1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
7 | |
7 | * |
8 | This program is free software; you can redistribute it and/or modify |
8 | * This program is free software; you can redistribute it and/or modify |
9 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation; either version 2 of the License, or |
11 | (at your option) any later version. |
11 | * (at your option) any later version. |
12 | |
12 | * |
13 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | |
17 | * |
18 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | along with this program; if not, write to the Free Software |
19 | * along with this program; if not, write to the Free Software |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 | |
21 | * |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 | */ |
23 | */ |
24 | |
24 | |
25 | #include <global.h> |
25 | #include <global.h> |
26 | #include <sproto.h> |
26 | #include <sproto.h> |
27 | #include <spells.h> |
27 | #include <spells.h> |
28 | #include <skills.h> |
28 | #include <skills.h> |
… | |
… | |
85 | * target enemy - this code below makes sure the enemy is something |
85 | * target enemy - this code below makes sure the enemy is something |
86 | * that should be attacked. My guess is that the arrow hits |
86 | * that should be attacked. My guess is that the arrow hits |
87 | * the creature/owner, and so the creature then takes that |
87 | * the creature/owner, and so the creature then takes that |
88 | * as the enemy to attack. |
88 | * as the enemy to attack. |
89 | */ |
89 | */ |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
91 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
91 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
|
|
92 | && npc->enemy->type != PLAYER |
|
|
93 | && npc->enemy->type != GOLEM) |
92 | npc->enemy = NULL; |
94 | npc->enemy = NULL; |
93 | |
95 | |
94 | } |
96 | } |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | } |
98 | } |
… | |
… | |
278 | int i; |
280 | int i; |
279 | |
281 | |
280 | /* Give up to 15 chances for a monster to move randomly */ |
282 | /* Give up to 15 chances for a monster to move randomly */ |
281 | for (i = 0; i < 15; i++) |
283 | for (i = 0; i < 15; i++) |
282 | { |
284 | { |
283 | if (move_object (op, RANDOM () % 8 + 1)) |
285 | if (move_object (op, rndm (8) + 1)) |
284 | return 1; |
286 | return 1; |
285 | } |
287 | } |
286 | return 0; |
288 | return 0; |
287 | } |
289 | } |
288 | |
290 | |
… | |
… | |
357 | } |
359 | } |
358 | |
360 | |
359 | /* this should probably get modified by many more values. |
361 | /* this should probably get modified by many more values. |
360 | * (eg, creatures resistance to fear, level, etc. ) |
362 | * (eg, creatures resistance to fear, level, etc. ) |
361 | */ |
363 | */ |
362 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
364 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
363 | { |
365 | { |
364 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
366 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
365 | } |
367 | } |
366 | |
368 | |
367 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
369 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
… | |
… | |
446 | } /* stand still */ |
448 | } /* stand still */ |
447 | return 0; |
449 | return 0; |
448 | } /* no enemy */ |
450 | } /* no enemy */ |
449 | |
451 | |
450 | /* We have an enemy. Block immediately below is for pets */ |
452 | /* 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)) |
453 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
454 | && (owner = op->owner) != NULL |
|
|
455 | && !on_same_map (op, owner) |
|
|
456 | && !owner->flag [FLAG_REMOVED]) |
452 | return follow_owner (op, owner); |
457 | return follow_owner (op, owner); |
453 | |
458 | |
454 | /* doppleganger code to change monster facing to that of the nearest |
459 | /* doppleganger code to change monster facing to that of the nearest |
455 | * player. Hmm. The code is here, but no monster in the current |
460 | * player. Hmm. The code is here, but no monster in the current |
456 | * arch set uses it. |
461 | * arch set uses it. |
… | |
… | |
486 | * but that we test above... so can be old code here |
491 | * but that we test above... so can be old code here |
487 | */ |
492 | */ |
488 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
493 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
489 | dir = absdir (dir + 4); |
494 | dir = absdir (dir + 4); |
490 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
495 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
491 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
496 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
492 | |
497 | |
493 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
498 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
494 | { |
499 | { |
495 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
500 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
496 | return 0; |
501 | return 0; |
497 | } |
502 | } |
498 | |
503 | |
499 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
504 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
500 | { |
505 | { |
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
506 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
502 | return 0; |
507 | return 0; |
503 | } |
508 | } |
504 | |
509 | |
505 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
510 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
506 | { |
511 | { |
507 | if (monster_use_range (op, part, enemy, dir)) |
512 | if (monster_use_range (op, part, enemy, dir)) |
508 | return 0; |
513 | return 0; |
509 | } |
514 | } |
510 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
515 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
511 | { |
516 | { |
512 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
517 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
513 | return 0; |
518 | return 0; |
514 | } |
519 | } |
515 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
520 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
516 | { |
521 | { |
517 | if (monster_use_bow (op, part, enemy, dir)) |
522 | if (monster_use_bow (op, part, enemy, dir)) |
518 | return 0; |
523 | return 0; |
519 | } |
524 | } |
520 | } /* for processing of all parts */ |
525 | } /* for processing of all parts */ |
… | |
… | |
526 | |
531 | |
527 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
532 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
528 | dir = absdir (dir + 4); |
533 | dir = absdir (dir + 4); |
529 | |
534 | |
530 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
535 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
531 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
536 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
532 | |
537 | |
533 | pre_att_dir = dir; /* remember the original direction */ |
538 | pre_att_dir = dir; /* remember the original direction */ |
534 | |
539 | |
535 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
540 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
536 | { |
541 | { |
… | |
… | |
668 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
673 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
669 | { |
674 | { |
670 | object *more; |
675 | object *more; |
671 | rv_vector rv1; |
676 | rv_vector rv1; |
672 | |
677 | |
673 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
678 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
674 | return 0; |
679 | return 0; |
675 | |
680 | |
676 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
681 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
677 | return 1; |
682 | return 1; |
678 | |
683 | |
… | |
… | |
787 | return 0; /* Might hit owner with spell */ |
792 | return 0; /* Might hit owner with spell */ |
788 | } |
793 | } |
789 | } |
794 | } |
790 | |
795 | |
791 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
796 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
792 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
797 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
793 | |
798 | |
794 | /* If the monster hasn't already chosen a spell, choose one |
799 | /* 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 |
800 | * 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). |
801 | * could be different by the time the monster goes again). |
797 | */ |
802 | */ |
… | |
… | |
864 | return 0; /* Might hit owner with spell */ |
869 | return 0; /* Might hit owner with spell */ |
865 | } |
870 | } |
866 | } |
871 | } |
867 | |
872 | |
868 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
873 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
869 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
874 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
870 | |
875 | |
871 | for (scroll = head->inv; scroll; scroll = scroll->below) |
876 | for (scroll = head->inv; scroll; scroll = scroll->below) |
872 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
877 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
873 | break; |
878 | break; |
874 | |
879 | |
… | |
… | |
896 | * The skills we are treating here are all but those. -b.t. |
901 | * The skills we are treating here are all but those. -b.t. |
897 | * |
902 | * |
898 | * At the moment this is only useful for throwing, perhaps for |
903 | * 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 |
904 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
900 | */ |
905 | */ |
901 | |
|
|
902 | int |
906 | int |
903 | monster_use_skill (object *head, object *part, object *pl, int dir) |
907 | monster_use_skill (object *head, object *part, object *pl, int dir) |
904 | { |
908 | { |
905 | object *skill, *owner; |
909 | object *skill, *owner; |
906 | |
910 | |
… | |
… | |
912 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
916 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
913 | |
917 | |
914 | if (dirdiff (dir, dir2) < 1) |
918 | if (dirdiff (dir, dir2) < 1) |
915 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
919 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
916 | } |
920 | } |
|
|
921 | |
917 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
922 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
918 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
923 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
919 | |
924 | |
920 | /* skill selection - monster will use the next unused skill. |
925 | /* skill selection - monster will use the next unused skill. |
921 | * well...the following scenario will allow the monster to |
926 | * well...the following scenario will allow the monster to |
922 | * toggle between 2 skills. One day it would be nice to make |
927 | * toggle between 2 skills. One day it would be nice to make |
923 | * more skills available to monsters. |
928 | * more skills available to monsters. |
924 | */ |
929 | */ |
925 | |
930 | |
926 | for (skill = head->inv; skill != NULL; skill = skill->below) |
931 | for (skill = head->inv; skill; skill = skill->below) |
927 | if (skill->type == SKILL && skill != head->chosen_skill) |
932 | if (skill->type == SKILL && skill != head->chosen_skill) |
928 | { |
933 | { |
929 | head->chosen_skill = skill; |
934 | head->chosen_skill = skill; |
930 | break; |
935 | break; |
931 | } |
936 | } |
… | |
… | |
934 | { |
939 | { |
935 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
940 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
936 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
941 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
937 | return 0; |
942 | return 0; |
938 | } |
943 | } |
|
|
944 | |
939 | /* use skill */ |
945 | /* use skill */ |
940 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
946 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
941 | } |
947 | } |
942 | |
948 | |
943 | /* Monster will use a ranged spell attack. */ |
949 | /* Monster will use a ranged spell attack. */ |
944 | |
|
|
945 | int |
950 | int |
946 | monster_use_range (object *head, object *part, object *pl, int dir) |
951 | monster_use_range (object *head, object *part, object *pl, int dir) |
947 | { |
952 | { |
948 | object *wand, *owner; |
953 | object *wand, *owner; |
949 | int at_least_one = 0; |
954 | int at_least_one = 0; |
… | |
… | |
957 | |
962 | |
958 | if (dirdiff (dir, dir2) < 2) |
963 | if (dirdiff (dir, dir2) < 2) |
959 | return 0; /* Might hit owner with spell */ |
964 | return 0; /* Might hit owner with spell */ |
960 | } |
965 | } |
961 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
966 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
962 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
967 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
963 | |
968 | |
964 | for (wand = head->inv; wand != NULL; wand = wand->below) |
969 | for (wand = head->inv; wand; wand = wand->below) |
965 | { |
970 | { |
966 | if (wand->type == WAND) |
971 | if (wand->type == WAND) |
967 | { |
972 | { |
968 | /* Found a wand, let's see if it has charges left */ |
973 | /* Found a wand, let's see if it has charges left */ |
969 | at_least_one = 1; |
974 | at_least_one = 1; |
… | |
… | |
1017 | object *owner; |
1022 | object *owner; |
1018 | |
1023 | |
1019 | if (!(dir = path_to_player (part, pl, 0))) |
1024 | if (!(dir = path_to_player (part, pl, 0))) |
1020 | return 0; |
1025 | return 0; |
1021 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1026 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1022 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1027 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1023 | |
1028 | |
1024 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1029 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1025 | { |
1030 | { |
1026 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1031 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1027 | |
1032 | |
… | |
… | |
1070 | |
1075 | |
1071 | if (val > 0) |
1076 | if (val > 0) |
1072 | return 1; |
1077 | return 1; |
1073 | else |
1078 | else |
1074 | return 0; |
1079 | return 0; |
1075 | |
|
|
1076 | } |
1080 | } |
1077 | |
1081 | |
1078 | int |
1082 | int |
1079 | check_good_armour (object *who, object *item) |
1083 | check_good_armour (object *who, object *item) |
1080 | { |
1084 | { |
… | |
… | |
1111 | |
1115 | |
1112 | if (val > 0) |
1116 | if (val > 0) |
1113 | return 1; |
1117 | return 1; |
1114 | else |
1118 | else |
1115 | return 0; |
1119 | return 0; |
1116 | |
|
|
1117 | } |
1120 | } |
1118 | |
1121 | |
1119 | /* |
1122 | /* |
1120 | * monster_check_pickup(): checks for items that monster can pick up. |
1123 | * monster_check_pickup(): checks for items that monster can pick up. |
1121 | * |
1124 | * |
… | |
… | |
1129 | * This function was seen be continueing looping at one point (tmp->below |
1132 | * 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 |
1133 | * 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 |
1134 | * after we pick everything up, since that function may call others which |
1132 | * affect stacking on this space. |
1135 | * affect stacking on this space. |
1133 | */ |
1136 | */ |
1134 | |
|
|
1135 | void |
1137 | void |
1136 | monster_check_pickup (object *monster) |
1138 | monster_check_pickup (object *monster) |
1137 | { |
1139 | { |
1138 | object *tmp, *next; |
1140 | object *tmp, *next; |
1139 | |
1141 | |
… | |
… | |
1158 | * monster_can_pick(): If the monster is interested in picking up |
1160 | * monster_can_pick(): If the monster is interested in picking up |
1159 | * the item, then return 0. Otherwise 0. |
1161 | * the item, then return 0. Otherwise 0. |
1160 | * Instead of pick_up, flags for "greed", etc, should be used. |
1162 | * Instead of pick_up, flags for "greed", etc, should be used. |
1161 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1163 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1162 | */ |
1164 | */ |
1163 | |
|
|
1164 | int |
1165 | int |
1165 | monster_can_pick (object *monster, object *item) |
1166 | monster_can_pick (object *monster, object *item) |
1166 | { |
1167 | { |
1167 | int flag = 0; |
1168 | int flag = 0; |
1168 | int i; |
1169 | int i; |
… | |
… | |
1226 | case BOW: |
1227 | case BOW: |
1227 | case ARROW: |
1228 | case ARROW: |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1229 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1229 | break; |
1230 | break; |
1230 | } |
1231 | } |
|
|
1232 | |
1231 | /* Simplistic check - if the monster has a location to equip it, he will |
1233 | /* 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 |
1234 | * pick it up. Note that this doesn't handle cases where an item may |
1233 | * use several locations. |
1235 | * use several locations. |
1234 | */ |
1236 | */ |
1235 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1237 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
… | |
… | |
1250 | * monster_apply_below(): |
1252 | * monster_apply_below(): |
1251 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1253 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1252 | * eager to apply things, encounters something apply-able, |
1254 | * eager to apply things, encounters something apply-able, |
1253 | * then make him apply it |
1255 | * then make him apply it |
1254 | */ |
1256 | */ |
1255 | |
|
|
1256 | void |
1257 | void |
1257 | monster_apply_below (object *monster) |
1258 | monster_apply_below (object *monster) |
1258 | { |
1259 | { |
1259 | object *tmp, *next; |
1260 | object *tmp, *next; |
1260 | |
1261 | |
… | |
… | |
1287 | * a pointer to that object is returned, so it can be dropped. |
1288 | * a pointer to that object is returned, so it can be dropped. |
1288 | * (so that other monsters can pick it up and use it) |
1289 | * (so that other monsters can pick it up and use it) |
1289 | * Note that as things are now, monsters never drop something - |
1290 | * Note that as things are now, monsters never drop something - |
1290 | * they can pick up all that they can use. |
1291 | * they can pick up all that they can use. |
1291 | */ |
1292 | */ |
1292 | |
|
|
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1294 | |
|
|
1295 | void |
1294 | void |
1296 | monster_check_apply (object *mon, object *item) |
1295 | monster_check_apply (object *mon, object *item) |
1297 | { |
1296 | { |
1298 | |
|
|
1299 | int flag = 0; |
1297 | int flag = 0; |
1300 | |
1298 | |
1301 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1299 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1302 | { |
1300 | { |
1303 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1301 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1304 | return; |
1302 | return; |
1305 | } |
1303 | } |
1306 | |
1304 | |
… | |
… | |
1315 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1313 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1316 | { |
1314 | { |
1317 | /* Check for the right kind of bow */ |
1315 | /* Check for the right kind of bow */ |
1318 | object *bow; |
1316 | object *bow; |
1319 | |
1317 | |
1320 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
1318 | for (bow = mon->inv; bow; bow = bow->below) |
1321 | if (bow->type == BOW && bow->race == item->race) |
1319 | if (bow->type == BOW && bow->race == item->race) |
1322 | { |
1320 | { |
1323 | SET_FLAG (mon, FLAG_READY_BOW); |
1321 | SET_FLAG (mon, FLAG_READY_BOW); |
1324 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1322 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1325 | return; /* nothing more to do for arrows */ |
1323 | return; /* nothing more to do for arrows */ |
… | |
… | |
1377 | */ |
1375 | */ |
1378 | SET_FLAG (mon, FLAG_READY_SKILL); |
1376 | SET_FLAG (mon, FLAG_READY_SKILL); |
1379 | return; |
1377 | return; |
1380 | } |
1378 | } |
1381 | |
1379 | |
1382 | |
|
|
1383 | /* if we don't match one of the above types, return now. |
1380 | /* 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, |
1381 | * can_apply_object will say that we can apply things like flesh, |
1385 | * bolts, and whatever else, because it only checks against the |
1382 | * bolts, and whatever else, because it only checks against the |
1386 | * body_info locations. |
1383 | * body_info locations. |
1387 | */ |
1384 | */ |
… | |
… | |
1398 | /* should only be applying this item, not unapplying it. |
1395 | /* should only be applying this item, not unapplying it. |
1399 | * also, ignore status of curse so they can take off old armour. |
1396 | * also, ignore status of curse so they can take off old armour. |
1400 | * monsters have some advantages after all. |
1397 | * monsters have some advantages after all. |
1401 | */ |
1398 | */ |
1402 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1399 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1403 | |
|
|
1404 | return; |
|
|
1405 | } |
1400 | } |
1406 | |
1401 | |
1407 | void |
1402 | void |
1408 | npc_call_help (object *op) |
1403 | npc_call_help (object *op) |
1409 | { |
1404 | { |
… | |
… | |
1427 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1422 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1428 | npc->enemy = op->enemy; |
1423 | npc->enemy = op->enemy; |
1429 | } |
1424 | } |
1430 | } |
1425 | } |
1431 | |
1426 | |
1432 | |
|
|
1433 | int |
1427 | int |
1434 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1428 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1435 | { |
1429 | { |
1436 | |
|
|
1437 | if (can_hit (part, enemy, rv)) |
1430 | if (can_hit (part, enemy, rv)) |
1438 | return dir; |
1431 | return dir; |
1439 | if (rv->distance < 10) |
1432 | if (rv->distance < 10) |
1440 | return absdir (dir + 4); |
1433 | return absdir (dir + 4); |
1441 | else if (rv->distance > 18) |
1434 | else if (rv->distance > 18) |
1442 | return dir; |
1435 | return dir; |
|
|
1436 | |
1443 | return 0; |
1437 | return 0; |
1444 | } |
1438 | } |
1445 | |
1439 | |
1446 | int |
1440 | int |
1447 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1441 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1448 | { |
1442 | { |
1449 | |
|
|
1450 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1443 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1451 | { |
1444 | { |
1452 | ob->move_status++; |
1445 | ob->move_status++; |
1453 | return (dir); |
1446 | return (dir); |
1454 | } |
1447 | } |
1455 | else if (ob->move_status > 20) |
1448 | else if (ob->move_status > 20) |
1456 | ob->move_status = 0; |
1449 | ob->move_status = 0; |
|
|
1450 | |
1457 | return absdir (dir + 4); |
1451 | return absdir (dir + 4); |
1458 | } |
1452 | } |
1459 | |
1453 | |
1460 | int |
1454 | int |
1461 | hitrun_att (int dir, object *ob, object *enemy) |
1455 | hitrun_att (int dir, object *ob, object *enemy) |
… | |
… | |
1464 | return dir; |
1458 | return dir; |
1465 | else if (ob->move_status < 50) |
1459 | else if (ob->move_status < 50) |
1466 | return absdir (dir + 4); |
1460 | return absdir (dir + 4); |
1467 | else |
1461 | else |
1468 | ob->move_status = 0; |
1462 | ob->move_status = 0; |
|
|
1463 | |
1469 | return absdir (dir + 4); |
1464 | return absdir (dir + 4); |
1470 | } |
1465 | } |
1471 | |
1466 | |
1472 | int |
1467 | int |
1473 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1468 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
… | |
… | |
1482 | return 0; |
1477 | return 0; |
1483 | else if (ob->move_status < 10) |
1478 | else if (ob->move_status < 10) |
1484 | return dir; |
1479 | return dir; |
1485 | else if (ob->move_status < 15) |
1480 | else if (ob->move_status < 15) |
1486 | return absdir (dir + 4); |
1481 | return absdir (dir + 4); |
|
|
1482 | |
1487 | ob->move_status = 0; |
1483 | ob->move_status = 0; |
1488 | return 0; |
1484 | return 0; |
1489 | } |
1485 | } |
1490 | |
1486 | |
1491 | int |
1487 | int |
… | |
… | |
1499 | * at least one map has this set, and whatever the map contains, the |
1495 | * 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 |
1496 | * server should try to be resilant enough to avoid the problem |
1501 | */ |
1497 | */ |
1502 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1498 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1503 | return absdir (dir + 4); |
1499 | return absdir (dir + 4); |
|
|
1500 | |
1504 | return dist_att (dir, ob, enemy, part, rv); |
1501 | return dist_att (dir, ob, enemy, part, rv); |
1505 | } |
1502 | } |
1506 | |
1503 | |
1507 | int |
1504 | int |
1508 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1505 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1509 | { |
1506 | { |
1510 | if (rv->distance < 9) |
1507 | if (rv->distance < 9) |
1511 | return absdir (dir + 4); |
1508 | return absdir (dir + 4); |
|
|
1509 | |
1512 | return 0; |
1510 | return 0; |
1513 | } |
1511 | } |
1514 | |
1512 | |
1515 | void |
1513 | void |
1516 | circ1_move (object *ob) |
1514 | circ1_move (object *ob) |
1517 | { |
1515 | { |
1518 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1516 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1517 | |
1519 | if (++ob->move_status > 11) |
1518 | if (++ob->move_status > 11) |
1520 | ob->move_status = 0; |
1519 | ob->move_status = 0; |
|
|
1520 | |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
1522 | (void) move_object (ob, RANDOM () % 8 + 1); |
1522 | move_object (ob, rndm (8) + 1); |
1523 | } |
1523 | } |
1524 | |
1524 | |
1525 | void |
1525 | void |
1526 | circ2_move (object *ob) |
1526 | circ2_move (object *ob) |
1527 | { |
1527 | { |
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 }; |
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 }; |
|
|
1529 | |
1529 | if (++ob->move_status > 19) |
1530 | if (++ob->move_status > 19) |
1530 | ob->move_status = 0; |
1531 | ob->move_status = 0; |
|
|
1532 | |
1531 | if (!(move_object (ob, circle[ob->move_status]))) |
1533 | if (!(move_object (ob, circle[ob->move_status]))) |
1532 | (void) move_object (ob, RANDOM () % 8 + 1); |
1534 | move_object (ob, rndm (8) + 1); |
1533 | } |
1535 | } |
1534 | |
1536 | |
1535 | void |
1537 | void |
1536 | pace_movev (object *ob) |
1538 | pace_movev (object *ob) |
1537 | { |
1539 | { |
1538 | if (ob->move_status++ > 6) |
1540 | if (ob->move_status++ > 6) |
1539 | ob->move_status = 0; |
1541 | ob->move_status = 0; |
|
|
1542 | |
1540 | if (ob->move_status < 4) |
1543 | if (ob->move_status < 4) |
1541 | (void) move_object (ob, 5); |
1544 | move_object (ob, 5); |
1542 | else |
1545 | else |
1543 | (void) move_object (ob, 1); |
1546 | move_object (ob, 1); |
1544 | } |
1547 | } |
1545 | |
1548 | |
1546 | void |
1549 | void |
1547 | pace_moveh (object *ob) |
1550 | pace_moveh (object *ob) |
1548 | { |
1551 | { |
1549 | if (ob->move_status++ > 6) |
1552 | if (ob->move_status++ > 6) |
1550 | ob->move_status = 0; |
1553 | ob->move_status = 0; |
|
|
1554 | |
1551 | if (ob->move_status < 4) |
1555 | if (ob->move_status < 4) |
1552 | (void) move_object (ob, 3); |
1556 | move_object (ob, 3); |
1553 | else |
1557 | else |
1554 | (void) move_object (ob, 7); |
1558 | move_object (ob, 7); |
1555 | } |
1559 | } |
1556 | |
1560 | |
1557 | void |
1561 | void |
1558 | pace2_movev (object *ob) |
1562 | pace2_movev (object *ob) |
1559 | { |
1563 | { |
1560 | if (ob->move_status++ > 16) |
1564 | if (ob->move_status++ > 16) |
1561 | ob->move_status = 0; |
1565 | ob->move_status = 0; |
|
|
1566 | |
1562 | if (ob->move_status < 6) |
1567 | if (ob->move_status < 6) |
1563 | (void) move_object (ob, 5); |
1568 | move_object (ob, 5); |
1564 | else if (ob->move_status < 8) |
1569 | else if (ob->move_status < 8) |
1565 | return; |
1570 | return; |
1566 | else if (ob->move_status < 13) |
1571 | else if (ob->move_status < 13) |
1567 | (void) move_object (ob, 1); |
1572 | move_object (ob, 1); |
1568 | else |
1573 | else |
1569 | return; |
1574 | return; |
1570 | } |
1575 | } |
1571 | |
1576 | |
1572 | void |
1577 | void |
1573 | pace2_moveh (object *ob) |
1578 | pace2_moveh (object *ob) |
1574 | { |
1579 | { |
1575 | if (ob->move_status++ > 16) |
1580 | if (ob->move_status++ > 16) |
1576 | ob->move_status = 0; |
1581 | ob->move_status = 0; |
|
|
1582 | |
1577 | if (ob->move_status < 6) |
1583 | if (ob->move_status < 6) |
1578 | (void) move_object (ob, 3); |
1584 | move_object (ob, 3); |
1579 | else if (ob->move_status < 8) |
1585 | else if (ob->move_status < 8) |
1580 | return; |
1586 | return; |
1581 | else if (ob->move_status < 13) |
1587 | else if (ob->move_status < 13) |
1582 | (void) move_object (ob, 7); |
1588 | move_object (ob, 7); |
1583 | else |
1589 | else |
1584 | return; |
1590 | return; |
1585 | } |
1591 | } |
1586 | |
1592 | |
1587 | void |
1593 | void |
1588 | rand_move (object *ob) |
1594 | rand_move (object *ob) |
1589 | { |
1595 | { |
1590 | int i; |
1596 | int i; |
1591 | |
1597 | |
1592 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1598 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1593 | for (i = 0; i < 5; i++) |
1599 | for (i = 0; i < 5; i++) |
1594 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1600 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1595 | return; |
1601 | return; |
1596 | } |
1602 | } |
1597 | |
1603 | |
1598 | void |
1604 | void |
1599 | check_earthwalls (object *op, maptile *m, int x, int y) |
1605 | check_earthwalls (object *op, maptile *m, int x, int y) |
… | |
… | |
1630 | * monsters to throw things like chairs and other pieces of |
1636 | * monsters to throw things like chairs and other pieces of |
1631 | * furniture, even if they are not good throwable objects. |
1637 | * furniture, even if they are not good throwable objects. |
1632 | * Probably better to have the monster throw a throwable object |
1638 | * Probably better to have the monster throw a throwable object |
1633 | * first, then throw any non equipped weapon. |
1639 | * first, then throw any non equipped weapon. |
1634 | */ |
1640 | */ |
1635 | |
|
|
1636 | object * |
1641 | object * |
1637 | find_mon_throw_ob (object *op) |
1642 | find_mon_throw_ob (object *op) |
1638 | { |
1643 | { |
1639 | object *tmp = NULL; |
1644 | object *tmp = NULL; |
1640 | |
1645 | |
… | |
… | |
1644 | tmp = op; |
1649 | tmp = op; |
1645 | |
1650 | |
1646 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1651 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1647 | * marked item and throw it to the enemy. |
1652 | * marked item and throw it to the enemy. |
1648 | */ |
1653 | */ |
1649 | |
|
|
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1654 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1651 | { |
1655 | { |
1652 | |
|
|
1653 | /* Can't throw invisible objects or items that are applied */ |
1656 | /* Can't throw invisible objects or items that are applied */ |
1654 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1657 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1655 | continue; |
1658 | continue; |
1656 | |
1659 | |
1657 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1660 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
… | |
… | |
1780 | /* ah, we are within range, detected? take cases */ |
1783 | /* ah, we are within range, detected? take cases */ |
1781 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1784 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | return 1; |
1785 | return 1; |
1783 | |
1786 | |
1784 | /* hidden or low-quality invisible */ |
1787 | /* hidden or low-quality invisible */ |
1785 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1788 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1786 | { |
1789 | { |
1787 | make_visible (enemy); |
1790 | make_visible (enemy); |
1788 | /* inform players of new status */ |
1791 | /* inform players of new status */ |
1789 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1792 | 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); |
1793 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
… | |
… | |
1797 | * do something to you. Decreasing the duration of invisible |
1800 | * do something to you. Decreasing the duration of invisible |
1798 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1801 | * 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 - |
1802 | * can then basically negate the spell. The spell isn't negated - |
1800 | * they just know where you are! |
1803 | * they just know where you are! |
1801 | */ |
1804 | */ |
1802 | if ((RANDOM () % 50) <= hide_discovery) |
1805 | if ((rndm (50)) <= hide_discovery) |
1803 | { |
1806 | { |
1804 | if (enemy->type == PLAYER) |
1807 | if (enemy->type == PLAYER) |
1805 | { |
1808 | { |
1806 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1809 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1807 | } |
1810 | } |
… | |
… | |
1817 | /* determine if op stands in a lighted square. This is not a very |
1820 | /* 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 |
1821 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1819 | * is possible for a bright light to illuminate a player on the |
1822 | * is possible for a bright light to illuminate a player on the |
1820 | * other side of a wall (!). |
1823 | * other side of a wall (!). |
1821 | */ |
1824 | */ |
1822 | |
|
|
1823 | int |
1825 | int |
1824 | stand_in_light (object *op) |
1826 | stand_in_light (object *op) |
1825 | { |
1827 | { |
1826 | sint16 nx, ny; |
1828 | sint16 nx, ny; |
1827 | maptile *m; |
1829 | maptile *m; |
1828 | |
1830 | |
1829 | |
|
|
1830 | if (!op) |
1831 | if (!op) |
1831 | return 0; |
1832 | return 0; |
|
|
1833 | |
1832 | if (op->glow_radius > 0) |
1834 | if (op->glow_radius > 0) |
1833 | return 1; |
1835 | return 1; |
1834 | |
1836 | |
1835 | if (op->map) |
1837 | if (op->map) |
1836 | { |
1838 | { |
1837 | int x, y, x1, y1; |
1839 | int x, y, x1, y1; |
1838 | |
|
|
1839 | |
|
|
1840 | |
1840 | |
1841 | /* Check the spaces with the max light radius to see if any of them |
1841 | /* 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. |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1843 | */ |
1843 | */ |
1844 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
1844 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
… | |
… | |
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
1858 | return 1; |
1858 | return 1; |
1859 | } |
1859 | } |
1860 | } |
1860 | } |
1861 | } |
1861 | } |
|
|
1862 | |
1862 | return 0; |
1863 | return 0; |
1863 | } |
1864 | } |
1864 | |
|
|
1865 | |
1865 | |
1866 | /* assuming no walls/barriers, lets check to see if its *possible* |
1866 | /* assuming no walls/barriers, lets check to see if its *possible* |
1867 | * to see an enemy. Note, "detection" is different from "seeing". |
1867 | * to see an enemy. Note, "detection" is different from "seeing". |
1868 | * See can_detect_enemy() for more details. -b.t. |
1868 | * See can_detect_enemy() for more details. -b.t. |
1869 | * return 0 if can't be seen, 1 if can be |
1869 | * return 0 if can't be seen, 1 if can be |
1870 | */ |
1870 | */ |
1871 | |
|
|
1872 | int |
1871 | int |
1873 | can_see_enemy (object *op, object *enemy) |
1872 | can_see_enemy (object *op, object *enemy) |
1874 | { |
1873 | { |
1875 | object *looker = op->head ? op->head : op; |
1874 | object *looker = op->head ? op->head : op; |
1876 | |
1875 | |