /* The rest of this is for monsters. Players are on their own for |
1703 | * finding enemies! |
1692 | * finding enemies! |
1704 | */ |
1693 | */ |
1705 | if (op->type == PLAYER) |
1694 | if (op->is_player ()) |
1706 | return 0; |
1695 | return 0; |
1707 | |
1696 | |
1708 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1697 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1709 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1698 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1710 | */ |
1699 | */ |
1711 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1700 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1712 | return 0; |
1701 | return 0; |
1713 | |
1702 | |
|
|
1703 | int radius = MIN_MON_RADIUS; |
|
|
1704 | |
1714 | /* use this for invis also */ |
1705 | /* use this for invis also */ |
1715 | hide_discovery = op->stats.Int / 5; |
1706 | int hide_discovery = op->stats.Int / 5; |
1716 | |
1707 | |
1717 | /* Determine Detection radii */ |
1708 | /* Determine Detection radii */ |
1718 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1709 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1719 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1710 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1720 | else |
1711 | else |
1721 | { /* a level/INT/Dex adjustment for hiding */ |
1712 | { /* a level/INT/Dex adjustment for hiding */ |
1722 | object *sk_hide; |
|
|
1723 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1713 | int bonus = op->level / 2 + op->stats.Int / 5; |
1724 | |
1714 | |
1725 | if (enemy->type == PLAYER) |
1715 | if (enemy->is_player ()) |
1726 | { |
1716 | { |
1727 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1717 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1728 | bonus -= sk_hide->level; |
1718 | bonus -= sk_hide->level; |
1729 | else |
1719 | else |
1730 | { |
1720 | { |
1731 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1721 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1732 | make_visible (enemy); |
1722 | make_visible (enemy); |
… | |
… | |
1738 | |
1728 | |
1739 | radius += bonus / 5; |
1729 | radius += bonus / 5; |
1740 | hide_discovery += bonus * 5; |
1730 | hide_discovery += bonus * 5; |
1741 | } /* else creature has modifiers for hiding */ |
1731 | } /* else creature has modifiers for hiding */ |
1742 | |
1732 | |
1743 | /* Radii stealth adjustment. Only if you are stealthy |
1733 | /* Radii stealth adjustment. Only if you are stealthy |
1744 | * will you be able to sneak up closer to creatures */ |
1734 | * will you be able to sneak up closer to creatures */ |
1745 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1735 | if (enemy->flag [FLAG_STEALTH]) |
1746 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1736 | { |
|
|
1737 | radius /= 2; |
|
|
1738 | hide_discovery /= 3; |
|
|
1739 | } |
1747 | |
1740 | |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1741 | /* Radii adjustment for enemy standing in the dark */ |
1749 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1742 | if (!stand_in_light (enemy)) |
1750 | { |
1743 | { |
1751 | /* on dark maps body heat can help indicate location with infravision |
1744 | /* on dark maps body heat can help indicate location with infravision |
1752 | * undead don't have body heat, so no benefit detecting them. |
1745 | * undead don't have body heat, so no benefit detecting them. |
1753 | */ |
1746 | */ |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1747 | if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy)) |
1755 | radius += op->map->darkness / 2; |
1748 | radius += op->map->darklevel () / 2; |
1756 | else |
1749 | else |
1757 | radius -= op->map->darkness / 2; |
1750 | radius -= op->map->darklevel () / 2; |
1758 | |
1751 | |
1759 | /* op next to a monster (and not in complete darkness) |
1752 | /* op next to a monster (and not in complete darkness) |
1760 | * the monster should have a chance to see you. |
1753 | * the monster should have a chance to see you. |
1761 | */ |
1754 | */ |
1762 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1755 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1763 | radius = MIN_MON_RADIUS; |
1756 | radius = MIN_MON_RADIUS; |
1764 | } /* if on dark map */ |
1757 | } /* if on dark map */ |
1765 | |
1758 | |
1766 | /* Lets not worry about monsters that have incredible detection |
1759 | /* Lets not worry about monsters that have incredible detection |
1767 | * radii, we only need to worry here about things the player can |
1760 | * radii, we only need to worry here about things the player can |
… | |
… | |
1769 | * may have for their map - in that way, creatures at the edge will |
1762 | * may have for their map - in that way, creatures at the edge will |
1770 | * do something. Note that the distance field in the |
1763 | * do something. Note that the distance field in the |
1771 | * vector is real distance, so in theory this should be 18 to |
1764 | * vector is real distance, so in theory this should be 18 to |
1772 | * find that. |
1765 | * find that. |
1773 | */ |
1766 | */ |
1774 | if (radius > 13) |
1767 | // note that the above reasoning was utter bullshit even at the time it was written |
1775 | radius = 13; |
1768 | // we use 25, lets see if we have the cpu time for it |
|
|
1769 | min_it (radius, 25); |
1776 | |
1770 | |
1777 | /* Enemy in range! Now test for detection */ |
1771 | /* Enemy in range! Now test for detection */ |
1778 | if ((int) rv->distance <= radius) |
1772 | if (rv->distance <= radius) |
1779 | { |
1773 | { |
1780 | /* ah, we are within range, detected? take cases */ |
1774 | /* ah, we are within range, detected? take cases */ |
1781 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1775 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | return 1; |
1776 | return 1; |
1783 | |
1777 | |
1784 | /* hidden or low-quality invisible */ |
1778 | /* hidden or low-quality invisible */ |
1785 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1779 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1786 | { |
1780 | { |
1787 | make_visible (enemy); |
1781 | make_visible (enemy); |
|
|
1782 | |
1788 | /* inform players of new status */ |
1783 | /* inform players of new status */ |
1789 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1784 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1790 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1785 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1786 | |
1791 | return 1; /* detected enemy */ |
1787 | return 1; /* detected enemy */ |
1792 | } |
1788 | } |
1793 | else if (enemy->invisible) |
1789 | else if (enemy->invisible) |
1794 | { |
1790 | { |
1795 | /* Change this around - instead of negating the invisible, just |
1791 | /* Change this around - instead of negating the invisible, just |
1796 | * return true so that the mosnter that managed to detect you can |
1792 | * return true so that the monster that managed to detect you can |
1797 | * do something to you. Decreasing the duration of invisible |
1793 | * do something to you. Decreasing the duration of invisible |
1798 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1794 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1799 | * can then basically negate the spell. The spell isn't negated - |
1795 | * can then basically negate the spell. The spell isn't negated - |
1800 | * they just know where you are! |
1796 | * they just know where you are! |
1801 | */ |
1797 | */ |
1802 | if ((RANDOM () % 50) <= hide_discovery) |
1798 | if (rndm (50) <= hide_discovery) |
1803 | { |
1799 | { |
1804 | if (enemy->type == PLAYER) |
1800 | if (enemy->type == PLAYER) |
1805 | { |
|
|
1806 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1801 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1807 | } |
1802 | |
1808 | return 1; |
1803 | return 1; |
1809 | } |
1804 | } |
1810 | } |
1805 | } |
1811 | } /* within range */ |
1806 | } /* within range */ |
1812 | |
1807 | |
1813 | /* Wasn't detected above, so still hidden */ |
1808 | /* Wasn't detected above, so still hidden */ |
1814 | return 0; |
1809 | return 0; |
1815 | } |
1810 | } |
1816 | |
1811 | |
1817 | /* determine if op stands in a lighted square. This is not a very |
1812 | /* determine if op stands in a lighted square. This is not a very |
1818 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1813 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1819 | * is possible for a bright light to illuminate a player on the |
1814 | * is possible for a bright light to illuminate a player on the |
1820 | * other side of a wall (!). |
1815 | * other side of a wall (!). |
1821 | */ |
1816 | */ |
1822 | |
|
|
1823 | int |
1817 | int |
1824 | stand_in_light (object *op) |
1818 | stand_in_light (object *op) |
1825 | { |
1819 | { |
1826 | sint16 nx, ny; |
|
|
1827 | maptile *m; |
|
|
1828 | |
|
|
1829 | |
|
|
1830 | if (!op) |
1820 | if (op) |
|
|
1821 | { |
|
|
1822 | if (!op->is_on_map ()) |
1831 | return 0; |
1823 | return 0; |
|
|
1824 | |
|
|
1825 | if (op->map->darklevel () <= 0) |
|
|
1826 | return 1; |
|
|
1827 | |
1832 | if (op->glow_radius > 0) |
1828 | if (op->glow_radius > 0) |
1833 | return 1; |
1829 | return 1; |
1834 | |
1830 | |
1835 | if (op->map) |
1831 | if (op->map) |
1836 | { |
1832 | unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1837 | int x, y, x1, y1; |
1833 | { |
|
|
1834 | mapspace &ms = m->at (nx, ny); |
1838 | |
1835 | |
|
|
1836 | ms.update (); |
1839 | |
1837 | |
1840 | |
|
|
1841 | /* Check the spaces with the max light radius to see if any of them |
1838 | /* Check the spaces with the max light radius to see if any of them |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1839 | * have lights, and if any of them light the player enough, then return 1. |
1843 | */ |
|
|
1844 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1845 | { |
|
|
1846 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1847 | { |
1840 | */ |
1848 | m = op->map; |
1841 | int light = ms.light; |
1849 | nx = x; |
|
|
1850 | ny = y; |
|
|
1851 | |
1842 | |
1852 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1843 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1853 | continue; |
|
|
1854 | |
|
|
1855 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1856 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1858 | return 1; |
1844 | return 1; |
1859 | } |
1845 | } |
1860 | } |
|
|
1861 | } |
1846 | } |
|
|
1847 | |
1862 | return 0; |
1848 | return 0; |
1863 | } |
1849 | } |
1864 | |
1850 | |
1865 | |
|
|
1866 | /* assuming no walls/barriers, lets check to see if its *possible* |
1851 | /* assuming no walls/barriers, lets check to see if its *possible* |
1867 | * to see an enemy. Note, "detection" is different from "seeing". |
1852 | * to see an enemy. Note, "detection" is different from "seeing". |
1868 | * See can_detect_enemy() for more details. -b.t. |
1853 | * See can_detect_enemy() for more details. -b.t. |
1869 | * return 0 if can't be seen, 1 if can be |
1854 | * return 0 if can't be seen, 1 if can be |
1870 | */ |
1855 | */ |
1871 | |
|
|
1872 | int |
1856 | int |
1873 | can_see_enemy (object *op, object *enemy) |
1857 | can_see_enemy (object *op, object *enemy) |
1874 | { |
1858 | { |
1875 | object *looker = op->head ? op->head : op; |
1859 | object *looker = op->head ? op->head : op; |
1876 | |
1860 | |
1877 | /* safety */ |
1861 | /* safety */ |
1878 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1862 | if (!looker || !enemy || !looker->flag [FLAG_ALIVE]) |
1879 | return 0; |
1863 | return 0; |
1880 | |
1864 | |
1881 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1865 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1882 | * see through walls). Should we change the code elsewhere to make you |
1866 | * see through walls). Should we change the code elsewhere to make you |
1883 | * blind even if you can xray? |
1867 | * blind even if you can xray? |
1884 | */ |
1868 | */ |
1885 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1869 | if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS]) |
1886 | return 0; |
1870 | return 0; |
1887 | |
1871 | |
1888 | /* checking for invisible things */ |
1872 | /* checking for invisible things */ |
1889 | if (enemy->invisible) |
1873 | if (enemy->invisible) |
1890 | { |
1874 | { |
1891 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1875 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1892 | * However,if you carry any source of light, then the hidden |
1876 | * However,if you carry any source of light, then the hidden |
1893 | * creature is seeable (and stupid) */ |
1877 | * creature is seeable (and stupid) */ |
1894 | |
1878 | |
1895 | if (has_carried_lights (enemy)) |
1879 | if (enemy->has_carried_lights ()) |
1896 | { |
1880 | { |
1897 | if (enemy->hide) |
1881 | if (enemy->flag [FLAG_HIDDEN]) |
1898 | { |
1882 | { |
1899 | make_visible (enemy); |
1883 | make_visible (enemy); |
1900 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1884 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1901 | } |
1885 | } |
|
|
1886 | |
1902 | return 1; |
1887 | return 1; |
1903 | } |
1888 | } |
1904 | else if (enemy->hide) |
1889 | else if (enemy->flag [FLAG_HIDDEN]) |
1905 | return 0; |
1890 | return 0; |
1906 | |
1891 | |
1907 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1892 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1908 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1893 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1909 | * and making it a conditional makes the code pretty ugly. |
1894 | * and making it a conditional makes the code pretty ugly. |
1910 | */ |
1895 | */ |
1911 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1896 | if (!looker->flag [FLAG_SEE_INVISIBLE]) |
1912 | { |
|
|
1913 | if (makes_invisible_to (enemy, looker)) |
1897 | if (makes_invisible_to (enemy, looker)) |
1914 | return 0; |
1898 | return 0; |
1915 | } |
|
|
1916 | } |
1899 | } |
1917 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1900 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1918 | if (player_can_view (looker, enemy)) |
1901 | if (player_can_view (looker, enemy)) |
1919 | return 1; |
1902 | return 1; |
1920 | |
1903 | |
1921 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1904 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1922 | * unless they carry a light or stand in light. Darkness doesnt |
1905 | * unless they carry a light or stand in light. Darkness doesnt |
1923 | * inhibit the undead per se (but we should give their archs |
1906 | * inhibit the undead per se (but we should give their archs |
1924 | * CAN_SEE_IN_DARK, this is just a safety |
1907 | * CAN_SEE_IN_DARK, this is just a safety |
1925 | * we care about the enemy maps status, not the looker. |
1908 | * we care about the enemy maps status, not the looker. |
1926 | * only relevant for tiled maps, but it is possible that the |
1909 | * only relevant for tiled maps, but it is possible that the |
1927 | * enemy is on a bright map and the looker on a dark - in that |
1910 | * enemy is on a bright map and the looker on a dark - in that |
1928 | * case, the looker can still see the enemy |
1911 | * case, the looker can still see the enemy |
1929 | */ |
1912 | */ |
1930 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1913 | if (!stand_in_light (enemy) |
1931 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1914 | && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS])) |
1932 | return 0; |
1915 | return 0; |
1933 | |
1916 | |
1934 | return 1; |
1917 | return 1; |
1935 | } |
1918 | } |
|
|
1919 | |
|
|
1920 | //-GPL |