1 | /* |
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2 | * static char *rcsid_monster_c = |
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3 | * "$Id: monster.C,v 1.5 2006/08/30 06:06:27 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | |
12 | 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 |
13 | 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 |
… | |
… | |
21 | |
17 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
27 | */ |
23 | */ |
28 | |
24 | |
29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
26 | #include <sproto.h> |
32 | #include <spells.h> |
27 | #include <spells.h> |
33 | #include <skills.h> |
28 | #include <skills.h> |
34 | #endif |
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35 | |
29 | |
36 | |
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37 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
30 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
38 | |
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39 | |
31 | |
40 | /* checks npc->enemy and returns that enemy if still valid, |
32 | /* checks npc->enemy and returns that enemy if still valid, |
41 | * NULL otherwise. |
33 | * NULL otherwise. |
42 | * this is map tile aware. |
34 | * this is map tile aware. |
43 | * If this returns an enemy, the range vector rv should also be |
35 | * If this returns an enemy, the range vector rv should also be |
44 | * set to sane values. |
36 | * set to sane values. |
45 | */ |
37 | */ |
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38 | object * |
46 | object *check_enemy(object *npc, rv_vector *rv) { |
39 | check_enemy (object *npc, rv_vector * rv) |
47 | |
40 | { |
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41 | |
48 | /* if this is pet, let him attack the same enemy as his owner |
42 | /* if this is pet, let him attack the same enemy as his owner |
49 | * TODO: when there is no ower enemy, try to find a target, |
43 | * TODO: when there is no ower enemy, try to find a target, |
50 | * which CAN attack the owner. */ |
44 | * which CAN attack the owner. */ |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
52 | { |
46 | { |
53 | if (npc->owner == NULL) |
47 | if (npc->owner == NULL) |
54 | npc->enemy = NULL; |
48 | npc->enemy = NULL; |
55 | else if (npc->enemy == NULL) |
49 | else if (npc->enemy == NULL) |
56 | npc->enemy = npc->owner->enemy; |
50 | npc->enemy = npc->owner->enemy; |
57 | } |
51 | } |
58 | |
52 | |
59 | /* periodically, a monster mayu change its target. Also, if the object |
53 | /* periodically, a monster mayu change its target. Also, if the object |
60 | * has been destroyed, etc, clear the enemy. |
54 | * has been destroyed, etc, clear the enemy. |
61 | * TODO: this should be changed, because it invokes to attack forced or |
55 | * TODO: this should be changed, because it invokes to attack forced or |
62 | * attacked monsters to leave the attacker alone, before it is destroyed |
56 | * attacked monsters to leave the attacker alone, before it is destroyed |
63 | */ |
57 | */ |
64 | /* i had removed the random target leave, this invokes problems with friendly |
58 | /* i had removed the random target leave, this invokes problems with friendly |
65 | * objects, getting attacked and defending herself - they don't try to attack |
59 | * objects, getting attacked and defending herself - they don't try to attack |
66 | * again then but perhaps get attack on and on |
60 | * again then but perhaps get attack on and on |
67 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
61 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
68 | * too. */ |
62 | * too. */ |
69 | |
63 | |
70 | if(npc->enemy) |
64 | if (npc->enemy) |
71 | { |
65 | { |
72 | /* I broke these if's apart to better be able to see what |
66 | /* I broke these if's apart to better be able to see what |
73 | * the grouping checks are. Code is the same. |
67 | * the grouping checks are. Code is the same. |
74 | */ |
68 | */ |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
69 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
70 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
77 | !on_same_map(npc, npc->enemy) || |
71 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
78 | npc == npc->enemy || |
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79 | QUERY_FLAG(npc, FLAG_NEUTRAL) || |
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80 | QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
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81 | npc->enemy = NULL; |
72 | npc->enemy = NULL; |
82 | |
73 | |
83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
74 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
75 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
76 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
86 | || npc->enemy == npc->owner)) |
77 | || npc->enemy == npc->owner)) |
87 | npc->enemy = NULL; |
78 | npc->enemy = NULL; |
88 | |
79 | |
89 | |
80 | |
90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
81 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
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92 | npc->enemy=NULL; |
82 | npc->enemy = NULL; |
93 | |
83 | |
94 | /* I've noticed that pets could sometimes get an arrow as the |
84 | /* I've noticed that pets could sometimes get an arrow as the |
95 | * target enemy - this code below makes sure the enemy is something |
85 | * target enemy - this code below makes sure the enemy is something |
96 | * that should be attacked. My guess is that the arrow hits |
86 | * that should be attacked. My guess is that the arrow hits |
97 | * the creature/owner, and so the creature then takes that |
87 | * the creature/owner, and so the creature then takes that |
98 | * as the enemy to attack. |
88 | * as the enemy to attack. |
99 | */ |
89 | */ |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
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102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
91 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
103 | npc->enemy=NULL; |
92 | npc->enemy = NULL; |
104 | |
93 | |
105 | } |
94 | } |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
107 | } |
96 | } |
108 | |
97 | |
109 | /* Returns the nearest living creature (monster or generator). |
98 | /* Returns the nearest living creature (monster or generator). |
110 | * Modified to deal with tiled maps properly. |
99 | * Modified to deal with tiled maps properly. |
111 | * Also fixed logic so that monsters in the lower directions were more |
100 | * Also fixed logic so that monsters in the lower directions were more |
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118 | * the first few directions, it could very well choose something |
107 | * the first few directions, it could very well choose something |
119 | * 3 spaces away even though something directly north is closer. |
108 | * 3 spaces away even though something directly north is closer. |
120 | * |
109 | * |
121 | * this function is map tile aware. |
110 | * this function is map tile aware. |
122 | */ |
111 | */ |
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112 | object * |
123 | object *find_nearest_living_creature(object *npc) { |
113 | find_nearest_living_creature (object *npc) |
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114 | { |
124 | int i,mflags; |
115 | int i, mflags; |
125 | sint16 nx,ny; |
116 | sint16 nx, ny; |
126 | mapstruct *m; |
117 | maptile *m; |
127 | object *tmp; |
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128 | int search_arr[SIZEOFFREE]; |
118 | int search_arr[SIZEOFFREE]; |
129 | |
119 | |
130 | get_search_arr(search_arr); |
120 | get_search_arr (search_arr); |
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121 | |
131 | for(i=0;i<SIZEOFFREE;i++) { |
122 | for (i = 0; i < SIZEOFFREE; i++) |
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123 | { |
132 | /* modified to implement smart searching using search_arr |
124 | /* modified to implement smart searching using search_arr |
133 | * guidance array to determine direction of search order |
125 | * guidance array to determine direction of search order |
134 | */ |
126 | */ |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
127 | nx = npc->x + freearr_x[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
128 | ny = npc->y + freearr_y[search_arr[i]]; |
137 | m = npc->map; |
129 | m = npc->map; |
138 | |
130 | |
139 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
131 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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132 | |
140 | if (mflags & P_OUT_OF_MAP) continue; |
133 | if (mflags & P_OUT_OF_MAP) |
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134 | continue; |
141 | |
135 | |
142 | if (mflags & P_IS_ALIVE) { |
136 | if (mflags & P_IS_ALIVE) |
143 | tmp=get_map_ob(m,nx,ny); |
137 | { |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
138 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
139 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
146 | tmp=tmp->above; |
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147 | |
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148 | if (!tmp) { |
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149 | LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
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150 | m->path, nx, ny); |
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151 | } |
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152 | else { |
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153 | if(can_see_monsterP(m,nx,ny,i)) |
140 | if (can_see_monsterP (m, nx, ny, i)) |
154 | return tmp; |
141 | return tmp; |
155 | } |
142 | } |
156 | } /* is something living on this space */ |
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157 | } |
143 | } |
158 | return NULL; /* nothing found */ |
144 | |
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145 | return 0; |
159 | } |
146 | } |
160 | |
147 | |
161 | |
148 | |
162 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enmy for npc. We pass the range vector since |
163 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
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165 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
166 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
167 | * many cases. |
154 | * many cases. |
168 | */ |
155 | */ |
169 | |
156 | |
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157 | object * |
170 | object *find_enemy(object *npc, rv_vector *rv) |
158 | find_enemy (object *npc, rv_vector * rv) |
171 | { |
159 | { |
172 | object *attacker, *tmp=NULL; |
160 | object *attacker, *tmp = NULL; |
173 | |
161 | |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
162 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
163 | npc->attacked_by = 0; /* always clear the attacker entry */ |
176 | |
164 | |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
165 | /* if we berserk, we don't care about others - we attack all we can find */ |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
166 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
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167 | { |
179 | tmp = find_nearest_living_creature(npc); |
168 | tmp = find_nearest_living_creature (npc); |
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169 | |
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170 | if (tmp) |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
171 | get_rangevector (npc, tmp, rv, 0); |
181 | return tmp; |
172 | return tmp; |
182 | } |
173 | } |
183 | |
174 | |
184 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
185 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
186 | * one of both is dead. |
177 | * one of both is dead. |
187 | * If we have no enemy and we are... |
178 | * If we have no enemy and we are... |
188 | * a monster: try to find a player, a pet or a friendly monster |
179 | * a monster: try to find a player, a pet or a friendly monster |
189 | * a friendly: only target a monster which is targeting you first or targeting a player |
180 | * a friendly: only target a monster which is targeting you first or targeting a player |
190 | * a neutral: fight a attacker (but there should be none), then do nothing |
181 | * a neutral: fight a attacker (but there should be none), then do nothing |
191 | * a pet: attack player enemy or a monster |
182 | * a pet: attack player enemy or a monster |
192 | */ |
183 | */ |
193 | |
184 | |
194 | /* pet move */ |
185 | /* pet move */ |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
186 | if ((npc->attack_movement & HI4) == PETMOVE) |
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187 | { |
196 | tmp= get_pet_enemy(npc,rv); |
188 | tmp = get_pet_enemy (npc, rv); |
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189 | |
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190 | if (tmp) |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
191 | get_rangevector (npc, tmp, rv, 0); |
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192 | |
198 | return tmp; |
193 | return tmp; |
199 | } |
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200 | |
194 | } |
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195 | |
201 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
197 | if (!(tmp = check_enemy (npc, rv))) |
203 | { |
198 | { |
204 | if(attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
205 | { |
200 | { |
206 | /* we want be sure this is the right one! */ |
201 | /* TODO: thats not finished */ |
207 | if(attacker->count == npc->attacked_by_count) |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
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203 | |
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204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
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205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
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206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
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207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
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208 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | { |
209 | { |
209 | /* TODO: thats not finished */ |
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210 | /* we don't want a fight evil vs evil or good against non evil */ |
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211 | |
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212 | if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */ |
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213 | (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) || |
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214 | (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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215 | (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) ) |
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216 | CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */ |
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217 | else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */ |
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218 | { |
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219 | CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
220 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
221 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
222 | } |
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223 | } |
213 | } |
224 | } |
214 | } |
225 | |
215 | |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
216 | /* we have no legal enemy or attacker, so we try to target a new one */ |
227 | if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
217 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
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229 | { |
218 | { |
230 | npc->enemy = get_nearest_player(npc); |
219 | npc->enemy = get_nearest_player (npc); |
231 | if (npc->enemy) |
220 | if (npc->enemy) |
232 | tmp = check_enemy(npc,rv); |
221 | tmp = check_enemy (npc, rv); |
233 | } |
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234 | |
222 | } |
235 | } |
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236 | |
223 | |
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224 | } |
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225 | |
237 | return tmp; |
226 | return tmp; |
238 | } |
227 | } |
239 | |
228 | |
240 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
233 | */ |
245 | |
234 | |
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235 | int |
246 | int check_wakeup(object *op, object *enemy, rv_vector *rv) { |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
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237 | { |
247 | int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
248 | |
239 | |
249 | /* Trim work - if no enemy, no need to do anything below */ |
240 | /* Trim work - if no enemy, no need to do anything below */ |
250 | if (!enemy) return 0; |
241 | if (!enemy) |
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242 | return 0; |
251 | |
243 | |
252 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
253 | if(QUERY_FLAG(op, FLAG_BLIND)) |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
254 | radius = MIN_MON_RADIUS; |
246 | radius = MIN_MON_RADIUS; |
255 | |
247 | |
256 | /* This covers the situation where the monster is in the dark |
248 | /* This covers the situation where the monster is in the dark |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
249 | * and has an enemy. If the enemy has no carried light (or isnt |
258 | * glowing!) then the monster has trouble finding the enemy. |
250 | * glowing!) then the monster has trouble finding the enemy. |
259 | * Remember we already checked to see if the monster can see in |
251 | * Remember we already checked to see if the monster can see in |
260 | * the dark. */ |
252 | * the dark. */ |
261 | |
253 | |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
263 | !stand_in_light(enemy) && |
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264 | (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
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256 | { |
265 | int dark = radius/(op->map->darkness); |
257 | int dark = radius / (op->map->darkness); |
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258 | |
266 | radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
267 | } |
260 | } |
268 | else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
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262 | return 1; |
269 | |
263 | |
270 | /* enemy should already be on this map, so don't really need to check |
264 | /* enemy should already be on this map, so don't really need to check |
271 | * for that. |
265 | * for that. |
272 | */ |
266 | */ |
273 | if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
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268 | { |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
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270 | return 1; |
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271 | } |
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272 | return 0; |
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273 | } |
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274 | |
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|
275 | int |
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276 | move_randomly (object *op) |
|
|
277 | { |
|
|
278 | int i; |
|
|
279 | |
|
|
280 | /* Give up to 15 chances for a monster to move randomly */ |
|
|
281 | for (i = 0; i < 15; i++) |
|
|
282 | { |
|
|
283 | if (move_object (op, RANDOM () % 8 + 1)) |
275 | return 1; |
284 | return 1; |
276 | } |
285 | } |
277 | return 0; |
286 | return 0; |
278 | } |
|
|
279 | |
|
|
280 | int move_randomly(object *op) { |
|
|
281 | int i; |
|
|
282 | |
|
|
283 | /* Give up to 15 chances for a monster to move randomly */ |
|
|
284 | for(i=0;i<15;i++) { |
|
|
285 | if(move_object(op,RANDOM()%8+1)) |
|
|
286 | return 1; |
|
|
287 | } |
|
|
288 | return 0; |
|
|
289 | } |
287 | } |
290 | |
288 | |
291 | /* |
289 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
293 | */ |
291 | */ |
294 | |
292 | |
|
|
293 | int |
295 | int move_monster(object *op) { |
294 | move_monster (object *op) |
|
|
295 | { |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 | object *owner, *enemy, *part, *oph=op; |
297 | object *owner, *enemy, *part, *oph = op; |
298 | rv_vector rv; |
298 | rv_vector rv; |
299 | |
299 | |
300 | /* Monsters not on maps don't do anything. These monsters are things |
300 | /* Monsters not on maps don't do anything. These monsters are things |
301 | * Like royal guards in city dwellers inventories. |
301 | * Like royal guards in city dwellers inventories. |
302 | */ |
302 | */ |
303 | if (!op->map) return 0; |
303 | if (!op->map) |
|
|
304 | return 0; |
304 | |
305 | |
305 | /* for target facing, we copy this value here for fast access */ |
306 | /* for target facing, we copy this value here for fast access */ |
306 | if(oph->head) /* force update the head - one arch one pic */ |
307 | if (oph->head) /* force update the head - one arch one pic */ |
307 | oph = oph->head; |
308 | oph = oph->head; |
308 | |
309 | |
309 | if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
310 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
310 | enemy = op->enemy = NULL; |
311 | enemy = op->enemy = NULL; |
311 | else if((enemy= find_enemy(op, &rv))) |
312 | else if ((enemy = find_enemy (op, &rv))) |
312 | { |
|
|
313 | /* we have an enemy, just tell him we want him dead */ |
313 | /* we have an enemy, just tell him we want him dead */ |
314 | enemy->attacked_by = op; /* our ptr */ |
314 | enemy->attacked_by = op; /* our ptr */ |
315 | enemy->attacked_by_count = op->count; /* our tag */ |
315 | |
316 | } |
|
|
317 | |
|
|
318 | /* generate hp, if applicable */ |
316 | /* generate hp, if applicable */ |
319 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
317 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
318 | { |
320 | |
319 | |
321 | /* last heal is in funny units. Dividing by speed puts |
320 | /* last heal is in funny units. Dividing by speed puts |
322 | * the regeneration rate on a basis of time instead of |
321 | * the regeneration rate on a basis of time instead of |
323 | * #moves the monster makes. The scaling by 8 is |
322 | * #moves the monster makes. The scaling by 8 is |
324 | * to capture 8th's of a hp fraction regens |
323 | * to capture 8th's of a hp fraction regens |
325 | * |
324 | * |
326 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
325 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
327 | * overflow might produce monsters with negative hp. |
326 | * overflow might produce monsters with negative hp. |
328 | */ |
327 | */ |
329 | |
328 | |
330 | op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
329 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
331 | op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
330 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
332 | op->last_heal%=32; |
331 | op->last_heal %= 32; |
333 | |
332 | |
334 | /* So if the monster has gained enough HP that they are no longer afraid */ |
333 | /* So if the monster has gained enough HP that they are no longer afraid */ |
335 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
334 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
336 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
|
|
337 | (float)op->stats.maxhp)) |
|
|
338 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
335 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
339 | |
336 | |
340 | if(op->stats.hp>op->stats.maxhp) |
337 | if (op->stats.hp > op->stats.maxhp) |
341 | op->stats.hp=op->stats.maxhp; |
338 | op->stats.hp = op->stats.maxhp; |
342 | } |
339 | } |
343 | |
340 | |
344 | /* generate sp, if applicable */ |
341 | /* generate sp, if applicable */ |
345 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
342 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
343 | { |
346 | |
344 | |
347 | /* last_sp is in funny units. Dividing by speed puts |
345 | /* last_sp is in funny units. Dividing by speed puts |
348 | * the regeneration rate on a basis of time instead of |
346 | * the regeneration rate on a basis of time instead of |
349 | * #moves the monster makes. The scaling by 8 is |
347 | * #moves the monster makes. The scaling by 8 is |
350 | * to capture 8th's of a sp fraction regens |
348 | * to capture 8th's of a sp fraction regens |
351 | * |
349 | * |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
350 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
353 | * overflow might produce monsters with negative sp. |
351 | * overflow might produce monsters with negative sp. |
354 | */ |
352 | */ |
355 | |
353 | |
356 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
354 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
357 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
355 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
358 | op->last_sp%=128; |
356 | op->last_sp %= 128; |
359 | } |
357 | } |
360 | |
358 | |
361 | /* this should probably get modified by many more values. |
359 | /* this should probably get modified by many more values. |
362 | * (eg, creatures resistance to fear, level, etc. ) |
360 | * (eg, creatures resistance to fear, level, etc. ) |
363 | */ |
361 | */ |
364 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
362 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
|
|
363 | { |
365 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
364 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
366 | } |
365 | } |
367 | |
366 | |
368 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
367 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
369 | return QUERY_FLAG (op, FLAG_FREED); |
368 | return QUERY_FLAG (op, FLAG_FREED); |
370 | |
369 | |
371 | if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
370 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
372 | ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
371 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
373 | !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
372 | { |
374 | if(!check_wakeup(op,enemy,&rv)) |
373 | if (!check_wakeup (op, enemy, &rv)) |
375 | return 0; |
374 | return 0; |
376 | } |
375 | } |
377 | |
376 | |
378 | /* check if monster pops out of hidden spot */ |
377 | /* check if monster pops out of hidden spot */ |
|
|
378 | if (op->hide) |
379 | if(op->hide) do_hidden_move(op); |
379 | do_hidden_move (op); |
380 | |
380 | |
381 | if(op->pick_up) |
381 | if (op->pick_up) |
382 | monster_check_pickup(op); |
382 | monster_check_pickup (op); |
383 | |
383 | |
384 | if(op->will_apply) |
384 | if (op->will_apply) |
385 | monster_apply_below(op); /* Check for items to apply below */ |
385 | monster_apply_below (op); /* Check for items to apply below */ |
386 | |
386 | |
387 | /* If we don't have an enemy, do special movement or the like */ |
387 | /* If we don't have an enemy, do special movement or the like */ |
388 | if(!enemy) { |
388 | if (!enemy) |
|
|
389 | { |
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
390 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
390 | remove_ob(op); |
391 | { |
391 | free_object(op); |
392 | op->destroy (); |
392 | return 1; |
393 | return 1; |
393 | } |
394 | } |
394 | |
395 | |
395 | /* Probably really a bug for a creature to have both |
396 | /* Probably really a bug for a creature to have both |
396 | * stand still and a movement type set. |
397 | * stand still and a movement type set. |
397 | */ |
398 | */ |
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
399 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
400 | { |
399 | if (op->attack_movement & HI4) |
401 | if (op->attack_movement & HI4) |
400 | { |
402 | { |
401 | switch (op->attack_movement & HI4) { |
403 | switch (op->attack_movement & HI4) |
|
|
404 | { |
402 | case (PETMOVE): |
405 | case (PETMOVE): |
403 | pet_move (op); |
406 | pet_move (op); |
404 | break; |
407 | break; |
405 | |
408 | |
406 | case (CIRCLE1): |
409 | case (CIRCLE1): |
407 | circ1_move (op); |
410 | circ1_move (op); |
408 | break; |
411 | break; |
409 | |
412 | |
410 | case (CIRCLE2): |
413 | case (CIRCLE2): |
411 | circ2_move (op); |
414 | circ2_move (op); |
412 | break; |
415 | break; |
413 | |
416 | |
414 | case (PACEV): |
417 | case (PACEV): |
415 | pace_movev(op); |
418 | pace_movev (op); |
416 | break; |
419 | break; |
417 | |
420 | |
418 | case (PACEH): |
421 | case (PACEH): |
419 | pace_moveh(op); |
422 | pace_moveh (op); |
420 | break; |
423 | break; |
421 | |
424 | |
422 | case (PACEV2): |
425 | case (PACEV2): |
423 | pace2_movev (op); |
426 | pace2_movev (op); |
424 | break; |
427 | break; |
425 | |
428 | |
426 | case (PACEH2): |
429 | case (PACEH2): |
427 | pace2_moveh (op); |
430 | pace2_moveh (op); |
428 | break; |
431 | break; |
429 | |
432 | |
430 | case (RANDO): |
433 | case (RANDO): |
431 | rand_move (op); |
434 | rand_move (op); |
432 | break; |
435 | break; |
433 | |
436 | |
434 | case (RANDO2): |
437 | case (RANDO2): |
435 | move_randomly (op); |
438 | move_randomly (op); |
436 | break; |
439 | break; |
437 | } |
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)) |
438 | return 0; |
496 | return 0; |
439 | } |
497 | } |
440 | else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
|
|
441 | (void) move_randomly(op); |
|
|
442 | |
498 | |
443 | } /* stand still */ |
|
|
444 | return 0; |
|
|
445 | } /* no enemy */ |
|
|
446 | |
|
|
447 | /* We have an enemy. Block immediately below is for pets */ |
|
|
448 | if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
|
|
449 | return follow_owner(op, owner); |
|
|
450 | |
|
|
451 | /* doppleganger code to change monster facing to that of the nearest |
|
|
452 | * player. Hmm. The code is here, but no monster in the current |
|
|
453 | * arch set uses it. |
|
|
454 | */ |
|
|
455 | if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) |
|
|
456 | { |
|
|
457 | op->face = enemy->face; |
|
|
458 | if (op->name) |
|
|
459 | free_string(op->name); |
|
|
460 | add_refcount(op->name = enemy->name); |
|
|
461 | } |
|
|
462 | |
|
|
463 | /* Calculate range information for closest body part - this |
|
|
464 | * is used for the 'skill' code, which isn't that smart when |
|
|
465 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
466 | * into themselves. |
|
|
467 | */ |
|
|
468 | get_rangevector(op, enemy, &rv, 0); |
|
|
469 | |
|
|
470 | /* Move the check for scared up here - if the monster was scared, |
|
|
471 | * we were not doing any of the logic below, so might as well save |
|
|
472 | * a few cpu cycles. |
|
|
473 | */ |
|
|
474 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
|
|
475 | { |
|
|
476 | rv_vector rv1; |
|
|
477 | |
|
|
478 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
479 | for (part=op; part!=NULL; part=part->more) { |
|
|
480 | get_rangevector(part, enemy, &rv1, 0x1); |
|
|
481 | dir=rv1.direction; |
|
|
482 | |
|
|
483 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
484 | * but that we test above... so can be old code here |
|
|
485 | */ |
|
|
486 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
487 | dir=absdir(dir+4); |
|
|
488 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
489 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
490 | |
|
|
491 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
|
|
492 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
|
|
493 | return 0; |
|
|
494 | } |
|
|
495 | |
|
|
496 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
499 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
497 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
|
|
498 | return 0; |
|
|
499 | } |
|
|
500 | |
|
|
501 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
|
|
502 | if(monster_use_range(op,part,enemy,dir)) |
|
|
503 | return 0; |
|
|
504 | } |
|
|
505 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
|
|
506 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
|
|
507 | return 0; |
|
|
508 | } |
|
|
509 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
|
|
510 | if(monster_use_bow(op,part,enemy,dir)) |
|
|
511 | return 0; |
|
|
512 | } |
|
|
513 | } /* for processing of all parts */ |
|
|
514 | } /* If not scared */ |
|
|
515 | |
|
|
516 | |
|
|
517 | part = rv.part; |
|
|
518 | dir=rv.direction; |
|
|
519 | |
|
|
520 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
521 | dir=absdir(dir+4); |
|
|
522 | |
|
|
523 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
524 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
525 | |
|
|
526 | pre_att_dir = dir; /* remember the original direction */ |
|
|
527 | |
|
|
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
|
|
529 | { |
|
|
530 | switch (op->attack_movement & LO4) { |
|
|
531 | case DISTATT: |
|
|
532 | dir = dist_att (dir,op,enemy,part,&rv); |
|
|
533 | break; |
|
|
534 | |
|
|
535 | case RUNATT: |
|
|
536 | dir = run_att (dir,op,enemy,part,&rv); |
|
|
537 | break; |
|
|
538 | |
|
|
539 | case HITRUN: |
|
|
540 | dir = hitrun_att(dir,op,enemy); |
|
|
541 | break; |
|
|
542 | |
|
|
543 | case WAITATT: |
|
|
544 | dir = wait_att (dir,op,enemy,part,&rv); |
|
|
545 | break; |
|
|
546 | |
|
|
547 | case RUSH: /* default - monster normally moves towards player */ |
|
|
548 | case ALLRUN: |
|
|
549 | break; |
|
|
550 | |
|
|
551 | case DISTHIT: |
|
|
552 | dir = disthit_att (dir,op,enemy,part,&rv); |
|
|
553 | break; |
|
|
554 | |
|
|
555 | case WAIT2: |
|
|
556 | dir = wait_att2 (dir,op,enemy,part,&rv); |
|
|
557 | break; |
|
|
558 | |
|
|
559 | default: |
|
|
560 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
|
|
561 | } |
|
|
562 | } |
|
|
563 | |
|
|
564 | if (!dir) |
|
|
565 | return 0; |
|
|
566 | |
|
|
567 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
|
|
568 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
|
|
569 | { |
500 | { |
570 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
571 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
572 | op->direction = pre_att_dir; |
|
|
573 | |
|
|
574 | return 0; |
|
|
575 | } |
|
|
576 | |
|
|
577 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
|
|
578 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
|
|
579 | |
|
|
580 | /* Try move around corners if !close */ |
|
|
581 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
|
|
582 | for(diff = 1; diff <= maxdiff; diff++) { |
|
|
583 | /* try different detours */ |
|
|
584 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
|
|
585 | if(move_object(op,absdir(dir + diff*m)) || |
|
|
586 | move_object(op,absdir(dir - diff*m))) |
|
|
587 | return 0; |
502 | return 0; |
588 | } |
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) |
589 | } |
538 | { |
|
|
539 | case DISTATT: |
|
|
540 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
541 | break; |
|
|
542 | |
|
|
543 | case RUNATT: |
|
|
544 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
545 | break; |
|
|
546 | |
|
|
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 | { |
|
|
579 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
580 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
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 | } |
590 | } /* if monster is not standing still */ |
601 | } /* if monster is not standing still */ |
591 | |
602 | |
592 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
603 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
593 | if ((op->attack_movement & LO4) == DISTATT) |
604 | if ((op->attack_movement & LO4) == DISTATT) |
594 | op->direction = pre_att_dir; |
605 | op->direction = pre_att_dir; |
595 | |
606 | |
596 | /* |
607 | /* |
597 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
608 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
598 | * direction if they can't move away. |
609 | * direction if they can't move away. |
599 | */ |
610 | */ |
600 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
611 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
601 | if(move_randomly(op)) |
612 | if (move_randomly (op)) |
602 | return 0; |
613 | return 0; |
603 | |
614 | |
604 | /* |
615 | /* |
605 | * Try giving the monster a new enemy - the player that is closest |
616 | * Try giving the monster a new enemy - the player that is closest |
606 | * to it. In this way, it won't just keep trying to get to a target |
617 | * to it. In this way, it won't just keep trying to get to a target |
607 | * that is inaccessible. |
618 | * that is inaccessible. |
608 | * This could be more clever - it should go through a list of several |
619 | * This could be more clever - it should go through a list of several |
609 | * enemies, as it is now, you could perhaps get situations where there |
620 | * enemies, as it is now, you could perhaps get situations where there |
610 | * are two players flanking the monster at close distance, but which |
621 | * are two players flanking the monster at close distance, but which |
611 | * the monster can't get to, and a third one at a far distance that |
622 | * the monster can't get to, and a third one at a far distance that |
612 | * the monster could get to - as it is, the monster won't look at that |
623 | * the monster could get to - as it is, the monster won't look at that |
613 | * third one. |
624 | * third one. |
614 | */ |
625 | */ |
615 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
626 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
616 | { |
627 | { |
617 | object *nearest_player = get_nearest_player(op); |
628 | object *nearest_player = get_nearest_player (op); |
|
|
629 | |
618 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
630 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
631 | { |
619 | op->enemy = NULL; |
632 | op->enemy = NULL; |
620 | enemy = nearest_player; |
633 | enemy = nearest_player; |
621 | } |
634 | } |
622 | } |
635 | } |
623 | |
636 | |
624 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
637 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
625 | { |
638 | { |
626 | /* The adjustement to wc that was here before looked totally bogus - |
639 | /* The adjustement to wc that was here before looked totally bogus - |
627 | * since wc can in fact get negative, that would mean by adding |
640 | * since wc can in fact get negative, that would mean by adding |
628 | * the current wc, the creature gets better? Instead, just |
641 | * the current wc, the creature gets better? Instead, just |
629 | * add a fixed amount - nasty creatures that are runny away should |
642 | * add a fixed amount - nasty creatures that are runny away should |
630 | * still be pretty nasty. |
643 | * still be pretty nasty. |
631 | */ |
644 | */ |
632 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
645 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
633 | { |
646 | { |
634 | part->stats.wc+=10; |
647 | part->stats.wc += 10; |
635 | (void)skill_attack(enemy,part,0,NULL, NULL); |
648 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
636 | part->stats.wc-=10; |
649 | part->stats.wc -= 10; |
637 | } |
650 | } |
638 | else |
651 | else |
639 | (void)skill_attack(enemy,part,0,NULL, NULL); |
652 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
640 | } /* if monster is in attack range */ |
653 | } /* if monster is in attack range */ |
641 | |
654 | |
642 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
655 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
643 | return 1; |
656 | return 1; |
644 | |
657 | |
645 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
658 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
659 | { |
|
|
660 | op->remove (); |
|
|
661 | op->destroy (); |
|
|
662 | return 1; |
646 | { |
663 | } |
647 | remove_ob(op); |
664 | return 0; |
648 | free_object(op); |
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) |
649 | return 1; |
686 | return 1; |
650 | } |
687 | } |
651 | return 0; |
688 | return 0; |
652 | } |
|
|
653 | |
|
|
654 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
|
|
655 | object *more; |
|
|
656 | rv_vector rv1; |
|
|
657 | |
|
|
658 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
|
|
659 | return 0; |
|
|
660 | |
|
|
661 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
|
|
662 | |
|
|
663 | /* check all the parts of ob2 - just because we can't get to |
|
|
664 | * its head doesn't mean we don't want to pound its feet |
|
|
665 | */ |
|
|
666 | for (more = ob2->more; more!=NULL; more = more->more) { |
|
|
667 | get_rangevector(ob1, more, &rv1, 0); |
|
|
668 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
|
|
669 | } |
|
|
670 | return 0; |
|
|
671 | |
689 | |
672 | } |
690 | } |
673 | |
691 | |
674 | /* Returns 1 is monster should cast spell sp at an enemy |
692 | /* Returns 1 is monster should cast spell sp at an enemy |
675 | * Returns 0 if the monster should not cast this spell. |
693 | * Returns 0 if the monster should not cast this spell. |
… | |
… | |
685 | * This could be a lot smarter - if there are few monsters around, |
703 | * This could be a lot smarter - if there are few monsters around, |
686 | * then disease might not be as bad. Likewise, if the monster is damaged, |
704 | * then disease might not be as bad. Likewise, if the monster is damaged, |
687 | * the right type of healing spell could be useful. |
705 | * the right type of healing spell could be useful. |
688 | */ |
706 | */ |
689 | |
707 | |
|
|
708 | static int |
690 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
709 | monster_should_cast_spell (object *monster, object *spell_ob) |
691 | { |
710 | { |
692 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
711 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
693 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
712 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
694 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
713 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
695 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
714 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
696 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
715 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
697 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
716 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
698 | spell_ob->subtype == SP_INVISIBLE) |
|
|
699 | |
717 | |
700 | return 1; |
|
|
701 | |
|
|
702 | return 0; |
718 | return 1; |
|
|
719 | |
|
|
720 | return 0; |
703 | } |
721 | } |
704 | |
722 | |
705 | |
723 | |
706 | #define MAX_KNOWN_SPELLS 20 |
724 | #define MAX_KNOWN_SPELLS 20 |
707 | |
725 | |
708 | /* Returns a randomly selected spell. This logic is still |
726 | /* Returns a randomly selected spell. This logic is still |
709 | * less than ideal. This code also only seems to deal with |
727 | * less than ideal. This code also only seems to deal with |
710 | * wizard spells, as the check is against sp, and not grace. |
728 | * wizard spells, as the check is against sp, and not grace. |
711 | * can mosnters know cleric spells? |
729 | * can mosnters know cleric spells? |
712 | */ |
730 | */ |
|
|
731 | object * |
713 | object *monster_choose_random_spell(object *monster) { |
732 | monster_choose_random_spell (object *monster) |
|
|
733 | { |
714 | object *altern[MAX_KNOWN_SPELLS]; |
734 | object *altern[MAX_KNOWN_SPELLS]; |
715 | object *tmp; |
735 | object *tmp; |
716 | int i=0; |
736 | int i = 0; |
717 | |
737 | |
718 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
738 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
719 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
739 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
740 | { |
720 | /* Check and see if it's actually a useful spell. |
741 | /* Check and see if it's actually a useful spell. |
721 | * If its a spellbook, the spell is actually the inventory item. |
742 | * If its a spellbook, the spell is actually the inventory item. |
722 | * if it is a spell, then it is just the object itself. |
743 | * if it is a spell, then it is just the object itself. |
723 | */ |
744 | */ |
724 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
745 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
746 | { |
725 | altern[i++]=tmp; |
747 | altern[i++] = tmp; |
726 | if(i==MAX_KNOWN_SPELLS) |
748 | if (i == MAX_KNOWN_SPELLS) |
727 | break; |
749 | break; |
728 | } |
750 | } |
729 | } |
751 | } |
730 | if(!i) |
752 | if (!i) |
731 | return NULL; |
753 | return NULL; |
732 | return altern[RANDOM()%i]; |
754 | return altern[RANDOM () % i]; |
733 | } |
755 | } |
734 | |
756 | |
735 | /* This checks to see if the monster should cast a spell/ability. |
757 | /* This checks to see if the monster should cast a spell/ability. |
736 | * it returns true if the monster casts a spell, 0 if he doesn't. |
758 | * it returns true if the monster casts a spell, 0 if he doesn't. |
737 | * head is the head of the monster. |
759 | * head is the head of the monster. |
… | |
… | |
739 | * pl is the target. |
761 | * pl is the target. |
740 | * dir is the direction to case. |
762 | * dir is the direction to case. |
741 | * rv is the vector which describes where the enemy is. |
763 | * rv is the vector which describes where the enemy is. |
742 | */ |
764 | */ |
743 | |
765 | |
|
|
766 | int |
744 | int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
767 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
768 | { |
745 | object *spell_item; |
769 | object *spell_item; |
746 | object *owner; |
770 | object *owner; |
747 | rv_vector rv1; |
771 | rv_vector rv1; |
748 | |
772 | |
749 | /* If you want monsters to cast spells over friends, this spell should |
773 | /* If you want monsters to cast spells over friends, this spell should |
750 | * be removed. It probably should be in most cases, since monsters still |
774 | * be removed. It probably should be in most cases, since monsters still |
751 | * don't care about residual effects (ie, casting a cone which may have a |
775 | * don't care about residual effects (ie, casting a cone which may have a |
752 | * clear path to the player, the side aspects of the code will still hit |
776 | * clear path to the player, the side aspects of the code will still hit |
753 | * other monsters) |
777 | * other monsters) |
754 | */ |
778 | */ |
755 | if(!(dir=path_to_player(part,pl,0))) |
779 | if (!(dir = path_to_player (part, pl, 0))) |
756 | return 0; |
780 | return 0; |
|
|
781 | |
|
|
782 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
757 | |
783 | { |
758 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
759 | get_rangevector(head, owner, &rv1, 0x1); |
784 | get_rangevector (head, owner, &rv1, 0x1); |
760 | if(dirdiff(dir,rv1.direction) < 2) { |
785 | if (dirdiff (dir, rv1.direction) < 2) |
761 | return 0; /* Might hit owner with spell */ |
|
|
762 | } |
786 | { |
|
|
787 | return 0; /* Might hit owner with spell */ |
|
|
788 | } |
763 | } |
789 | } |
764 | |
790 | |
765 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
791 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
766 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
792 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
767 | |
793 | |
768 | /* If the monster hasn't already chosen a spell, choose one |
794 | /* If the monster hasn't already chosen a spell, choose one |
769 | * I'm not sure if it really make sense to pre-select spells (events |
795 | * I'm not sure if it really make sense to pre-select spells (events |
770 | * could be different by the time the monster goes again). |
796 | * could be different by the time the monster goes again). |
771 | */ |
797 | */ |
772 | if(head->spellitem==NULL) { |
798 | if (head->spellitem == NULL) |
|
|
799 | { |
773 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
800 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
801 | { |
774 | LOG(llevMonster,"Turned off spells in %s\n",head->name); |
802 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
775 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
803 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
776 | return 0; |
804 | return 0; |
777 | } |
805 | } |
778 | if (spell_item->type == SPELLBOOK) { |
806 | if (spell_item->type == SPELLBOOK) |
|
|
807 | { |
779 | if (!spell_item->inv) { |
808 | if (!spell_item->inv) |
|
|
809 | { |
780 | LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
810 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
781 | return 0; |
811 | return 0; |
782 | } |
812 | } |
783 | spell_item=spell_item->inv; |
813 | spell_item = spell_item->inv; |
784 | } |
814 | } |
785 | } |
815 | } |
786 | else |
816 | else |
787 | spell_item=head->spellitem; |
817 | spell_item = head->spellitem; |
788 | |
818 | |
789 | if (!spell_item) return 0; |
819 | if (!spell_item) |
|
|
820 | return 0; |
790 | |
821 | |
791 | /* Best guess this is a defensive/healing spell */ |
822 | /* Best guess this is a defensive/healing spell */ |
792 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
823 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
793 | dir = 0; |
824 | dir = 0; |
794 | |
825 | |
795 | /* Monster doesn't have enough spell-points */ |
826 | /* Monster doesn't have enough spell-points */ |
796 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
827 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
797 | return 0; |
828 | return 0; |
798 | |
829 | |
799 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
830 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
800 | return 0; |
831 | return 0; |
801 | |
832 | |
802 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
833 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
803 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
834 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
804 | |
835 | |
805 | /* set this to null, so next time monster will choose something different */ |
836 | /* set this to null, so next time monster will choose something different */ |
806 | head->spellitem = NULL; |
837 | head->spellitem = NULL; |
807 | |
838 | |
808 | return cast_spell(part,part,dir, spell_item, NULL); |
839 | return cast_spell (part, part, dir, spell_item, NULL); |
809 | } |
840 | } |
810 | |
841 | |
811 | |
842 | |
|
|
843 | int |
812 | int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
844 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
845 | { |
813 | object *scroll; |
846 | object *scroll; |
814 | object *owner; |
847 | object *owner; |
815 | rv_vector rv1; |
848 | rv_vector rv1; |
816 | |
849 | |
817 | /* If you want monsters to cast spells over friends, this spell should |
850 | /* If you want monsters to cast spells over friends, this spell should |
818 | * be removed. It probably should be in most cases, since monsters still |
851 | * be removed. It probably should be in most cases, since monsters still |
819 | * don't care about residual effects (ie, casting a cone which may have a |
852 | * don't care about residual effects (ie, casting a cone which may have a |
820 | * clear path to the player, the side aspects of the code will still hit |
853 | * clear path to the player, the side aspects of the code will still hit |
821 | * other monsters) |
854 | * other monsters) |
822 | */ |
855 | */ |
823 | if(!(dir=path_to_player(part,pl,0))) |
856 | if (!(dir = path_to_player (part, pl, 0))) |
824 | return 0; |
857 | return 0; |
|
|
858 | |
|
|
859 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
825 | |
860 | { |
826 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
827 | get_rangevector(head, owner, &rv1, 0x1); |
861 | get_rangevector (head, owner, &rv1, 0x1); |
828 | if(dirdiff(dir,rv1.direction) < 2) { |
862 | if (dirdiff (dir, rv1.direction) < 2) |
829 | return 0; /* Might hit owner with spell */ |
|
|
830 | } |
863 | { |
|
|
864 | return 0; /* Might hit owner with spell */ |
|
|
865 | } |
831 | } |
866 | } |
832 | |
867 | |
833 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
868 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
834 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
869 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
835 | |
870 | |
836 | for (scroll=head->inv; scroll; scroll=scroll->below) |
871 | for (scroll = head->inv; scroll; scroll = scroll->below) |
837 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
872 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
873 | break; |
838 | |
874 | |
839 | /* Used up all his scrolls, so nothing do to */ |
875 | /* Used up all his scrolls, so nothing do to */ |
840 | if (!scroll) { |
876 | if (!scroll) |
|
|
877 | { |
841 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
878 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
842 | return 0; |
879 | return 0; |
843 | } |
880 | } |
844 | |
881 | |
845 | /* Spell should be cast on caster (ie, heal, strength) */ |
882 | /* Spell should be cast on caster (ie, heal, strength) */ |
846 | if (scroll->inv->range==0) |
883 | if (scroll->inv->range == 0) |
847 | dir = 0; |
884 | dir = 0; |
848 | |
885 | |
849 | apply_scroll(part, scroll, dir); |
886 | apply_scroll (part, scroll, dir); |
850 | return 1; |
887 | return 1; |
851 | } |
888 | } |
852 | |
889 | |
853 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
890 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
854 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
891 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
855 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
892 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
… | |
… | |
858 | * |
895 | * |
859 | * The skills we are treating here are all but those. -b.t. |
896 | * The skills we are treating here are all but those. -b.t. |
860 | * |
897 | * |
861 | * At the moment this is only useful for throwing, perhaps for |
898 | * At the moment this is only useful for throwing, perhaps for |
862 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
899 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
863 | */ |
900 | */ |
864 | |
901 | |
|
|
902 | int |
865 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
903 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
904 | { |
866 | object *skill, *owner; |
905 | object *skill, *owner; |
867 | |
906 | |
868 | if(!(dir=path_to_player(part,pl,0))) |
907 | if (!(dir = path_to_player (part, pl, 0))) |
869 | return 0; |
908 | return 0; |
870 | |
909 | |
871 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
910 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
911 | { |
872 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
912 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
913 | |
873 | if(dirdiff(dir,dir2) < 1) |
914 | if (dirdiff (dir, dir2) < 1) |
874 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
915 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
875 | } |
916 | } |
876 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
917 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
877 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
918 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
878 | |
919 | |
879 | /* skill selection - monster will use the next unused skill. |
920 | /* skill selection - monster will use the next unused skill. |
880 | * well...the following scenario will allow the monster to |
921 | * well...the following scenario will allow the monster to |
881 | * toggle between 2 skills. One day it would be nice to make |
922 | * toggle between 2 skills. One day it would be nice to make |
882 | * more skills available to monsters. |
923 | * more skills available to monsters. |
883 | */ |
924 | */ |
884 | |
925 | |
885 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
926 | for (skill = head->inv; skill != NULL; skill = skill->below) |
886 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
927 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
928 | { |
887 | head->chosen_skill=skill; |
929 | head->chosen_skill = skill; |
888 | break; |
930 | break; |
889 | } |
931 | } |
890 | |
932 | |
891 | if(!skill && !head->chosen_skill) { |
933 | if (!skill && !head->chosen_skill) |
|
|
934 | { |
892 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
935 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
893 | head->name,head->count); |
|
|
894 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
936 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
895 | return 0; |
937 | return 0; |
896 | } |
938 | } |
897 | /* use skill */ |
939 | /* use skill */ |
898 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
940 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
899 | } |
941 | } |
900 | |
942 | |
901 | /* Monster will use a ranged spell attack. */ |
943 | /* Monster will use a ranged spell attack. */ |
902 | |
944 | |
|
|
945 | int |
903 | int monster_use_range(object *head,object *part,object *pl,int dir) |
946 | monster_use_range (object *head, object *part, object *pl, int dir) |
904 | { |
947 | { |
905 | object *wand, *owner; |
948 | object *wand, *owner; |
906 | int at_least_one = 0; |
949 | int at_least_one = 0; |
907 | |
950 | |
908 | if(!(dir=path_to_player(part,pl,0))) |
951 | if (!(dir = path_to_player (part, pl, 0))) |
909 | return 0; |
952 | return 0; |
910 | |
953 | |
911 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
954 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
955 | { |
912 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
956 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
957 | |
913 | if(dirdiff(dir,dir2) < 2) |
958 | if (dirdiff (dir, dir2) < 2) |
914 | return 0; /* Might hit owner with spell */ |
959 | return 0; /* Might hit owner with spell */ |
915 | } |
960 | } |
916 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
961 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
917 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
962 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
918 | |
963 | |
919 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
964 | for (wand = head->inv; wand != NULL; wand = wand->below) |
920 | { |
965 | { |
921 | if (wand->type == WAND) |
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)) |
922 | { |
976 | { |
923 | /* Found a wand, let's see if it has charges left */ |
977 | if (wand->arch) |
924 | at_least_one = 1; |
|
|
925 | if( wand->stats.food<=0 ) |
|
|
926 | continue; |
|
|
927 | |
|
|
928 | cast_spell( head, wand, dir, wand->inv, NULL ); |
|
|
929 | |
|
|
930 | if ( !( --wand->stats.food ) ) |
|
|
931 | { |
978 | { |
932 | if ( wand->arch ) |
|
|
933 | { |
|
|
934 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
979 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
935 | wand->face = wand->arch->clone.face; |
980 | wand->face = wand->arch->clone.face; |
936 | wand->speed = 0; |
981 | wand->set_speed (0); |
937 | update_ob_speed(wand); |
|
|
938 | } |
|
|
939 | } |
982 | } |
940 | /* Success */ |
|
|
941 | return 1; |
|
|
942 | } |
983 | } |
|
|
984 | /* Success */ |
|
|
985 | return 1; |
|
|
986 | } |
943 | else if ( wand->type == ROD || wand->type==HORN ) { |
987 | else if (wand->type == ROD || wand->type == HORN) |
|
|
988 | { |
944 | /* Found rod/horn, let's use it if possible */ |
989 | /* Found rod/horn, let's use it if possible */ |
945 | at_least_one = 1; |
990 | at_least_one = 1; |
946 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
991 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
947 | continue; |
992 | continue; |
948 | |
993 | |
949 | /* drain charge before casting spell - can be a case where the |
994 | /* drain charge before casting spell - can be a case where the |
950 | * spell destroys the monster, and rod, so if done after, results |
995 | * spell destroys the monster, and rod, so if done after, results |
951 | * in crash. |
996 | * in crash. |
952 | */ |
997 | */ |
953 | drain_rod_charge( wand ); |
998 | drain_rod_charge (wand); |
954 | cast_spell( head, wand, dir, wand->inv, NULL ); |
999 | cast_spell (head, wand, dir, wand->inv, NULL); |
955 | |
1000 | |
956 | /* Success */ |
1001 | /* Success */ |
957 | return 1; |
1002 | return 1; |
958 | } |
1003 | } |
959 | } |
1004 | } |
960 | |
1005 | |
961 | if ( at_least_one ) |
1006 | if (at_least_one) |
962 | return 0; |
1007 | return 0; |
963 | |
1008 | |
964 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
1009 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
965 | head->name,head->count); |
|
|
966 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
1010 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
967 | return 0; |
1011 | return 0; |
968 | } |
1012 | } |
969 | |
1013 | |
|
|
1014 | int |
970 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
1015 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1016 | { |
971 | object *owner; |
1017 | object *owner; |
972 | |
1018 | |
973 | if(!(dir=path_to_player(part,pl,0))) |
1019 | if (!(dir = path_to_player (part, pl, 0))) |
974 | return 0; |
1020 | return 0; |
975 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
1021 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
976 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
1022 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
977 | |
1023 | |
978 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
1024 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1025 | { |
979 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
1026 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1027 | |
980 | if(dirdiff(dir,dir2) < 1) |
1028 | if (dirdiff (dir, dir2) < 1) |
981 | return 0; /* Might hit owner with arrow */ |
1029 | return 0; /* Might hit owner with arrow */ |
982 | } |
1030 | } |
983 | |
1031 | |
984 | /* in server/player.c */ |
1032 | /* in server/player.c */ |
985 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
1033 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
986 | |
1034 | |
987 | } |
1035 | } |
988 | |
1036 | |
989 | /* Checks if putting on 'item' will make 'who' do more |
1037 | /* Checks if putting on 'item' will make 'who' do more |
990 | * damage. This is a very simplistic check - also checking things |
1038 | * damage. This is a very simplistic check - also checking things |
991 | * like speed and ac are also relevant. |
1039 | * like speed and ac are also relevant. |
992 | * |
1040 | * |
993 | * return true if item is a better object. |
1041 | * return true if item is a better object. |
994 | */ |
1042 | */ |
995 | |
1043 | |
|
|
1044 | int |
996 | int check_good_weapon(object *who, object *item) { |
1045 | check_good_weapon (object *who, object *item) |
|
|
1046 | { |
997 | object *other_weap; |
1047 | object *other_weap; |
998 | int val=0, i; |
1048 | int val = 0, i; |
999 | |
1049 | |
1000 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
1050 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1001 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
1051 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1002 | break; |
1052 | break; |
1003 | |
1053 | |
1004 | if(other_weap==NULL) /* No other weapons */ |
1054 | if (other_weap == NULL) /* No other weapons */ |
1005 | return 1; |
1055 | return 1; |
1006 | |
1056 | |
1007 | /* Rather than go through and apply the new one, and see if it is |
1057 | /* Rather than go through and apply the new one, and see if it is |
1008 | * better, just do some simple checks |
1058 | * better, just do some simple checks |
1009 | * Put some multipliers for things that hvae several effects, |
1059 | * Put some multipliers for things that hvae several effects, |
1010 | * eg, magic affects both damage and wc, so it has more weight |
1060 | * eg, magic affects both damage and wc, so it has more weight |
1011 | */ |
1061 | */ |
1012 | |
1062 | |
1013 | val = item->stats.dam - other_weap->stats.dam; |
1063 | val = item->stats.dam - other_weap->stats.dam; |
1014 | val += (item->magic - other_weap->magic) * 3; |
1064 | val += (item->magic - other_weap->magic) * 3; |
1015 | /* Monsters don't really get benefits from things like regen rates |
1065 | /* Monsters don't really get benefits from things like regen rates |
1016 | * from items. But the bonus for their stats are very important. |
1066 | * from items. But the bonus for their stats are very important. |
1017 | */ |
1067 | */ |
1018 | for (i=0; i<NUM_STATS; i++) |
1068 | for (i = 0; i < NUM_STATS; i++) |
1019 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1069 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1020 | |
1070 | |
1021 | if (val > 0) return 1; |
1071 | if (val > 0) |
|
|
1072 | return 1; |
|
|
1073 | else |
1022 | else return 0; |
1074 | return 0; |
1023 | |
1075 | |
1024 | } |
1076 | } |
1025 | |
1077 | |
|
|
1078 | int |
1026 | int check_good_armour(object *who, object *item) { |
1079 | check_good_armour (object *who, object *item) |
|
|
1080 | { |
1027 | object *other_armour; |
1081 | object *other_armour; |
1028 | int val=0,i; |
1082 | int val = 0, i; |
1029 | |
1083 | |
1030 | for (other_armour = who->inv; other_armour != NULL; |
1084 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1031 | other_armour = other_armour->below) |
|
|
1032 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1085 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1033 | break; |
1086 | break; |
1034 | |
1087 | |
1035 | if (other_armour == NULL) /* No other armour, use the new */ |
1088 | if (other_armour == NULL) /* No other armour, use the new */ |
1036 | return 1; |
1089 | return 1; |
1037 | |
1090 | |
1038 | /* Like above function , see which is better */ |
1091 | /* Like above function , see which is better */ |
1039 | val = item->stats.ac - other_armour->stats.ac; |
1092 | val = item->stats.ac - other_armour->stats.ac; |
1040 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1093 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
1041 | val += (item->magic - other_armour->magic) * 3; |
1094 | val += (item->magic - other_armour->magic) * 3; |
1042 | |
1095 | |
1043 | /* for the other protections, do weigh them very much in the equation - |
1096 | /* for the other protections, do weigh them very much in the equation - |
1044 | * it is the armor protection which is most important, because there is |
1097 | * it is the armor protection which is most important, because there is |
1045 | * no good way to know what the player may attack the monster with. |
1098 | * no good way to know what the player may attack the monster with. |
1046 | * So if the new item has better protection than the old, give that higher |
1099 | * So if the new item has better protection than the old, give that higher |
1047 | * value. If the reverse, then decrease the value of this item some. |
1100 | * value. If the reverse, then decrease the value of this item some. |
1048 | */ |
1101 | */ |
1049 | for (i=1; i <NROFATTACKS; i++) { |
1102 | for (i = 1; i < NROFATTACKS; i++) |
|
|
1103 | { |
1050 | if (item->resist[i] > other_armour->resist[i]) val++; |
1104 | if (item->resist[i] > other_armour->resist[i]) |
|
|
1105 | val++; |
1051 | else if (item->resist[i] < other_armour->resist[i]) val--; |
1106 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
1107 | val--; |
1052 | } |
1108 | } |
1053 | |
1109 | |
1054 | /* Very few armours have stats, so not much need to worry about those. */ |
1110 | /* Very few armours have stats, so not much need to worry about those. */ |
1055 | |
1111 | |
1056 | if (val > 0) return 1; |
1112 | if (val > 0) |
|
|
1113 | return 1; |
|
|
1114 | else |
1057 | else return 0; |
1115 | return 0; |
1058 | |
1116 | |
1059 | } |
1117 | } |
1060 | |
1118 | |
1061 | /* |
1119 | /* |
1062 | * monster_check_pickup(): checks for items that monster can pick up. |
1120 | * monster_check_pickup(): checks for items that monster can pick up. |
… | |
… | |
1072 | * became a recursive loop. It may be better to call monster_check_apply |
1130 | * became a recursive loop. It may be better to call monster_check_apply |
1073 | * after we pick everything up, since that function may call others which |
1131 | * after we pick everything up, since that function may call others which |
1074 | * affect stacking on this space. |
1132 | * affect stacking on this space. |
1075 | */ |
1133 | */ |
1076 | |
1134 | |
|
|
1135 | void |
1077 | void monster_check_pickup(object *monster) { |
1136 | monster_check_pickup (object *monster) |
|
|
1137 | { |
1078 | object *tmp,*next; |
1138 | object *tmp, *next; |
1079 | int next_tag; |
|
|
1080 | |
1139 | |
1081 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1140 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1141 | { |
1082 | next=tmp->below; |
1142 | next = tmp->below; |
1083 | next_tag = next ? next->count : 0; |
|
|
1084 | if (monster_can_pick(monster,tmp)) { |
1143 | if (monster_can_pick (monster, tmp)) |
1085 | remove_ob(tmp); |
1144 | { |
|
|
1145 | tmp->remove (); |
1086 | tmp = insert_ob_in_ob(tmp,monster); |
1146 | tmp = insert_ob_in_ob (tmp, monster); |
1087 | (void) monster_check_apply(monster,tmp); |
1147 | (void) monster_check_apply (monster, tmp); |
1088 | } |
1148 | } |
1089 | /* We could try to re-establish the cycling, of the space, but probably |
1149 | /* We could try to re-establish the cycling, of the space, but probably |
1090 | * not a big deal to just bail out. |
1150 | * not a big deal to just bail out. |
1091 | */ |
1151 | */ |
1092 | if (next && was_destroyed(next, next_tag)) return; |
1152 | if (next && next->destroyed ()) |
|
|
1153 | return; |
1093 | } |
1154 | } |
1094 | } |
1155 | } |
1095 | |
1156 | |
1096 | /* |
1157 | /* |
1097 | * monster_can_pick(): If the monster is interested in picking up |
1158 | * monster_can_pick(): If the monster is interested in picking up |
1098 | * the item, then return 0. Otherwise 0. |
1159 | * the item, then return 0. Otherwise 0. |
1099 | * Instead of pick_up, flags for "greed", etc, should be used. |
1160 | * Instead of pick_up, flags for "greed", etc, should be used. |
1100 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1161 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1101 | */ |
1162 | */ |
1102 | |
1163 | |
|
|
1164 | int |
1103 | int monster_can_pick(object *monster, object *item) { |
1165 | monster_can_pick (object *monster, object *item) |
|
|
1166 | { |
1104 | int flag=0; |
1167 | int flag = 0; |
1105 | int i; |
1168 | int i; |
1106 | |
1169 | |
1107 | if(!can_pick(monster,item)) |
1170 | if (!can_pick (monster, item)) |
1108 | return 0; |
1171 | return 0; |
1109 | |
1172 | |
1110 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
1173 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1111 | return 0; |
1174 | return 0; |
1112 | |
1175 | |
1113 | if (monster->pick_up&64) /* All */ |
1176 | if (monster->pick_up & 64) /* All */ |
1114 | flag=1; |
1177 | flag = 1; |
1115 | |
1178 | |
|
|
1179 | else |
1116 | else switch(item->type) { |
1180 | switch (item->type) |
|
|
1181 | { |
1117 | case MONEY: |
1182 | case MONEY: |
1118 | case GEM: |
1183 | case GEM: |
1119 | flag=monster->pick_up&2; |
1184 | flag = monster->pick_up & 2; |
1120 | break; |
1185 | break; |
1121 | |
1186 | |
1122 | case FOOD: |
1187 | case FOOD: |
1123 | flag=monster->pick_up&4; |
1188 | flag = monster->pick_up & 4; |
1124 | break; |
1189 | break; |
1125 | |
1190 | |
1126 | case WEAPON: |
1191 | case WEAPON: |
1127 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1192 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1128 | break; |
1193 | break; |
1129 | |
1194 | |
1130 | case ARMOUR: |
1195 | case ARMOUR: |
1131 | case SHIELD: |
1196 | case SHIELD: |
1132 | case HELMET: |
1197 | case HELMET: |
1133 | case BOOTS: |
1198 | case BOOTS: |
1134 | case GLOVES: |
1199 | case GLOVES: |
1135 | case GIRDLE: |
1200 | case GIRDLE: |
1136 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1201 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1137 | break; |
1202 | break; |
1138 | |
1203 | |
1139 | case SKILL: |
1204 | case SKILL: |
1140 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1205 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1141 | break; |
1206 | break; |
1142 | |
1207 | |
1143 | case RING: |
1208 | case RING: |
1144 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1209 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1145 | break; |
1210 | break; |
1146 | |
1211 | |
1147 | case WAND: |
1212 | case WAND: |
1148 | case HORN: |
1213 | case HORN: |
1149 | case ROD: |
1214 | case ROD: |
1150 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1215 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1151 | break; |
1216 | break; |
1152 | |
1217 | |
1153 | case SPELLBOOK: |
1218 | case SPELLBOOK: |
1154 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1219 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1155 | break; |
1220 | break; |
1156 | |
1221 | |
1157 | case SCROLL: |
1222 | case SCROLL: |
1158 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1223 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1159 | break; |
1224 | break; |
1160 | |
1225 | |
1161 | case BOW: |
1226 | case BOW: |
1162 | case ARROW: |
1227 | case ARROW: |
1163 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1164 | break; |
1229 | break; |
1165 | } |
1230 | } |
1166 | /* Simplistic check - if the monster has a location to equip it, he will |
1231 | /* Simplistic check - if the monster has a location to equip it, he will |
1167 | * pick it up. Note that this doesn't handle cases where an item may |
1232 | * pick it up. Note that this doesn't handle cases where an item may |
1168 | * use several locations. |
1233 | * use several locations. |
1169 | */ |
1234 | */ |
1170 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1235 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1236 | { |
1171 | if (monster->body_info[i] && item->body_info[i]) { |
1237 | if (monster->body_info[i] && item->body_info[i]) |
|
|
1238 | { |
1172 | flag=1; |
1239 | flag = 1; |
1173 | break; |
1240 | break; |
1174 | } |
1241 | } |
1175 | } |
1242 | } |
1176 | |
1243 | |
1177 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1244 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1178 | return 1; |
|
|
1179 | return 0; |
1245 | return 1; |
|
|
1246 | return 0; |
1180 | } |
1247 | } |
1181 | |
1248 | |
1182 | /* |
1249 | /* |
1183 | * monster_apply_below(): |
1250 | * monster_apply_below(): |
1184 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1251 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1185 | * eager to apply things, encounters something apply-able, |
1252 | * eager to apply things, encounters something apply-able, |
1186 | * then make him apply it |
1253 | * then make him apply it |
1187 | */ |
1254 | */ |
1188 | |
1255 | |
|
|
1256 | void |
1189 | void monster_apply_below(object *monster) { |
1257 | monster_apply_below (object *monster) |
|
|
1258 | { |
1190 | object *tmp, *next; |
1259 | object *tmp, *next; |
1191 | |
1260 | |
1192 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1261 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1262 | { |
1193 | next=tmp->below; |
1263 | next = tmp->below; |
1194 | switch (tmp->type) { |
1264 | switch (tmp->type) |
|
|
1265 | { |
1195 | case CF_HANDLE: |
1266 | case CF_HANDLE: |
1196 | case TRIGGER: |
1267 | case TRIGGER: |
1197 | if (monster->will_apply&1) |
1268 | if (monster->will_apply & 1) |
1198 | manual_apply(monster,tmp,0); |
1269 | manual_apply (monster, tmp, 0); |
1199 | break; |
1270 | break; |
1200 | |
1271 | |
1201 | case TREASURE: |
1272 | case TREASURE: |
1202 | if (monster->will_apply&2) |
1273 | if (monster->will_apply & 2) |
1203 | manual_apply(monster,tmp,0); |
1274 | manual_apply (monster, tmp, 0); |
1204 | break; |
1275 | break; |
1205 | |
1276 | |
1206 | } |
1277 | } |
1207 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1278 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1208 | break; |
1279 | break; |
1209 | } |
1280 | } |
1210 | } |
1281 | } |
1211 | |
1282 | |
1212 | /* |
1283 | /* |
1213 | * monster_check_apply() is meant to be called after an item is |
1284 | * monster_check_apply() is meant to be called after an item is |
… | |
… | |
1219 | * they can pick up all that they can use. |
1290 | * they can pick up all that they can use. |
1220 | */ |
1291 | */ |
1221 | |
1292 | |
1222 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1223 | |
1294 | |
|
|
1295 | void |
1224 | void monster_check_apply(object *mon, object *item) { |
1296 | monster_check_apply (object *mon, object *item) |
|
|
1297 | { |
1225 | |
1298 | |
1226 | int flag = 0; |
1299 | int flag = 0; |
1227 | |
1300 | |
1228 | if(item->type==SPELLBOOK&& |
|
|
1229 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1301 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
|
|
1302 | { |
1230 | SET_FLAG(mon, FLAG_CAST_SPELL); |
1303 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1231 | return; |
1304 | return; |
1232 | } |
1305 | } |
1233 | |
1306 | |
1234 | /* If for some reason, this item is already applied, no more work to do */ |
1307 | /* If for some reason, this item is already applied, no more work to do */ |
1235 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1308 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
1236 | |
|
|
1237 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1238 | * it is possible in his wanderings, he will find one to use. In |
|
|
1239 | * which case, it would be nice to have ammo for it. |
|
|
1240 | */ |
|
|
1241 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
|
|
1242 | /* Check for the right kind of bow */ |
|
|
1243 | object *bow; |
|
|
1244 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
|
|
1245 | if(bow->type==BOW && bow->race==item->race) { |
|
|
1246 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1247 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
|
|
1248 | return; /* nothing more to do for arrows */ |
|
|
1249 | } |
|
|
1250 | } |
|
|
1251 | |
|
|
1252 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
|
|
1253 | /* Eating food gets hp back */ |
|
|
1254 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
|
|
1255 | else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { |
|
|
1256 | if (!item->inv) |
|
|
1257 | LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1258 | else if (monster_should_cast_spell(mon, item->inv)) |
|
|
1259 | SET_FLAG(mon, FLAG_READY_SCROLL); |
|
|
1260 | /* Don't use it right now */ |
|
|
1261 | return; |
|
|
1262 | } |
|
|
1263 | else if (item->type == WEAPON) flag = check_good_weapon(mon,item); |
|
|
1264 | else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); |
|
|
1265 | /* Should do something more, like make sure this is a better item */ |
|
|
1266 | else if (item->type == RING) |
|
|
1267 | flag=1; |
|
|
1268 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
|
|
1269 | { |
|
|
1270 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1271 | * weapon would get undone. |
|
|
1272 | */ |
|
|
1273 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1274 | { |
|
|
1275 | SET_FLAG(mon, FLAG_READY_RANGE); |
|
|
1276 | SET_FLAG(item, FLAG_APPLIED); |
|
|
1277 | } |
|
|
1278 | return; |
|
|
1279 | } |
|
|
1280 | else if (item->type == BOW) { |
|
|
1281 | /* We never really 'ready' the bow, because that would mean the |
|
|
1282 | * weapon would get undone. |
|
|
1283 | */ |
|
|
1284 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1285 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1286 | return; |
|
|
1287 | } |
|
|
1288 | else if ( item->type == SKILL ) |
|
|
1289 | { |
|
|
1290 | /* |
|
|
1291 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1292 | * else they can't use the skill... |
|
|
1293 | * Skills also don't need to get applied, so return now. |
|
|
1294 | */ |
|
|
1295 | SET_FLAG(mon, FLAG_READY_SKILL); |
|
|
1296 | return; |
|
|
1297 | } |
|
|
1298 | |
|
|
1299 | |
|
|
1300 | /* if we don't match one of the above types, return now. |
|
|
1301 | * can_apply_object will say that we can apply things like flesh, |
|
|
1302 | * bolts, and whatever else, because it only checks against the |
|
|
1303 | * body_info locations. |
|
|
1304 | */ |
|
|
1305 | if (!flag) return; |
|
|
1306 | |
|
|
1307 | /* Check to see if the monster can use this item. If not, no need |
|
|
1308 | * to do further processing. Note that can_apply_object already checks |
|
|
1309 | * for the CAN_USE flags. |
|
|
1310 | */ |
|
|
1311 | if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return; |
|
|
1312 | |
|
|
1313 | /* should only be applying this item, not unapplying it. |
|
|
1314 | * also, ignore status of curse so they can take off old armour. |
|
|
1315 | * monsters have some advantages after all. |
|
|
1316 | */ |
|
|
1317 | manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1318 | |
|
|
1319 | return; |
1309 | return; |
1320 | } |
|
|
1321 | |
1310 | |
|
|
1311 | /* 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 |
|
|
1313 | * which case, it would be nice to have ammo for it. |
|
|
1314 | */ |
|
|
1315 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
1316 | { |
|
|
1317 | /* Check for the right kind of bow */ |
|
|
1318 | object *bow; |
|
|
1319 | |
|
|
1320 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
|
|
1321 | if (bow->type == BOW && bow->race == item->race) |
|
|
1322 | { |
|
|
1323 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1324 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1325 | return; /* nothing more to do for arrows */ |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
1330 | flag = 1; |
|
|
1331 | /* Eating food gets hp back */ |
|
|
1332 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
1333 | flag = 1; |
|
|
1334 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
1335 | { |
|
|
1336 | if (!item->inv) |
|
|
1337 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1338 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
1339 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
1340 | /* Don't use it right now */ |
|
|
1341 | return; |
|
|
1342 | } |
|
|
1343 | else if (item->type == WEAPON) |
|
|
1344 | flag = check_good_weapon (mon, item); |
|
|
1345 | else if (item->is_armor ()) |
|
|
1346 | flag = check_good_armour (mon, item); |
|
|
1347 | /* Should do something more, like make sure this is a better item */ |
|
|
1348 | else if (item->type == RING) |
|
|
1349 | flag = 1; |
|
|
1350 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
1351 | { |
|
|
1352 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1353 | * weapon would get undone. |
|
|
1354 | */ |
|
|
1355 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1356 | { |
|
|
1357 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
1358 | SET_FLAG (item, FLAG_APPLIED); |
|
|
1359 | } |
|
|
1360 | return; |
|
|
1361 | } |
|
|
1362 | else if (item->type == BOW) |
|
|
1363 | { |
|
|
1364 | /* We never really 'ready' the bow, because that would mean the |
|
|
1365 | * weapon would get undone. |
|
|
1366 | */ |
|
|
1367 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1368 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1369 | return; |
|
|
1370 | } |
|
|
1371 | else if (item->type == SKILL) |
|
|
1372 | { |
|
|
1373 | /* |
|
|
1374 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1375 | * else they can't use the skill... |
|
|
1376 | * Skills also don't need to get applied, so return now. |
|
|
1377 | */ |
|
|
1378 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
1379 | return; |
|
|
1380 | } |
|
|
1381 | |
|
|
1382 | |
|
|
1383 | /* 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, |
|
|
1385 | * bolts, and whatever else, because it only checks against the |
|
|
1386 | * body_info locations. |
|
|
1387 | */ |
|
|
1388 | if (!flag) |
|
|
1389 | return; |
|
|
1390 | |
|
|
1391 | /* Check to see if the monster can use this item. If not, no need |
|
|
1392 | * to do further processing. Note that can_apply_object already checks |
|
|
1393 | * for the CAN_USE flags. |
|
|
1394 | */ |
|
|
1395 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
1396 | return; |
|
|
1397 | |
|
|
1398 | /* should only be applying this item, not unapplying it. |
|
|
1399 | * also, ignore status of curse so they can take off old armour. |
|
|
1400 | * monsters have some advantages after all. |
|
|
1401 | */ |
|
|
1402 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1403 | |
|
|
1404 | return; |
|
|
1405 | } |
|
|
1406 | |
|
|
1407 | void |
1322 | void npc_call_help(object *op) { |
1408 | npc_call_help (object *op) |
|
|
1409 | { |
1323 | int x,y, mflags; |
1410 | int x, y, mflags; |
1324 | object *npc; |
1411 | object *npc; |
1325 | sint16 sx, sy; |
1412 | sint16 sx, sy; |
1326 | mapstruct *m; |
1413 | maptile *m; |
1327 | |
1414 | |
1328 | for(x = -3; x < 4; x++) |
1415 | for (x = -3; x < 4; x++) |
1329 | for(y = -3; y < 4; y++) { |
1416 | for (y = -3; y < 4; y++) |
|
|
1417 | { |
1330 | m = op->map; |
1418 | m = op->map; |
1331 | sx = op->x + x; |
1419 | sx = op->x + x; |
1332 | sy = op->y + y; |
1420 | sy = op->y + y; |
1333 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1421 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1334 | /* If nothing alive on this space, no need to search the space. */ |
1422 | /* If nothing alive on this space, no need to search the space. */ |
1335 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1423 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1336 | continue; |
1424 | continue; |
1337 | |
1425 | |
1338 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1426 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1339 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1427 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1340 | npc->enemy = op->enemy; |
1428 | npc->enemy = op->enemy; |
1341 | } |
1429 | } |
1342 | } |
1430 | } |
1343 | |
1431 | |
1344 | |
1432 | |
|
|
1433 | int |
1345 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1434 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1435 | { |
1346 | |
1436 | |
1347 | if (can_hit(part,enemy,rv)) |
1437 | if (can_hit (part, enemy, rv)) |
1348 | return dir; |
1438 | return dir; |
1349 | if (rv->distance < 10) |
1439 | if (rv->distance < 10) |
1350 | return absdir(dir+4); |
1440 | return absdir (dir + 4); |
1351 | else if (rv->distance>18) |
1441 | else if (rv->distance > 18) |
1352 | return dir; |
1442 | return dir; |
1353 | return 0; |
1443 | return 0; |
1354 | } |
1444 | } |
1355 | |
1445 | |
|
|
1446 | int |
1356 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1447 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1448 | { |
1357 | |
1449 | |
1358 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1450 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1451 | { |
1359 | ob->move_status++; |
1452 | ob->move_status++; |
1360 | return (dir); |
1453 | return (dir); |
1361 | } |
1454 | } |
1362 | else if (ob->move_status >20) |
1455 | else if (ob->move_status > 20) |
1363 | ob->move_status = 0; |
|
|
1364 | return absdir (dir+4); |
|
|
1365 | } |
|
|
1366 | |
|
|
1367 | int hitrun_att (int dir, object *ob,object *enemy) { |
|
|
1368 | if (ob->move_status ++ < 25) |
|
|
1369 | return dir; |
|
|
1370 | else if (ob->move_status <50) |
|
|
1371 | return absdir (dir+4); |
|
|
1372 | else |
|
|
1373 | ob->move_status = 0; |
|
|
1374 | return absdir(dir+4); |
|
|
1375 | } |
|
|
1376 | |
|
|
1377 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
|
|
1378 | |
|
|
1379 | int inrange = can_hit (part, enemy,rv); |
|
|
1380 | |
|
|
1381 | if (ob->move_status || inrange) |
|
|
1382 | ob->move_status++; |
|
|
1383 | |
|
|
1384 | if (ob->move_status == 0) |
|
|
1385 | return 0; |
|
|
1386 | else if (ob->move_status <10) |
|
|
1387 | return dir; |
|
|
1388 | else if (ob->move_status <15) |
|
|
1389 | return absdir(dir+4); |
|
|
1390 | ob->move_status = 0; |
1456 | ob->move_status = 0; |
|
|
1457 | return absdir (dir + 4); |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | int |
|
|
1461 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
1462 | { |
|
|
1463 | if (ob->move_status++ < 25) |
1391 | return 0; |
1464 | return dir; |
1392 | } |
1465 | else if (ob->move_status < 50) |
1393 | |
|
|
1394 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
|
|
1395 | |
|
|
1396 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1397 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1398 | * the creature should run away (dir+4) |
|
|
1399 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1400 | * at least one map has this set, and whatever the map contains, the |
|
|
1401 | * server should try to be resilant enough to avoid the problem |
|
|
1402 | */ |
|
|
1403 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
|
|
1404 | return absdir(dir+4); |
|
|
1405 | return dist_att (dir,ob,enemy,part,rv); |
|
|
1406 | } |
|
|
1407 | |
|
|
1408 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
|
|
1409 | if (rv->distance < 9) |
|
|
1410 | return absdir (dir+4); |
1466 | return absdir (dir + 4); |
1411 | return 0; |
1467 | else |
1412 | } |
|
|
1413 | |
|
|
1414 | void circ1_move (object *ob) { |
|
|
1415 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
|
|
1416 | if(++ob->move_status > 11) |
|
|
1417 | ob->move_status = 0; |
1468 | ob->move_status = 0; |
1418 | if (!(move_object(ob,circle[ob->move_status]))) |
1469 | return absdir (dir + 4); |
1419 | (void) move_object(ob,RANDOM()%8+1); |
|
|
1420 | } |
1470 | } |
1421 | |
1471 | |
|
|
1472 | int |
|
|
1473 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1474 | { |
|
|
1475 | |
|
|
1476 | int inrange = can_hit (part, enemy, rv); |
|
|
1477 | |
|
|
1478 | if (ob->move_status || inrange) |
|
|
1479 | ob->move_status++; |
|
|
1480 | |
|
|
1481 | if (ob->move_status == 0) |
|
|
1482 | return 0; |
|
|
1483 | else if (ob->move_status < 10) |
|
|
1484 | return dir; |
|
|
1485 | else if (ob->move_status < 15) |
|
|
1486 | return absdir (dir + 4); |
|
|
1487 | ob->move_status = 0; |
|
|
1488 | return 0; |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | int |
|
|
1492 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1493 | { |
|
|
1494 | |
|
|
1495 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1496 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1497 | * the creature should run away (dir+4) |
|
|
1498 | * 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 |
|
|
1500 | * server should try to be resilant enough to avoid the problem |
|
|
1501 | */ |
|
|
1502 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
|
|
1503 | return absdir (dir + 4); |
|
|
1504 | return dist_att (dir, ob, enemy, part, rv); |
|
|
1505 | } |
|
|
1506 | |
|
|
1507 | int |
|
|
1508 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1509 | { |
|
|
1510 | if (rv->distance < 9) |
|
|
1511 | return absdir (dir + 4); |
|
|
1512 | return 0; |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | void |
1422 | void circ2_move (object *ob) { |
1516 | circ1_move (object *ob) |
|
|
1517 | { |
1423 | static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; |
1518 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1424 | if(++ob->move_status > 19) |
1519 | if (++ob->move_status > 11) |
1425 | ob->move_status = 0; |
1520 | ob->move_status = 0; |
1426 | if(!(move_object(ob,circle[ob->move_status]))) |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
1427 | (void) move_object(ob,RANDOM()%8+1); |
1522 | (void) move_object (ob, RANDOM () % 8 + 1); |
1428 | } |
1523 | } |
1429 | |
1524 | |
|
|
1525 | void |
|
|
1526 | circ2_move (object *ob) |
|
|
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 }; |
|
|
1529 | if (++ob->move_status > 19) |
|
|
1530 | ob->move_status = 0; |
|
|
1531 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
1532 | (void) move_object (ob, RANDOM () % 8 + 1); |
|
|
1533 | } |
|
|
1534 | |
|
|
1535 | void |
1430 | void pace_movev(object *ob) { |
1536 | pace_movev (object *ob) |
|
|
1537 | { |
1431 | if (ob->move_status++ > 6) |
1538 | if (ob->move_status++ > 6) |
1432 | ob->move_status = 0; |
1539 | ob->move_status = 0; |
1433 | if (ob->move_status < 4) |
1540 | if (ob->move_status < 4) |
1434 | (void) move_object (ob,5); |
1541 | (void) move_object (ob, 5); |
1435 | else |
1542 | else |
1436 | (void) move_object(ob,1); |
1543 | (void) move_object (ob, 1); |
1437 | } |
1544 | } |
1438 | |
1545 | |
|
|
1546 | void |
1439 | void pace_moveh (object *ob) { |
1547 | pace_moveh (object *ob) |
|
|
1548 | { |
1440 | if (ob->move_status++ > 6) |
1549 | if (ob->move_status++ > 6) |
1441 | ob->move_status = 0; |
1550 | ob->move_status = 0; |
1442 | if (ob->move_status < 4) |
1551 | if (ob->move_status < 4) |
1443 | (void) move_object(ob,3); |
1552 | (void) move_object (ob, 3); |
1444 | else |
1553 | else |
1445 | (void) move_object(ob,7); |
1554 | (void) move_object (ob, 7); |
1446 | } |
1555 | } |
1447 | |
1556 | |
|
|
1557 | void |
1448 | void pace2_movev (object *ob) { |
1558 | pace2_movev (object *ob) |
|
|
1559 | { |
1449 | if (ob->move_status ++ > 16) |
1560 | if (ob->move_status++ > 16) |
1450 | ob->move_status = 0; |
1561 | ob->move_status = 0; |
1451 | if (ob->move_status <6) |
1562 | if (ob->move_status < 6) |
1452 | (void) move_object (ob,5); |
1563 | (void) move_object (ob, 5); |
1453 | else if (ob->move_status < 8) |
1564 | else if (ob->move_status < 8) |
1454 | return; |
1565 | return; |
1455 | else if (ob->move_status <13) |
1566 | else if (ob->move_status < 13) |
1456 | (void) move_object (ob,1); |
1567 | (void) move_object (ob, 1); |
|
|
1568 | else |
1457 | else return; |
1569 | return; |
1458 | } |
1570 | } |
1459 | |
1571 | |
|
|
1572 | void |
1460 | void pace2_moveh (object *ob) { |
1573 | pace2_moveh (object *ob) |
|
|
1574 | { |
1461 | if (ob->move_status ++ > 16) |
1575 | if (ob->move_status++ > 16) |
1462 | ob->move_status = 0; |
1576 | ob->move_status = 0; |
1463 | if (ob->move_status <6) |
1577 | if (ob->move_status < 6) |
1464 | (void) move_object (ob,3); |
1578 | (void) move_object (ob, 3); |
1465 | else if (ob->move_status < 8) |
1579 | else if (ob->move_status < 8) |
1466 | return; |
1580 | return; |
1467 | else if (ob->move_status <13) |
1581 | else if (ob->move_status < 13) |
1468 | (void) move_object (ob,7); |
1582 | (void) move_object (ob, 7); |
|
|
1583 | else |
1469 | else return; |
1584 | return; |
1470 | } |
1585 | } |
1471 | |
1586 | |
|
|
1587 | void |
1472 | void rand_move (object *ob) { |
1588 | rand_move (object *ob) |
|
|
1589 | { |
1473 | int i; |
1590 | int i; |
1474 | if (ob->move_status <1 || ob->move_status >8 || |
1591 | |
1475 | !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) |
1592 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1476 | for (i = 0; i < 5; i++) |
1593 | for (i = 0; i < 5; i++) |
1477 | if (move_object(ob,ob->move_status = RANDOM()%8+1)) |
1594 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1478 | return; |
1595 | return; |
1479 | } |
1596 | } |
1480 | |
1597 | |
|
|
1598 | void |
1481 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1599 | check_earthwalls (object *op, maptile *m, int x, int y) |
|
|
1600 | { |
1482 | object *tmp; |
1601 | object *tmp; |
|
|
1602 | |
1483 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1603 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1604 | { |
1484 | if (tmp->type == EARTHWALL) { |
1605 | if (tmp->type == EARTHWALL) |
|
|
1606 | { |
1485 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1607 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1486 | return; |
1608 | return; |
1487 | } |
1609 | } |
1488 | } |
1610 | } |
1489 | } |
1611 | } |
1490 | |
1612 | |
|
|
1613 | void |
1491 | void check_doors(object *op, mapstruct *m, int x, int y) { |
1614 | check_doors (object *op, maptile *m, int x, int y) |
|
|
1615 | { |
1492 | object *tmp; |
1616 | object *tmp; |
|
|
1617 | |
1493 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1618 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1619 | { |
1494 | if (tmp->type == DOOR) { |
1620 | if (tmp->type == DOOR) |
|
|
1621 | { |
1495 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1622 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1496 | return; |
1623 | return; |
1497 | } |
1624 | } |
1498 | } |
1625 | } |
1499 | } |
1626 | } |
1500 | |
1627 | |
1501 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1628 | /* find_mon_throw_ob() - modeled on find_throw_ob |
… | |
… | |
1504 | * furniture, even if they are not good throwable objects. |
1631 | * furniture, even if they are not good throwable objects. |
1505 | * Probably better to have the monster throw a throwable object |
1632 | * Probably better to have the monster throw a throwable object |
1506 | * first, then throw any non equipped weapon. |
1633 | * first, then throw any non equipped weapon. |
1507 | */ |
1634 | */ |
1508 | |
1635 | |
|
|
1636 | object * |
1509 | object *find_mon_throw_ob( object *op ) { |
1637 | find_mon_throw_ob (object *op) |
|
|
1638 | { |
1510 | object *tmp = NULL; |
1639 | object *tmp = NULL; |
1511 | |
|
|
1512 | if(op->head) tmp=op->head; else tmp=op; |
|
|
1513 | |
1640 | |
|
|
1641 | if (op->head) |
|
|
1642 | tmp = op->head; |
|
|
1643 | else |
|
|
1644 | tmp = op; |
|
|
1645 | |
1514 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1646 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1515 | * marked item and throw it to the enemy. |
1647 | * marked item and throw it to the enemy. |
1516 | */ |
1648 | */ |
1517 | |
1649 | |
1518 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1651 | { |
1519 | |
1652 | |
1520 | /* Can't throw invisible objects or items that are applied */ |
1653 | /* Can't throw invisible objects or items that are applied */ |
1521 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1654 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1655 | continue; |
1522 | |
1656 | |
1523 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1657 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1524 | break; |
1658 | break; |
1525 | |
1659 | |
1526 | } |
1660 | } |
1527 | |
1661 | |
1528 | #ifdef DEBUG_THROW |
1662 | #ifdef DEBUG_THROW |
1529 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1663 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1530 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
|
|
1531 | #endif |
1664 | #endif |
1532 | |
1665 | |
1533 | return tmp; |
1666 | return tmp; |
1534 | } |
1667 | } |
1535 | |
1668 | |
1536 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1669 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1537 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1670 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1538 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1671 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1541 | * OR y distance being within some range - that seemed wrong - both should |
1674 | * OR y distance being within some range - that seemed wrong - both should |
1542 | * be within the valid range. MSW 2001-08-05 |
1675 | * be within the valid range. MSW 2001-08-05 |
1543 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1676 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1544 | */ |
1677 | */ |
1545 | |
1678 | |
|
|
1679 | int |
1546 | int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { |
1680 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
|
|
1681 | { |
1547 | int radius = MIN_MON_RADIUS, hide_discovery; |
1682 | int radius = MIN_MON_RADIUS, hide_discovery; |
1548 | |
1683 | |
1549 | /* null detection for any of these condtions always */ |
1684 | /* null detection for any of these condtions always */ |
1550 | if(!op || !enemy || !op->map || !enemy->map) |
1685 | if (!op || !enemy || !op->map || !enemy->map) |
1551 | return 0; |
1686 | return 0; |
1552 | |
1687 | |
1553 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1688 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1554 | if (!on_same_map(op, enemy)) |
1689 | if (!on_same_map (op, enemy)) |
1555 | return 0; |
1690 | return 0; |
1556 | |
1691 | |
1557 | get_rangevector(op, enemy, rv, 0); |
1692 | get_rangevector (op, enemy, rv, 0); |
1558 | |
1693 | |
1559 | /* Monsters always ignore the DM */ |
1694 | /* Monsters always ignore the DM */ |
1560 | if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) |
1695 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1561 | return 0; |
1696 | return 0; |
1562 | |
1697 | |
1563 | /* simple check. Should probably put some range checks in here. */ |
1698 | /* simple check. Should probably put some range checks in here. */ |
1564 | if(can_see_enemy(op,enemy)) return 1; |
1699 | if (can_see_enemy (op, enemy)) |
|
|
1700 | return 1; |
1565 | |
1701 | |
1566 | /* The rest of this is for monsters. Players are on their own for |
1702 | /* The rest of this is for monsters. Players are on their own for |
1567 | * finding enemies! |
1703 | * finding enemies! |
1568 | */ |
1704 | */ |
1569 | if(op->type==PLAYER) return 0; |
1705 | if (op->type == PLAYER) |
|
|
1706 | return 0; |
1570 | |
1707 | |
1571 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1708 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1572 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1709 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1573 | */ |
1710 | */ |
1574 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1711 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1575 | return 0; |
1712 | return 0; |
1576 | |
1713 | |
1577 | /* use this for invis also */ |
1714 | /* use this for invis also */ |
1578 | hide_discovery = op->stats.Int/5; |
1715 | hide_discovery = op->stats.Int / 5; |
1579 | |
1716 | |
1580 | /* Determine Detection radii */ |
1717 | /* Determine Detection radii */ |
1581 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1718 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1582 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1719 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
|
|
1720 | else |
1583 | else { /* a level/INT/Dex adjustment for hiding */ |
1721 | { /* a level/INT/Dex adjustment for hiding */ |
1584 | object *sk_hide; |
1722 | object *sk_hide; |
1585 | int bonus = (op->level/2) + (op->stats.Int/5); |
1723 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1586 | |
1724 | |
1587 | if(enemy->type==PLAYER) { |
1725 | if (enemy->type == PLAYER) |
|
|
1726 | { |
1588 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1727 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1589 | bonus -= sk_hide->level; |
1728 | bonus -= sk_hide->level; |
1590 | else { |
1729 | else |
|
|
1730 | { |
1591 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1731 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1592 | make_visible(enemy); |
1732 | make_visible (enemy); |
1593 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1733 | radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1594 | } |
1734 | } |
1595 | } |
1735 | } |
1596 | else /* enemy is not a player */ |
1736 | else /* enemy is not a player */ |
1597 | bonus -= enemy->level; |
1737 | bonus -= enemy->level; |
1598 | |
1738 | |
1599 | radius += bonus/5; |
1739 | radius += bonus / 5; |
1600 | hide_discovery += bonus*5; |
1740 | hide_discovery += bonus * 5; |
1601 | } /* else creature has modifiers for hiding */ |
1741 | } /* else creature has modifiers for hiding */ |
1602 | |
1742 | |
1603 | /* Radii stealth adjustment. Only if you are stealthy |
1743 | /* Radii stealth adjustment. Only if you are stealthy |
1604 | * will you be able to sneak up closer to creatures */ |
1744 | * will you be able to sneak up closer to creatures */ |
1605 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1745 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1606 | radius = radius/2, hide_discovery = hide_discovery/3; |
1746 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1607 | |
1747 | |
1608 | /* Radii adjustment for enemy standing in the dark */ |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1609 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1749 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
|
|
1750 | { |
1610 | /* on dark maps body heat can help indicate location with infravision |
1751 | /* on dark maps body heat can help indicate location with infravision |
1611 | * undead don't have body heat, so no benefit detecting them. |
1752 | * undead don't have body heat, so no benefit detecting them. |
1612 | */ |
1753 | */ |
1613 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1614 | radius += op->map->darkness/2; |
1755 | radius += op->map->darkness / 2; |
1615 | else |
1756 | else |
1616 | radius -= op->map->darkness/2; |
1757 | radius -= op->map->darkness / 2; |
1617 | |
1758 | |
1618 | /* op next to a monster (and not in complete darkness) |
1759 | /* op next to a monster (and not in complete darkness) |
1619 | * the monster should have a chance to see you. |
1760 | * the monster should have a chance to see you. |
1620 | */ |
1761 | */ |
1621 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1762 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1622 | radius = MIN_MON_RADIUS; |
1763 | radius = MIN_MON_RADIUS; |
1623 | } /* if on dark map */ |
1764 | } /* if on dark map */ |
1624 | |
1765 | |
1625 | /* Lets not worry about monsters that have incredible detection |
1766 | /* Lets not worry about monsters that have incredible detection |
1626 | * radii, we only need to worry here about things the player can |
1767 | * radii, we only need to worry here about things the player can |
1627 | * (potentially) see. This is 13, as that is the maximum size the player |
1768 | * (potentially) see. This is 13, as that is the maximum size the player |
1628 | * may have for their map - in that way, creatures at the edge will |
1769 | * may have for their map - in that way, creatures at the edge will |
1629 | * do something. Note that the distance field in the |
1770 | * do something. Note that the distance field in the |
1630 | * vector is real distance, so in theory this should be 18 to |
1771 | * vector is real distance, so in theory this should be 18 to |
1631 | * find that. |
1772 | * find that. |
1632 | */ |
1773 | */ |
1633 | if(radius>13) radius = 13; |
1774 | if (radius > 13) |
|
|
1775 | radius = 13; |
1634 | |
1776 | |
1635 | /* Enemy in range! Now test for detection */ |
1777 | /* Enemy in range! Now test for detection */ |
1636 | if ((int) rv->distance <= radius) { |
1778 | if ((int) rv->distance <= radius) |
|
|
1779 | { |
1637 | /* ah, we are within range, detected? take cases */ |
1780 | /* ah, we are within range, detected? take cases */ |
1638 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1781 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1639 | return 1; |
1782 | return 1; |
1640 | |
1783 | |
1641 | /* hidden or low-quality invisible */ |
1784 | /* hidden or low-quality invisible */ |
1642 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1785 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
|
|
1786 | { |
1643 | make_visible(enemy); |
1787 | make_visible (enemy); |
1644 | /* inform players of new status */ |
1788 | /* inform players of new status */ |
1645 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1789 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1646 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1790 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1647 | "You are discovered by %s!",op->name); |
|
|
1648 | return 1; /* detected enemy */ |
1791 | return 1; /* detected enemy */ |
1649 | } |
1792 | } |
1650 | else if (enemy->invisible) { |
1793 | else if (enemy->invisible) |
|
|
1794 | { |
1651 | /* Change this around - instead of negating the invisible, just |
1795 | /* Change this around - instead of negating the invisible, just |
1652 | * return true so that the mosnter that managed to detect you can |
1796 | * return true so that the mosnter that managed to detect you can |
1653 | * do something to you. Decreasing the duration of invisible |
1797 | * do something to you. Decreasing the duration of invisible |
1654 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1798 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1655 | * can then basically negate the spell. The spell isn't negated - |
1799 | * can then basically negate the spell. The spell isn't negated - |
1656 | * they just know where you are! |
1800 | * they just know where you are! |
1657 | */ |
1801 | */ |
1658 | if ((RANDOM() % 50) <= hide_discovery) { |
1802 | if ((RANDOM () % 50) <= hide_discovery) |
|
|
1803 | { |
1659 | if (enemy->type == PLAYER) { |
1804 | if (enemy->type == PLAYER) |
1660 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1805 | { |
1661 | "You see %s noticing your position.", query_name(op)); |
1806 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1662 | } |
1807 | } |
1663 | return 1; |
1808 | return 1; |
1664 | } |
1809 | } |
1665 | } |
1810 | } |
1666 | } /* within range */ |
1811 | } /* within range */ |
1667 | |
1812 | |
1668 | /* Wasn't detected above, so still hidden */ |
1813 | /* Wasn't detected above, so still hidden */ |
1669 | return 0; |
1814 | return 0; |
1670 | } |
1815 | } |
1671 | |
1816 | |
1672 | /* determine if op stands in a lighted square. This is not a very |
1817 | /* determine if op stands in a lighted square. This is not a very |
1673 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1818 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1674 | * is possible for a bright light to illuminate a player on the |
1819 | * is possible for a bright light to illuminate a player on the |
1675 | * other side of a wall (!). |
1820 | * other side of a wall (!). |
1676 | */ |
1821 | */ |
1677 | |
1822 | |
|
|
1823 | int |
1678 | int stand_in_light( object *op) { |
1824 | stand_in_light (object *op) |
|
|
1825 | { |
1679 | sint16 nx,ny; |
1826 | sint16 nx, ny; |
1680 | mapstruct *m; |
1827 | maptile *m; |
1681 | |
1828 | |
1682 | |
1829 | |
|
|
1830 | if (!op) |
1683 | if(!op) return 0; |
1831 | return 0; |
1684 | if(op->glow_radius > 0) return 1; |
1832 | if (op->glow_radius > 0) |
|
|
1833 | return 1; |
1685 | |
1834 | |
1686 | if(op->map) { |
1835 | if (op->map) |
|
|
1836 | { |
1687 | int x, y, x1, y1; |
1837 | int x, y, x1, y1; |
1688 | |
|
|
1689 | |
|
|
1690 | |
1838 | |
|
|
1839 | |
|
|
1840 | |
1691 | /* 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 |
1692 | * 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. |
1693 | */ |
1843 | */ |
1694 | 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++) |
|
|
1845 | { |
1695 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
1846 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1847 | { |
1696 | m = op->map; |
1848 | m = op->map; |
1697 | nx = x; |
1849 | nx = x; |
1698 | ny = y; |
1850 | ny = y; |
1699 | |
1851 | |
1700 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1852 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1853 | continue; |
1701 | |
1854 | |
1702 | x1 = abs(x - op->x)*abs(x - op->x); |
1855 | x1 = abs (x - op->x) * abs (x - op->x); |
1703 | y1 = abs(y - op->y)*abs(y - op->y); |
1856 | y1 = abs (y - op->y) * abs (y - op->y); |
1704 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1858 | return 1; |
1705 | } |
1859 | } |
1706 | } |
1860 | } |
1707 | } |
1861 | } |
1708 | return 0; |
1862 | return 0; |
1709 | } |
1863 | } |
1710 | |
1864 | |
1711 | |
1865 | |
1712 | /* assuming no walls/barriers, lets check to see if its *possible* |
1866 | /* assuming no walls/barriers, lets check to see if its *possible* |
1713 | * to see an enemy. Note, "detection" is different from "seeing". |
1867 | * to see an enemy. Note, "detection" is different from "seeing". |
1714 | * See can_detect_enemy() for more details. -b.t. |
1868 | * See can_detect_enemy() for more details. -b.t. |
1715 | * return 0 if can't be seen, 1 if can be |
1869 | * return 0 if can't be seen, 1 if can be |
1716 | */ |
1870 | */ |
1717 | |
1871 | |
|
|
1872 | int |
1718 | int can_see_enemy (object *op, object *enemy) { |
1873 | can_see_enemy (object *op, object *enemy) |
|
|
1874 | { |
1719 | object *looker = op->head?op->head:op; |
1875 | object *looker = op->head ? op->head : op; |
1720 | |
1876 | |
1721 | /* safety */ |
1877 | /* safety */ |
1722 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1878 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1723 | return 0; |
1879 | return 0; |
1724 | |
1880 | |
1725 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1881 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1726 | * see through walls). Should we change the code elsewhere to make you |
1882 | * see through walls). Should we change the code elsewhere to make you |
1727 | * blind even if you can xray? |
1883 | * blind even if you can xray? |
1728 | */ |
1884 | */ |
1729 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1885 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
|
|
1886 | return 0; |
|
|
1887 | |
|
|
1888 | /* checking for invisible things */ |
|
|
1889 | if (enemy->invisible) |
|
|
1890 | { |
|
|
1891 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
|
|
1892 | * However,if you carry any source of light, then the hidden |
|
|
1893 | * creature is seeable (and stupid) */ |
|
|
1894 | |
|
|
1895 | if (has_carried_lights (enemy)) |
|
|
1896 | { |
|
|
1897 | if (enemy->hide) |
|
|
1898 | { |
|
|
1899 | make_visible (enemy); |
|
|
1900 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
|
|
1901 | } |
|
|
1902 | return 1; |
|
|
1903 | } |
|
|
1904 | else if (enemy->hide) |
|
|
1905 | return 0; |
|
|
1906 | |
|
|
1907 | /* 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, |
|
|
1909 | * and making it a conditional makes the code pretty ugly. |
|
|
1910 | */ |
|
|
1911 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
|
|
1912 | { |
|
|
1913 | if (makes_invisible_to (enemy, looker)) |
1730 | return 0; |
1914 | return 0; |
1731 | |
|
|
1732 | /* checking for invisible things */ |
|
|
1733 | if(enemy->invisible) { |
|
|
1734 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
|
|
1735 | * However,if you carry any source of light, then the hidden |
|
|
1736 | * creature is seeable (and stupid) */ |
|
|
1737 | |
|
|
1738 | if(has_carried_lights(enemy)) { |
|
|
1739 | if(enemy->hide) { |
|
|
1740 | make_visible(enemy); |
|
|
1741 | new_draw_info(NDI_UNIQUE,0, enemy, |
|
|
1742 | "Your light reveals your hiding spot!"); |
|
|
1743 | } |
1915 | } |
1744 | return 1; |
1916 | } |
1745 | } else if (enemy->hide) return 0; |
|
|
1746 | |
|
|
1747 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
|
|
1748 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
|
|
1749 | * and making it a conditional makes the code pretty ugly. |
|
|
1750 | */ |
|
|
1751 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
|
|
1752 | if (makes_invisible_to(enemy, looker)) return 0; |
|
|
1753 | } |
|
|
1754 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1917 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1755 | if(player_can_view(looker,enemy)) return 1; |
1918 | if (player_can_view (looker, enemy)) |
|
|
1919 | return 1; |
1756 | |
1920 | |
1757 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1921 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1758 | * unless they carry a light or stand in light. Darkness doesnt |
1922 | * unless they carry a light or stand in light. Darkness doesnt |
1759 | * inhibit the undead per se (but we should give their archs |
1923 | * inhibit the undead per se (but we should give their archs |
1760 | * CAN_SEE_IN_DARK, this is just a safety |
1924 | * CAN_SEE_IN_DARK, this is just a safety |
1761 | * we care about the enemy maps status, not the looker. |
1925 | * we care about the enemy maps status, not the looker. |
1762 | * only relevant for tiled maps, but it is possible that the |
1926 | * only relevant for tiled maps, but it is possible that the |
1763 | * enemy is on a bright map and the looker on a dark - in that |
1927 | * enemy is on a bright map and the looker on a dark - in that |
1764 | * case, the looker can still see the enemy |
1928 | * case, the looker can still see the enemy |
1765 | */ |
1929 | */ |
1766 | if(enemy->map->darkness>0&&!stand_in_light(enemy) |
1930 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1767 | &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| |
1931 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1768 | !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) |
|
|
1769 | return 0; |
1932 | return 0; |
1770 | |
1933 | |
1771 | return 1; |
1934 | return 1; |
1772 | } |
1935 | } |
1773 | |
|
|