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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.21 by root, Sun Jan 14 23:35:04 2007 UTC vs.
Revision 1.81 by root, Fri Mar 26 01:04:45 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 63 * too. */
63 64
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 89 * as the enemy to attack.
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
97
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 99}
97 100
98/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
143 } 146 }
144 147
145 return 0; 148 return 0;
146} 149}
147 150
148
149/* Tries to find an enmy for npc. We pass the range vector since 151/* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful. 152 * our caller will find the information useful.
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156 158static object *
157object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
167 { 168 {
168 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
169 170
170 if (tmp) 171 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
172 return tmp; 174 return tmp;
173 } 175 }
174 176
175 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 198 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
198 { 200 {
199 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
200 { 202 {
201 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
203 205
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 211 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 213 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
213 } 215 }
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234 236static int
235int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 240 if (!enemy)
242 return 0; 241 return 0;
243 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
247 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
252 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 261
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 264
264 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
265 * for that. 266 * for that.
266 */ 267 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
268 { 269 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1; 271 return 1;
271 } 272 }
273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (op->move (rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
278 int i; 298 int i;
279 299
280 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
281 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
282 { 311 {
283 if (move_object (op, RANDOM () % 8 + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
284 return 1; 376 return 1;
285 } 377
286 return 0; 378 return 0;
287} 379}
288 380
289/* 381/*
290 * Move-monster returns 1 if the object has been freed, otherwise 0. 382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
291 */ 395 */
292 396static void
293int 397monster_check_pickup (object *monster)
294move_monster (object *op)
295{ 398{
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
297 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv;
299 400
300 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map)
304 return 0;
305
306 /* for target facing, we copy this value here for fast access */
307 if (oph->head) /* force update the head - one arch one pic */
308 oph = oph->head;
309
310 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
311 enemy = op->enemy = NULL;
312 else if ((enemy = find_enemy (op, &rv)))
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315
316 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 { 402 {
319 403 next = tmp->below;
320 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
321 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens
324 * 405 {
325 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
326 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
327 */ 413 */
328 414 if (next && next->destroyed ())
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32;
332
333 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336
337 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp;
339 }
340
341 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 {
344
345 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens
349 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp.
352 */
353
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128;
357 }
358
359 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. )
361 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED);
369
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv))
374 return 0; 415 return;
375 }
376
377 /* check if monster pops out of hidden spot */
378 if (op->hide)
379 do_hidden_move (op);
380
381 if (op->pick_up)
382 monster_check_pickup (op);
383
384 if (op->will_apply)
385 monster_apply_below (op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy)
389 { 416 }
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 417}
391 { 418
392 op->destroy (); 419/*
393 return 1; 420 * monster_apply_below():
421 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422 * eager to apply things, encounters something apply-able,
423 * then make him apply it
424 */
425static void
426monster_apply_below (object *monster)
427{
428 object *tmp, *next;
429
430 for (tmp = monster->below; tmp != NULL; tmp = next)
431 {
432 next = tmp->below;
433 switch (tmp->type)
394 } 434 {
395 435 case T_HANDLE:
396 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set.
398 */
399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
401 if (op->attack_movement & HI4)
402 {
403 switch (op->attack_movement & HI4)
404 {
405 case (PETMOVE):
406 pet_move (op);
407 break;
408
409 case (CIRCLE1):
410 circ1_move (op);
411 break;
412
413 case (CIRCLE2):
414 circ2_move (op);
415 break;
416
417 case (PACEV):
418 pace_movev (op);
419 break;
420
421 case (PACEH):
422 pace_moveh (op);
423 break;
424
425 case (PACEV2):
426 pace2_movev (op);
427 break;
428
429 case (PACEH2):
430 pace2_moveh (op);
431 break;
432
433 case (RANDO):
434 rand_move (op);
435 break;
436
437 case (RANDO2):
438 move_randomly (op);
439 break;
440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
447 return 0;
448 } /* no enemy */
449
450 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part != NULL; part = part->more)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
492
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0;
497 }
498
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0;
503 }
504
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
506 {
507 if (monster_use_range (op, part, enemy, dir))
508 return 0;
509 }
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0;
514 }
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
516 {
517 if (monster_use_bow (op, part, enemy, dir))
518 return 0;
519 }
520 } /* for processing of all parts */
521 } /* If not scared */
522
523
524 part = rv.part;
525 dir = rv.direction;
526
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4);
529
530 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
532
533 pre_att_dir = dir; /* remember the original direction */
534
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 {
537 switch (op->attack_movement & LO4)
538 {
539 case DISTATT: 436 case TRIGGER:
540 dir = dist_att (dir, op, enemy, part, &rv); 437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0);
541 break; 439 break;
542 440
543 case RUNATT: 441 case TREASURE:
544 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
545 break; 444 break;
546 445
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 { 446 }
579 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
580 if ((op->attack_movement & LO4) == DISTATT) 448 break;
581 op->direction = pre_att_dir;
582
583 return 0;
584 }
585
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 {
588
589 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591
592 for (diff = 1; diff <= maxdiff; diff++)
593 {
594 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
596
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0;
599 }
600 }
601 } /* if monster is not standing still */
602
603 /* elmex: Turn our monster after it moved if it has DISTATT attack */
604 if ((op->attack_movement & LO4) == DISTATT)
605 op->direction = pre_att_dir;
606
607 /*
608 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
609 * direction if they can't move away.
610 */
611 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
612 if (move_randomly (op))
613 return 0;
614
615 /*
616 * Try giving the monster a new enemy - the player that is closest
617 * to it. In this way, it won't just keep trying to get to a target
618 * that is inaccessible.
619 * This could be more clever - it should go through a list of several
620 * enemies, as it is now, you could perhaps get situations where there
621 * are two players flanking the monster at close distance, but which
622 * the monster can't get to, and a third one at a far distance that
623 * the monster could get to - as it is, the monster won't look at that
624 * third one.
625 */
626 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
627 { 449 }
628 object *nearest_player = get_nearest_player (op);
629
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 {
632 op->enemy = NULL;
633 enemy = nearest_player;
634 }
635 }
636
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 {
639 /* The adjustement to wc that was here before looked totally bogus -
640 * since wc can in fact get negative, that would mean by adding
641 * the current wc, the creature gets better? Instead, just
642 * add a fixed amount - nasty creatures that are runny away should
643 * still be pretty nasty.
644 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 {
647 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10;
650 }
651 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */
654
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1;
657
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 {
660 op->remove ();
661 op->destroy ();
662 return 1;
663 }
664 return 0;
665}
666
667int
668can_hit (object *ob1, object *ob2, rv_vector * rv)
669{
670 object *more;
671 rv_vector rv1;
672
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
674 return 0;
675
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1;
678
679 /* check all the parts of ob2 - just because we can't get to
680 * its head doesn't mean we don't want to pound its feet
681 */
682 for (more = ob2->more; more != NULL; more = more->more)
683 {
684 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1;
687 }
688 return 0;
689
690} 450}
691 451
692/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
694 * 454 *
702 * 462 *
703 * This could be a lot smarter - if there are few monsters around, 463 * This could be a lot smarter - if there are few monsters around,
704 * then disease might not be as bad. Likewise, if the monster is damaged, 464 * then disease might not be as bad. Likewise, if the monster is damaged,
705 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
706 */ 466 */
707
708static int 467static int
709monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
710{ 469{
711 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 473 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 474 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 475 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1; 476 return 1;
719 477
720 return 0; 478 return 0;
721} 479}
722 480
481/* Checks if putting on 'item' will make 'who' do more
482 * damage. This is a very simplistic check - also checking things
483 * like speed and ac are also relevant.
484 *
485 * return true if item is a better object.
486 */
487static int
488check_good_weapon (object *who, object *item)
489{
490 object *other_weap;
491 int val = 0, i;
492
493 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
494 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
495 break;
496
497 if (!other_weap) /* No other weapons */
498 return 1;
499
500 /* Rather than go through and apply the new one, and see if it is
501 * better, just do some simple checks
502 * Put some multipliers for things that hvae several effects,
503 * eg, magic affects both damage and wc, so it has more weight
504 */
505
506 val = item->stats.dam - other_weap->stats.dam;
507 val += (item->magic - other_weap->magic) * 3;
508 /* Monsters don't really get benefits from things like regen rates
509 * from items. But the bonus for their stats are very important.
510 */
511 for (i = 0; i < NUM_STATS; i++)
512 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
513
514 if (val > 0)
515 return 1;
516 else
517 return 0;
518}
519
520static int
521check_good_armour (object *who, object *item)
522{
523 object *other_armour;
524 int val = 0, i;
525
526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
527 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
528 break;
529
530 if (other_armour == NULL) /* No other armour, use the new */
531 return 1;
532
533 /* Like above function , see which is better */
534 val = item->stats.ac - other_armour->stats.ac;
535 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
536 val += (item->magic - other_armour->magic) * 3;
537
538 /* for the other protections, do weigh them very much in the equation -
539 * it is the armor protection which is most important, because there is
540 * no good way to know what the player may attack the monster with.
541 * So if the new item has better protection than the old, give that higher
542 * value. If the reverse, then decrease the value of this item some.
543 */
544 for (i = 1; i < NROFATTACKS; i++)
545 {
546 if (item->resist[i] > other_armour->resist[i])
547 val++;
548 else if (item->resist[i] < other_armour->resist[i])
549 val--;
550 }
551
552 /* Very few armours have stats, so not much need to worry about those. */
553
554 if (val > 0)
555 return 1;
556 else
557 return 0;
558}
559
560/*
561 * monster_check_apply() is meant to be called after an item is
562 * inserted in a monster.
563 * If an item becomes outdated (monster found a better item),
564 * a pointer to that object is returned, so it can be dropped.
565 * (so that other monsters can pick it up and use it)
566 * Note that as things are now, monsters never drop something -
567 * they can pick up all that they can use.
568 */
569/* Sept 96, fixed this so skills will be readied -b.t.*/
570void
571monster_check_apply (object *mon, object *item)
572{
573 int flag = 0;
574
575 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
576 {
577 SET_FLAG (mon, FLAG_CAST_SPELL);
578 return;
579 }
580
581 /* If for some reason, this item is already applied, no more work to do */
582 if (QUERY_FLAG (item, FLAG_APPLIED))
583 return;
584
585 /* Might be better not to do this - if the monster can fire a bow,
586 * it is possible in his wanderings, he will find one to use. In
587 * which case, it would be nice to have ammo for it.
588 */
589 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
590 {
591 /* Check for the right kind of bow */
592 object *bow;
593
594 for (bow = mon->inv; bow; bow = bow->below)
595 if (bow->type == BOW && bow->race == item->race)
596 {
597 SET_FLAG (mon, FLAG_READY_BOW);
598 LOG (llevMonster, "Found correct bow for arrows.\n");
599 return; /* nothing more to do for arrows */
600 }
601 }
602
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1;
605 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1;
608 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
609 {
610 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv))
613 SET_FLAG (mon, FLAG_READY_SCROLL);
614 /* Don't use it right now */
615 return;
616 }
617 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item);
619 else if (item->is_armor ())
620 flag = check_good_armour (mon, item);
621 /* Should do something more, like make sure this is a better item */
622 else if (item->type == RING)
623 flag = 1;
624 else if (item->type == WAND || item->type == ROD || item->type == HORN)
625 {
626 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone.
628 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 {
631 SET_FLAG (mon, FLAG_READY_RANGE);
632 SET_FLAG (item, FLAG_APPLIED);
633 }
634 return;
635 }
636 else if (item->type == BOW)
637 {
638 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone.
640 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 SET_FLAG (mon, FLAG_READY_BOW);
643 return;
644 }
645 else if (item->type == SKILL)
646 {
647 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now.
651 */
652 SET_FLAG (mon, FLAG_READY_SKILL);
653 return;
654 }
655
656 /* if we don't match one of the above types, return now.
657 * can_apply_object will say that we can apply things like flesh,
658 * bolts, and whatever else, because it only checks against the
659 * body_info locations.
660 */
661 if (!flag)
662 return;
663
664 /* Check to see if the monster can use this item. If not, no need
665 * to do further processing. Note that can_apply_object already checks
666 * for the CAN_USE flags.
667 */
668 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669 return;
670
671 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all.
674 */
675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
676}
677
678static int
679can_hit (object *ob1, object *ob2, rv_vector * rv)
680{
681 object *more;
682 rv_vector rv1;
683
684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
694 {
695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
699
700 return 0;
701}
702
703static int
704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705{
706 if (can_hit (part, enemy, rv))
707 return dir;
708
709 if (rv->distance < 10)
710 return absdir (dir + 4);
711 else if (rv->distance > 18)
712 return dir;
713
714 return 0;
715}
716
717static int
718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719{
720 if (can_hit (part, enemy, rv))
721 return dir;
722 else
723 return absdir (dir + 4);
724}
725
726static int
727hitrun_att (int dir, object *ob, object *enemy)
728{
729 if (ob->move_status++ < 25)
730 return dir;
731 else if (ob->move_status < 50)
732 return absdir (dir + 4);
733 else
734 ob->move_status = 0;
735
736 return absdir (dir + 4);
737}
738
739static int
740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741{
742 int inrange = can_hit (part, enemy, rv);
743
744 if (ob->move_status || inrange)
745 ob->move_status++;
746
747 if (ob->move_status == 0)
748 return 0;
749 else if (ob->move_status < 10)
750 return dir;
751 else if (ob->move_status < 15)
752 return absdir (dir + 4);
753
754 ob->move_status = 0;
755 return 0;
756}
757
758static int
759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760{
761 /* The logic below here looked plain wrong before. Basically, what should
762 * happen is that if the creatures hp percentage falls below run_away,
763 * the creature should run away (dir+4)
764 * I think its wrong for a creature to have a zero maxhp value, but
765 * at least one map has this set, and whatever the map contains, the
766 * server should try to be resilant enough to avoid the problem
767 */
768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769 return absdir (dir + 4);
770
771 return dist_att (dir, ob, enemy, part, rv);
772}
773
774static int
775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776{
777 if (rv->distance < 9)
778 return absdir (dir + 4);
779
780 return 0;
781}
782
783static void
784circ1_move (object *ob)
785{
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787
788 if (++ob->move_status > 11)
789 ob->move_status = 0;
790
791 if (!(ob->move (circle[ob->move_status])))
792 ob->move (rndm (8) + 1);
793}
794
795static void
796circ2_move (object *ob)
797{
798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799
800 if (++ob->move_status > 19)
801 ob->move_status = 0;
802
803 if (!(ob->move (circle[ob->move_status])))
804 ob->move (rndm (8) + 1);
805}
806
807static void
808pace_movev (object *ob)
809{
810 if (ob->move_status++ > 6)
811 ob->move_status = 0;
812
813 if (ob->move_status < 4)
814 ob->move (5);
815 else
816 ob->move (1);
817}
818
819static void
820pace_moveh (object *ob)
821{
822 if (ob->move_status++ > 6)
823 ob->move_status = 0;
824
825 if (ob->move_status < 4)
826 ob->move (3);
827 else
828 ob->move (7);
829}
830
831static void
832pace2_movev (object *ob)
833{
834 if (ob->move_status++ > 16)
835 ob->move_status = 0;
836
837 if (ob->move_status < 6)
838 ob->move (5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 ob->move (1);
843 else
844 return;
845}
846
847static void
848pace2_moveh (object *ob)
849{
850 if (ob->move_status++ > 16)
851 ob->move_status = 0;
852
853 if (ob->move_status < 6)
854 ob->move (3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 ob->move (7);
859 else
860 return;
861}
862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870}
723 871
724#define MAX_KNOWN_SPELLS 20 872#define MAX_KNOWN_SPELLS 20
725 873
726/* Returns a randomly selected spell. This logic is still 874/* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with 875 * less than ideal. This code also only seems to deal with
728 * wizard spells, as the check is against sp, and not grace. 876 * wizard spells, as the check is against sp, and not grace.
729 * can mosnters know cleric spells? 877 * can mosnters know cleric spells?
730 */ 878 */
731object * 879static object *
732monster_choose_random_spell (object *monster) 880monster_choose_random_spell (object *monster)
733{ 881{
734 object *altern[MAX_KNOWN_SPELLS]; 882 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0; 883 int i = 0;
737 884
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 { 887 {
741 /* Check and see if it's actually a useful spell. 888 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item. 889 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself. 890 * if it is a spell, then it is just the object itself.
744 */ 891 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 { 893 {
747 altern[i++] = tmp; 894 altern [i++] = tmp;
895
748 if (i == MAX_KNOWN_SPELLS) 896 if (i == MAX_KNOWN_SPELLS)
749 break; 897 break;
750 } 898 }
751 } 899 }
752 if (!i) 900
753 return NULL; 901 return i ? altern [rndm (i)] : 0;
754 return altern[RANDOM () % i];
755} 902}
756 903
757/* This checks to see if the monster should cast a spell/ability. 904/* This checks to see if the monster should cast a spell/ability.
758 * it returns true if the monster casts a spell, 0 if he doesn't. 905 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster. 906 * head is the head of the monster.
760 * part is the part of the monster we are checking against. 907 * part is the part of the monster we are checking against.
761 * pl is the target. 908 * pl is the target.
762 * dir is the direction to case. 909 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is. 910 * rv is the vector which describes where the enemy is.
764 */ 911 */
765 912static int
766int
767monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768{ 914{
769 object *spell_item; 915 object *spell_item;
770 object *owner; 916 object *owner;
771 rv_vector rv1; 917 rv_vector rv1;
781 927
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 { 929 {
784 get_rangevector (head, owner, &rv1, 0x1); 930 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2) 931 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */ 932 return 0; /* Might hit owner with spell */
788 }
789 } 933 }
790 934
791 if (QUERY_FLAG (head, FLAG_CONFUSED)) 935 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 937
794 /* If the monster hasn't already chosen a spell, choose one 938 /* If the monster hasn't already chosen a spell, choose one
795 * I'm not sure if it really make sense to pre-select spells (events 939 * I'm not sure if it really make sense to pre-select spells (events
796 * could be different by the time the monster goes again). 940 * could be different by the time the monster goes again).
797 */ 941 */
801 { 945 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0; 948 return 0;
805 } 949 }
950
806 if (spell_item->type == SPELLBOOK) 951 if (spell_item->type == SPELLBOOK)
807 { 952 {
808 if (!spell_item->inv) 953 if (!spell_item->inv)
809 { 954 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); 955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0; 956 return 0;
812 } 957 }
958
813 spell_item = spell_item->inv; 959 spell_item = spell_item->inv;
814 } 960 }
815 } 961 }
816 else 962 else
817 spell_item = head->spellitem; 963 spell_item = head->spellitem;
837 head->spellitem = NULL; 983 head->spellitem = NULL;
838 984
839 return cast_spell (part, part, dir, spell_item, NULL); 985 return cast_spell (part, part, dir, spell_item, NULL);
840} 986}
841 987
842 988static int
843int
844monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 989monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845{ 990{
846 object *scroll; 991 object *scroll;
847 object *owner; 992 object *owner;
848 rv_vector rv1; 993 rv_vector rv1;
864 return 0; /* Might hit owner with spell */ 1009 return 0; /* Might hit owner with spell */
865 } 1010 }
866 } 1011 }
867 1012
868 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870 1015
871 for (scroll = head->inv; scroll; scroll = scroll->below) 1016 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break; 1018 break;
874 1019
896 * The skills we are treating here are all but those. -b.t. 1041 * The skills we are treating here are all but those. -b.t.
897 * 1042 *
898 * At the moment this is only useful for throwing, perhaps for 1043 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */ 1045 */
901 1046static int
902int
903monster_use_skill (object *head, object *part, object *pl, int dir) 1047monster_use_skill (object *head, object *part, object *pl, int dir)
904{ 1048{
905 object *skill, *owner; 1049 object *skill, *owner;
906 1050
907 if (!(dir = path_to_player (part, pl, 0))) 1051 if (!(dir = path_to_player (part, pl, 0)))
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913 1057
914 if (dirdiff (dir, dir2) < 1) 1058 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 } 1060 }
1061
917 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 1064
920 /* skill selection - monster will use the next unused skill. 1065 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to 1066 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make 1067 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters. 1068 * more skills available to monsters.
924 */ 1069 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below) 1070 for (skill = head->inv; skill; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill) 1071 if (skill->type == SKILL && skill != head->chosen_skill)
928 { 1072 {
929 head->chosen_skill = skill; 1073 head->chosen_skill = skill;
930 break; 1074 break;
931 } 1075 }
934 { 1078 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL); 1080 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0; 1081 return 0;
938 } 1082 }
1083
939 /* use skill */ 1084 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL); 1085 return do_skill (head, part, head->chosen_skill, dir, NULL);
941} 1086}
942 1087
943/* Monster will use a ranged spell attack. */ 1088/* Monster will use a ranged spell attack. */
944 1089static int
945int
946monster_use_range (object *head, object *part, object *pl, int dir) 1090monster_use_range (object *head, object *part, object *pl, int dir)
947{ 1091{
948 object *wand, *owner; 1092 object *wand, *owner;
949 int at_least_one = 0; 1093 int at_least_one = 0;
950 1094
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 1101
958 if (dirdiff (dir, dir2) < 2) 1102 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */ 1103 return 0; /* Might hit owner with spell */
960 } 1104 }
1105
961 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1106 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1107 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 1108
964 for (wand = head->inv; wand != NULL; wand = wand->below) 1109 for (wand = head->inv; wand; wand = wand->below)
965 { 1110 {
966 if (wand->type == WAND) 1111 if (wand->type == WAND)
967 { 1112 {
968 /* Found a wand, let's see if it has charges left */ 1113 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1; 1114 at_least_one = 1;
975 if (!(--wand->stats.food)) 1120 if (!(--wand->stats.food))
976 { 1121 {
977 if (wand->arch) 1122 if (wand->arch)
978 { 1123 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE); 1124 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face; 1125 wand->face = wand->arch->face;
981 wand->set_speed (0); 1126 wand->set_speed (0);
982 } 1127 }
983 } 1128 }
984 /* Success */ 1129 /* Success */
985 return 1; 1130 return 1;
986 } 1131 }
987 else if (wand->type == ROD || wand->type == HORN) 1132 else if (wand->type == ROD || wand->type == HORN)
988 { 1133 {
989 /* Found rod/horn, let's use it if possible */ 1134 /* Found rod/horn, let's use it if possible */
990 at_least_one = 1; 1135 at_least_one = 1;
991 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) 1136 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
992 continue; 1137 continue;
993 1138
994 /* drain charge before casting spell - can be a case where the 1139 /* drain charge before casting spell - can be a case where the
995 * spell destroys the monster, and rod, so if done after, results 1140 * spell destroys the monster, and rod, so if done after, results
996 * in crash. 1141 * in crash.
1004 } 1149 }
1005 1150
1006 if (at_least_one) 1151 if (at_least_one)
1007 return 0; 1152 return 0;
1008 1153
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE); 1155 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0; 1156 return 0;
1012} 1157}
1013 1158
1014int 1159static int
1015monster_use_bow (object *head, object *part, object *pl, int dir) 1160monster_use_bow (object *head, object *part, object *pl, int dir)
1016{ 1161{
1017 object *owner; 1162 object *owner;
1018 1163
1019 if (!(dir = path_to_player (part, pl, 0))) 1164 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0; 1165 return 0;
1166
1021 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1167 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1168 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 1169
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 { 1171 {
1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027 1173
1032 /* in server/player.c */ 1178 /* in server/player.c */
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1179 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 1180
1035} 1181}
1036 1182
1037/* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant.
1040 *
1041 * return true if item is a better object.
1042 */
1043
1044int
1045check_good_weapon (object *who, object *item)
1046{
1047 object *other_weap;
1048 int val = 0, i;
1049
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break;
1053
1054 if (other_weap == NULL) /* No other weapons */
1055 return 1;
1056
1057 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects,
1060 * eg, magic affects both damage and wc, so it has more weight
1061 */
1062
1063 val = item->stats.dam - other_weap->stats.dam;
1064 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important.
1067 */
1068 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1070
1071 if (val > 0)
1072 return 1;
1073 else
1074 return 0;
1075
1076}
1077
1078int
1079check_good_armour (object *who, object *item)
1080{
1081 object *other_armour;
1082 int val = 0, i;
1083
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break;
1087
1088 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1;
1090
1091 /* Like above function , see which is better */
1092 val = item->stats.ac - other_armour->stats.ac;
1093 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1094 val += (item->magic - other_armour->magic) * 3;
1095
1096 /* for the other protections, do weigh them very much in the equation -
1097 * it is the armor protection which is most important, because there is
1098 * no good way to know what the player may attack the monster with.
1099 * So if the new item has better protection than the old, give that higher
1100 * value. If the reverse, then decrease the value of this item some.
1101 */
1102 for (i = 1; i < NROFATTACKS; i++)
1103 {
1104 if (item->resist[i] > other_armour->resist[i])
1105 val++;
1106 else if (item->resist[i] < other_armour->resist[i])
1107 val--;
1108 }
1109
1110 /* Very few armours have stats, so not much need to worry about those. */
1111
1112 if (val > 0)
1113 return 1;
1114 else
1115 return 0;
1116
1117}
1118
1119/*
1120 * monster_check_pickup(): checks for items that monster can pick up.
1121 *
1122 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1123 * Each time the blob passes over some treasure, it will
1124 * grab it a.s.a.p.
1125 *
1126 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1127 * to handle this.
1128 *
1129 * This function was seen be continueing looping at one point (tmp->below
1130 * became a recursive loop. It may be better to call monster_check_apply
1131 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space.
1133 */
1134
1135void
1136monster_check_pickup (object *monster)
1137{
1138 object *tmp, *next;
1139
1140 for (tmp = monster->below; tmp != NULL; tmp = next)
1141 {
1142 next = tmp->below;
1143 if (monster_can_pick (monster, tmp))
1144 {
1145 tmp->remove ();
1146 tmp = insert_ob_in_ob (tmp, monster);
1147 (void) monster_check_apply (monster, tmp);
1148 }
1149 /* We could try to re-establish the cycling, of the space, but probably
1150 * not a big deal to just bail out.
1151 */
1152 if (next && next->destroyed ())
1153 return;
1154 }
1155}
1156
1157/*
1158 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */
1163
1164int
1165monster_can_pick (object *monster, object *item)
1166{
1167 int flag = 0;
1168 int i;
1169
1170 if (!can_pick (monster, item))
1171 return 0;
1172
1173 if (QUERY_FLAG (item, FLAG_UNPAID))
1174 return 0;
1175
1176 if (monster->pick_up & 64) /* All */
1177 flag = 1;
1178
1179 else
1180 switch (item->type)
1181 {
1182 case MONEY:
1183 case GEM:
1184 flag = monster->pick_up & 2;
1185 break;
1186
1187 case FOOD:
1188 flag = monster->pick_up & 4;
1189 break;
1190
1191 case WEAPON:
1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 break;
1194
1195 case ARMOUR:
1196 case SHIELD:
1197 case HELMET:
1198 case BOOTS:
1199 case GLOVES:
1200 case GIRDLE:
1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 break;
1203
1204 case SKILL:
1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 break;
1207
1208 case RING:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 break;
1211
1212 case WAND:
1213 case HORN:
1214 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break;
1217
1218 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1220 break;
1221
1222 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break;
1225
1226 case BOW:
1227 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break;
1230 }
1231 /* Simplistic check - if the monster has a location to equip it, he will
1232 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations.
1234 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 {
1237 if (monster->body_info[i] && item->body_info[i])
1238 {
1239 flag = 1;
1240 break;
1241 }
1242 }
1243
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1;
1246 return 0;
1247}
1248
1249/*
1250 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able,
1253 * then make him apply it
1254 */
1255
1256void
1257monster_apply_below (object *monster)
1258{
1259 object *tmp, *next;
1260
1261 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 {
1263 next = tmp->below;
1264 switch (tmp->type)
1265 {
1266 case CF_HANDLE:
1267 case TRIGGER:
1268 if (monster->will_apply & 1)
1269 manual_apply (monster, tmp, 0);
1270 break;
1271
1272 case TREASURE:
1273 if (monster->will_apply & 2)
1274 manual_apply (monster, tmp, 0);
1275 break;
1276
1277 }
1278 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1279 break;
1280 }
1281}
1282
1283/*
1284 * monster_check_apply() is meant to be called after an item is
1285 * inserted in a monster.
1286 * If an item becomes outdated (monster found a better item),
1287 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use.
1291 */
1292
1293/* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295void
1296monster_check_apply (object *mon, object *item)
1297{
1298
1299 int flag = 0;
1300
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1302 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return;
1305 }
1306
1307 /* If for some reason, this item is already applied, no more work to do */
1308 if (QUERY_FLAG (item, FLAG_APPLIED))
1309 return;
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
1407void 1183void
1408npc_call_help (object *op) 1184npc_call_help (object *op)
1409{ 1185{
1410 int x, y, mflags; 1186 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1411 object *npc;
1412 sint16 sx, sy;
1413 maptile *m;
1414
1415 for (x = -3; x < 4; x++)
1416 for (y = -3; y < 4; y++)
1417 { 1187 {
1418 m = op->map; 1188 mapspace &ms = m->at (nx, ny);
1419 sx = op->x + x; 1189
1420 sy = op->y + y;
1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1422 /* If nothing alive on this space, no need to search the space. */ 1190 /* If nothing alive on this space, no need to search the space. */
1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1191 if (!(ms.flags () & P_IS_ALIVE))
1424 continue; 1192 continue;
1425 1193
1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1194 for (object *npc = ms.bot; npc; npc = npc->above)
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1195 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy; 1196 npc->enemy = op->enemy;
1429 } 1197 }
1430}
1431
1432
1433int
1434dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435{
1436
1437 if (can_hit (part, enemy, rv))
1438 return dir;
1439 if (rv->distance < 10)
1440 return absdir (dir + 4);
1441 else if (rv->distance > 18)
1442 return dir;
1443 return 0;
1444}
1445
1446int
1447run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448{
1449
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 {
1452 ob->move_status++;
1453 return (dir);
1454 }
1455 else if (ob->move_status > 20)
1456 ob->move_status = 0;
1457 return absdir (dir + 4);
1458}
1459
1460int
1461hitrun_att (int dir, object *ob, object *enemy)
1462{
1463 if (ob->move_status++ < 25)
1464 return dir;
1465 else if (ob->move_status < 50)
1466 return absdir (dir + 4);
1467 else
1468 ob->move_status = 0;
1469 return absdir (dir + 4);
1470}
1471
1472int
1473wait_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
1491int
1492disthit_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
1507int
1508wait_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
1515void
1516circ1_move (object *ob)
1517{
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1519 if (++ob->move_status > 11)
1520 ob->move_status = 0;
1521 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, RANDOM () % 8 + 1);
1523}
1524
1525void
1526circ2_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
1535void
1536pace_movev (object *ob)
1537{
1538 if (ob->move_status++ > 6)
1539 ob->move_status = 0;
1540 if (ob->move_status < 4)
1541 (void) move_object (ob, 5);
1542 else
1543 (void) move_object (ob, 1);
1544}
1545
1546void
1547pace_moveh (object *ob)
1548{
1549 if (ob->move_status++ > 6)
1550 ob->move_status = 0;
1551 if (ob->move_status < 4)
1552 (void) move_object (ob, 3);
1553 else
1554 (void) move_object (ob, 7);
1555}
1556
1557void
1558pace2_movev (object *ob)
1559{
1560 if (ob->move_status++ > 16)
1561 ob->move_status = 0;
1562 if (ob->move_status < 6)
1563 (void) move_object (ob, 5);
1564 else if (ob->move_status < 8)
1565 return;
1566 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1);
1568 else
1569 return;
1570}
1571
1572void
1573pace2_moveh (object *ob)
1574{
1575 if (ob->move_status++ > 16)
1576 ob->move_status = 0;
1577 if (ob->move_status < 6)
1578 (void) move_object (ob, 3);
1579 else if (ob->move_status < 8)
1580 return;
1581 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7);
1583 else
1584 return;
1585}
1586
1587void
1588rand_move (object *ob)
1589{
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1593 for (i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1595 return;
1596} 1198}
1597 1199
1598void 1200void
1599check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1600{ 1202{
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1203 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL) 1204 if (tmp->type == EARTHWALL)
1606 { 1205 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1206 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return; 1207 return;
1609 } 1208 }
1610 }
1611} 1209}
1612 1210
1613void 1211void
1614check_doors (object *op, maptile *m, int x, int y) 1212check_doors (object *op, maptile *m, int x, int y)
1615{ 1213{
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1214 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR) 1215 if (tmp->type == DOOR)
1621 { 1216 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1217 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return; 1218 return;
1624 } 1219 }
1625 }
1626} 1220}
1627 1221
1628/* find_mon_throw_ob() - modeled on find_throw_ob 1222/* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want 1223 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of 1224 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects. 1225 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object 1226 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon. 1227 * first, then throw any non equipped weapon.
1634 */ 1228 */
1635
1636object * 1229object *
1637find_mon_throw_ob (object *op) 1230find_mon_throw_ob (object *op)
1638{ 1231{
1639 object *tmp = NULL; 1232 object *tmp = NULL;
1640 1233
1644 tmp = op; 1237 tmp = op;
1645 1238
1646 /* New throw code: look through the inventory. Grap the first legal is_thrown 1239 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647 * marked item and throw it to the enemy. 1240 * marked item and throw it to the enemy.
1648 */ 1241 */
1649
1650 for (tmp = op->inv; tmp; tmp = tmp->below) 1242 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 { 1243 {
1652
1653 /* Can't throw invisible objects or items that are applied */ 1244 /* Can't throw invisible objects or items that are applied */
1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1245 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue; 1246 continue;
1656 1247
1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1248 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1662#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1663 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1254 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1664#endif 1255#endif
1665 1256
1666 return tmp; 1257 return tmp;
1258}
1259
1260/*
1261 * Move-monster returns 1 if the object has been freed, otherwise 0.
1262 */
1263int
1264move_monster (object *op)
1265{
1266 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1267 object *owner, *enemy, *part, *oph = op;
1268 rv_vector rv;
1269
1270 /* Monsters not on maps don't do anything. These monsters are things
1271 * Like royal guards in city dwellers inventories.
1272 */
1273 if (!op->map)
1274 return 0;
1275
1276 /* for target facing, we copy this value here for fast access */
1277 if (oph->head) /* force update the head - one arch one pic */
1278 oph = oph->head;
1279
1280 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1281 enemy = op->enemy = NULL;
1282 else if ((enemy = find_enemy (op, &rv)))
1283 /* we have an enemy, just tell him we want him dead */
1284 enemy->attacked_by = op; /* our ptr */
1285
1286 /* generate hp, if applicable */
1287 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1288 {
1289 /* last heal is in funny units. Dividing by speed puts
1290 * the regeneration rate on a basis of time instead of
1291 * #moves the monster makes. The scaling by 8 is
1292 * to capture 8th's of a hp fraction regens
1293 *
1294 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1295 * overflow might produce monsters with negative hp.
1296 */
1297
1298 op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed);
1299 op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1300 op->last_heal %= 32;
1301
1302 /* So if the monster has gained enough HP that they are no longer afraid */
1303 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1304 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1305
1306 if (op->stats.hp > op->stats.maxhp)
1307 op->stats.hp = op->stats.maxhp;
1308 }
1309
1310 /* generate sp, if applicable */
1311 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1312 {
1313 /* last_sp is in funny units. Dividing by speed puts
1314 * the regeneration rate on a basis of time instead of
1315 * #moves the monster makes. The scaling by 8 is
1316 * to capture 8th's of a sp fraction regens
1317 *
1318 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1319 * overflow might produce monsters with negative sp.
1320 */
1321
1322 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed);
1323 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1324 op->last_sp %= 128;
1325 }
1326
1327 /* this should probably get modified by many more values.
1328 * (eg, creatures resistance to fear, level, etc. )
1329 */
1330 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1331 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1332
1333 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1334 return QUERY_FLAG (op, FLAG_FREED);
1335
1336 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1337 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1338 if (!check_wakeup (op, enemy, &rv))
1339 return 0;
1340
1341 /* check if monster pops out of hidden spot */
1342 if (op->flag [FLAG_HIDDEN])
1343 do_hidden_move (op);
1344
1345 if (op->pick_up)
1346 monster_check_pickup (op);
1347
1348 if (op->will_apply)
1349 monster_apply_below (op); /* Check for items to apply below */
1350
1351 /* If we don't have an enemy, do special movement or the like */
1352 if (!enemy)
1353 {
1354 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1355 {
1356 op->drop_and_destroy ();
1357 return 1;
1358 }
1359
1360 /* Probably really a bug for a creature to have both
1361 * stand still and a movement type set.
1362 */
1363 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1364 {
1365 if (op->attack_movement & HI4)
1366 {
1367 switch (op->attack_movement & HI4)
1368 {
1369 case PETMOVE:
1370 pet_move (op);
1371 break;
1372
1373 case CIRCLE1:
1374 circ1_move (op);
1375 break;
1376
1377 case CIRCLE2:
1378 circ2_move (op);
1379 break;
1380
1381 case PACEV:
1382 pace_movev (op);
1383 break;
1384
1385 case PACEH:
1386 pace_moveh (op);
1387 break;
1388
1389 case PACEV2:
1390 pace2_movev (op);
1391 break;
1392
1393 case PACEH2:
1394 pace2_moveh (op);
1395 break;
1396
1397 case RANDO:
1398 rand_move (op);
1399 break;
1400
1401 case RANDO2:
1402 move_randomly (op);
1403 break;
1404 }
1405
1406 return 0;
1407 }
1408 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1409 move_randomly (op);
1410 } /* stand still */
1411
1412 return 0;
1413 } /* no enemy */
1414
1415 /* We have an enemy. Block immediately below is for pets */
1416 if ((op->attack_movement & HI4) == PETMOVE
1417 && (owner = op->owner) != NULL
1418 && !on_same_map (op, owner)
1419 && !owner->flag [FLAG_REMOVED])
1420 return follow_owner (op, owner);
1421
1422 /* doppleganger code to change monster facing to that of the nearest
1423 * player. Hmm. The code is here, but no monster in the current
1424 * arch set uses it.
1425 */
1426 if (op->race == shstr_doppleganger)
1427 {
1428 op->face = enemy->face;
1429 op->name = enemy->name;
1430 }
1431
1432 /* Calculate range information for closest body part - this
1433 * is used for the 'skill' code, which isn't that smart when
1434 * it comes to figuring it out - otherwise, giants throw boulders
1435 * into themselves.
1436 */
1437 get_rangevector (op, enemy, &rv, 0);
1438
1439 /* Move the check for scared up here - if the monster was scared,
1440 * we were not doing any of the logic below, so might as well save
1441 * a few cpu cycles.
1442 */
1443 if (!QUERY_FLAG (op, FLAG_SCARED))
1444 {
1445 rv_vector rv1;
1446
1447 /* now we test every part of an object .... this is a real ugly piece of code */
1448 for (part = op; part; part = part->more)
1449 {
1450 get_rangevector (part, enemy, &rv1, 0x1);
1451 dir = rv1.direction;
1452
1453 /* hm, not sure about this part - in original was a scared flag here too
1454 * but that we test above... so can be old code here
1455 */
1456 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1457 dir = absdir (dir + 4);
1458
1459 if (QUERY_FLAG (op, FLAG_CONFUSED))
1460 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1461
1462 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1463 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1464 return 0;
1465
1466 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1467 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1468 return 0;
1469
1470 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1471 if (monster_use_range (op, part, enemy, dir))
1472 return 0;
1473
1474 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1475 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1476 return 0;
1477
1478 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1479 if (monster_use_bow (op, part, enemy, dir))
1480 return 0;
1481 } /* for processing of all parts */
1482 } /* If not scared */
1483
1484 part = rv.part;
1485 dir = rv.direction;
1486
1487//-GPL
1488
1489 // if the enemy is a player, we have los. if los says we
1490 // can directly reach the player, we do not deviate.
1491 // for non-players, we never deviate
1492 if (op->stats.Wis >= 8
1493 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1494 {
1495 int sdir = 0;
1496 uint32_t &smell = op->ms ().smell;
1497
1498 for (int ndir = 1; ndir <= 8; ++ndir)
1499 {
1500 mapxy pos (op); pos.move (ndir);
1501
1502 if (pos.normalise ())
1503 {
1504 mapspace &ms = pos.ms ();
1505
1506 if (ms.smell > smell)
1507 {
1508 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1509 if (op->stats.Wis >= 10)
1510 smell = ms.smell - 1; // smarter: tell others
1511
1512 sdir = ndir;
1513
1514 // perturbing the path might let the monster lose track,
1515 // but it will also widen the actual path, spreading information
1516 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1517 sdir = absdir (sdir + 1 - rndm (2) * 2);
1518 }
1519 }
1520 }
1521
1522 if (sdir)
1523 dir = sdir;
1524 else if (smell)
1525 {
1526 // no better smell found, so assume the player jumped, and erase this smell
1527 //printf ("erasing smell %d\n", op->ms ().smell);//D
1528 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1529 m->at (nx, ny).smell = 0;
1530 }
1531 }
1532
1533//+GPL
1534
1535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1536 dir = absdir (dir + 4);
1537
1538 if (QUERY_FLAG (op, FLAG_CONFUSED))
1539 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1540
1541 pre_att_dir = dir; /* remember the original direction */
1542
1543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1544 {
1545 switch (op->attack_movement & LO4)
1546 {
1547 case DISTATT:
1548 dir = dist_att (dir, op, enemy, part, &rv);
1549 break;
1550
1551 case RUNATT:
1552 dir = run_att (dir, op, enemy, part, &rv);
1553 break;
1554
1555 case HITRUN:
1556 dir = hitrun_att (dir, op, enemy);
1557 break;
1558
1559 case WAITATT:
1560 dir = wait_att (dir, op, enemy, part, &rv);
1561 break;
1562
1563 case RUSH: /* default - monster normally moves towards player */
1564 case ALLRUN:
1565 break;
1566
1567 case DISTHIT:
1568 dir = disthit_att (dir, op, enemy, part, &rv);
1569 break;
1570
1571 case WAIT2:
1572 dir = wait_att2 (dir, op, enemy, part, &rv);
1573 break;
1574
1575 default:
1576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1577 }
1578 }
1579
1580 if (!dir)
1581 return 0;
1582
1583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1584 {
1585 if (op->move (dir)) /* Can the monster move directly toward player? */
1586 {
1587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1588 if ((op->attack_movement & LO4) == DISTATT)
1589 op->direction = pre_att_dir;
1590
1591 return 0;
1592 }
1593
1594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1595 {
1596 /* Try move around corners if !close */
1597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1598
1599 for (diff = 1; diff <= maxdiff; diff++)
1600 {
1601 /* try different detours */
1602 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1603
1604 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1605 return 0;
1606 }
1607 }
1608 } /* if monster is not standing still */
1609
1610 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1611 if ((op->attack_movement & LO4) == DISTATT)
1612 op->direction = pre_att_dir;
1613
1614 /*
1615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1616 * direction if they can't move away.
1617 */
1618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1619 if (move_randomly (op))
1620 return 0;
1621
1622 /*
1623 * Try giving the monster a new enemy - the player that is closest
1624 * to it. In this way, it won't just keep trying to get to a target
1625 * that is inaccessible.
1626 * This could be more clever - it should go through a list of several
1627 * enemies, as it is now, you could perhaps get situations where there
1628 * are two players flanking the monster at close distance, but which
1629 * the monster can't get to, and a third one at a far distance that
1630 * the monster could get to - as it is, the monster won't look at that
1631 * third one.
1632 */
1633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1634 {
1635 object *nearest_player = get_nearest_player (op);
1636
1637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1638 {
1639 op->enemy = 0;
1640 enemy = nearest_player;
1641 }
1642 }
1643
1644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1645 {
1646 /* The adjustement to wc that was here before looked totally bogus -
1647 * since wc can in fact get negative, that would mean by adding
1648 * the current wc, the creature gets better? Instead, just
1649 * add a fixed amount - nasty creatures that are runny away should
1650 * still be pretty nasty.
1651 */
1652 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1653 {
1654 part->stats.wc += 10;
1655 skill_attack (enemy, part, 0, NULL, NULL);
1656 part->stats.wc -= 10;
1657 }
1658 else
1659 skill_attack (enemy, part, 0, NULL, NULL);
1660 } /* if monster is in attack range */
1661
1662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1663 return 1;
1664
1665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1666 {
1667 op->drop_and_destroy ();
1668 return 1;
1669 }
1670
1671 return 0;
1667} 1672}
1668 1673
1669/* determine if we can 'detect' the enemy. Check for walls blocking the 1674/* determine if we can 'detect' the enemy. Check for walls blocking the
1670 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1675 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1671 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1676 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1673 * properly. I also so odd code in place that checked for x distance 1678 * properly. I also so odd code in place that checked for x distance
1674 * OR y distance being within some range - that seemed wrong - both should 1679 * OR y distance being within some range - that seemed wrong - both should
1675 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1676 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1677 */ 1682 */
1678
1679int 1683int
1680can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681{ 1685{
1682 int radius = MIN_MON_RADIUS, hide_discovery;
1683
1684 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1685 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1686 return 0; 1688 return 0;
1687 1689
1688 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1690 return 0; 1692 return 0;
1691 1693
1692 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1693 1695
1694 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0; 1698 return 0;
1697 1699
1698 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1700 return 1; 1702 return 1;
1701 1703
1702 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1703 * finding enemies! 1705 * finding enemies!
1704 */ 1706 */
1705 if (op->type == PLAYER) 1707 if (op->is_player ())
1706 return 0; 1708 return 0;
1707 1709
1708 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1709 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1710 */ 1712 */
1711 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1712 return 0; 1714 return 0;
1713 1715
1716 int radius = MIN_MON_RADIUS;
1717
1714 /* use this for invis also */ 1718 /* use this for invis also */
1715 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1716 1720
1717 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1718 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1719 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1720 else 1724 else
1721 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1722 object *sk_hide;
1723 int bonus = (op->level / 2) + (op->stats.Int / 5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1724 1727
1725 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1726 { 1729 {
1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1728 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1729 else 1732 else
1730 { 1733 {
1731 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1732 make_visible (enemy); 1735 make_visible (enemy);
1741 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1742 1745
1743 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1744 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1745 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1746 radius = radius / 2, hide_discovery = hide_discovery / 3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1747 1753
1748 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1749 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1750 { 1756 {
1751 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1752 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1753 */ 1759 */
1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1755 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1756 else 1762 else
1757 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1758 1764
1759 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1760 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1761 */ 1767 */
1762 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1763 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1764 } /* if on dark map */ 1770 } /* if on dark map */
1765 1771
1766 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1767 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1769 * may have for their map - in that way, creatures at the edge will 1775 * may have for their map - in that way, creatures at the edge will
1770 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1771 * vector is real distance, so in theory this should be 18 to 1777 * vector is real distance, so in theory this should be 18 to
1772 * find that. 1778 * find that.
1773 */ 1779 */
1774 if (radius > 13) 1780 // note that the above reasoning was utter bullshit even at the time it was written
1775 radius = 13; 1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1776 1783
1777 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1778 if ((int) rv->distance <= radius) 1785 if (rv->distance <= radius)
1779 { 1786 {
1780 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1; 1789 return 1;
1783 1790
1784 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 { 1793 {
1787 make_visible (enemy); 1794 make_visible (enemy);
1795
1788 /* inform players of new status */ 1796 /* inform players of new status */
1789 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799
1791 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1792 } 1801 }
1793 else if (enemy->invisible) 1802 else if (enemy->invisible)
1794 { 1803 {
1795 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1796 * return true so that the mosnter that managed to detect you can 1805 * return true so that the monster that managed to detect you can
1797 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1798 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1807 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1799 * can then basically negate the spell. The spell isn't negated - 1808 * can then basically negate the spell. The spell isn't negated -
1800 * they just know where you are! 1809 * they just know where you are!
1801 */ 1810 */
1802 if ((RANDOM () % 50) <= hide_discovery) 1811 if (rndm (50) <= hide_discovery)
1803 { 1812 {
1804 if (enemy->type == PLAYER) 1813 if (enemy->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1807 } 1815
1808 return 1; 1816 return 1;
1809 } 1817 }
1810 } 1818 }
1811 } /* within range */ 1819 } /* within range */
1812 1820
1813 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1814 return 0; 1822 return 0;
1815} 1823}
1816 1824
1817/* determine if op stands in a lighted square. This is not a very 1825/* determine if op stands in a lighted square. This is not a very
1818 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1819 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1820 * other side of a wall (!). 1828 * other side of a wall (!).
1821 */ 1829 */
1822
1823int 1830int
1824stand_in_light (object *op) 1831stand_in_light (object *op)
1825{ 1832{
1826 sint16 nx, ny;
1827 maptile *m;
1828
1829
1830 if (!op) 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1831 return 0; 1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1832 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1833 return 1; 1842 return 1;
1834 1843
1835 if (op->map) 1844 if (op->map)
1836 { 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1837 int x, y, x1, y1; 1846 {
1838
1839
1840
1841 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1842 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1843 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 { 1849 */
1848 m = op->map; 1850 int light = m->at (nx, ny).light;
1849 nx = x;
1850 ny = y;
1851 1851
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 continue;
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1; 1853 return 1;
1859 } 1854 }
1860 }
1861 } 1855 }
1856
1862 return 0; 1857 return 0;
1863} 1858}
1864
1865 1859
1866/* assuming no walls/barriers, lets check to see if its *possible* 1860/* assuming no walls/barriers, lets check to see if its *possible*
1867 * to see an enemy. Note, "detection" is different from "seeing". 1861 * to see an enemy. Note, "detection" is different from "seeing".
1868 * See can_detect_enemy() for more details. -b.t. 1862 * See can_detect_enemy() for more details. -b.t.
1869 * return 0 if can't be seen, 1 if can be 1863 * return 0 if can't be seen, 1 if can be
1870 */ 1864 */
1871
1872int 1865int
1873can_see_enemy (object *op, object *enemy) 1866can_see_enemy (object *op, object *enemy)
1874{ 1867{
1875 object *looker = op->head ? op->head : op; 1868 object *looker = op->head ? op->head : op;
1876 1869
1890 { 1883 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1894 1887
1895 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1896 { 1889 {
1897 if (enemy->hide) 1890 if (enemy->flag [FLAG_HIDDEN])
1898 { 1891 {
1899 make_visible (enemy); 1892 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 } 1894 }
1895
1902 return 1; 1896 return 1;
1903 } 1897 }
1904 else if (enemy->hide) 1898 else if (enemy->flag [FLAG_HIDDEN])
1905 return 0; 1899 return 0;
1906 1900
1907 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* 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, 1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1909 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1910 */ 1904 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1914 return 0; 1907 return 0;
1915 }
1916 } 1908 }
1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1918 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1919 return 1; 1911 return 1;
1920 1912
1921 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1922 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1925 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1926 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1927 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1928 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1929 */ 1921 */
1930 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1932 return 0; 1924 return 0;
1933 1925
1934 return 1; 1926 return 1;
1935} 1927}
1928
1929//-GPL

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