1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | * "$Id: monster.C,v 1.1 2006/08/13 17:16:04 elmex Exp $"; |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
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5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (C) 1992 Frank Tore Johansen |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation; either version 2 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
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22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
25 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
26 | #include <sproto.h> |
32 | #include <spells.h> |
27 | #include <spells.h> |
33 | #include <skills.h> |
28 | #include <skills.h> |
34 | #endif |
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35 | |
29 | |
36 | |
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37 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
30 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
38 | |
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39 | |
31 | |
40 | /* checks npc->enemy and returns that enemy if still valid, |
32 | /* checks npc->enemy and returns that enemy if still valid, |
41 | * NULL otherwise. |
33 | * NULL otherwise. |
42 | * this is map tile aware. |
34 | * this is map tile aware. |
43 | * If this returns an enemy, the range vector rv should also be |
35 | * If this returns an enemy, the range vector rv should also be |
44 | * set to sane values. |
36 | * set to sane values. |
45 | */ |
37 | */ |
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38 | object * |
46 | object *check_enemy(object *npc, rv_vector *rv) { |
39 | check_enemy (object *npc, rv_vector * rv) |
47 | |
40 | { |
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41 | |
48 | /* if this is pet, let him attack the same enemy as his owner |
42 | /* if this is pet, let him attack the same enemy as his owner |
49 | * TODO: when there is no ower enemy, try to find a target, |
43 | * TODO: when there is no ower enemy, try to find a target, |
50 | * which CAN attack the owner. */ |
44 | * which CAN attack the owner. */ |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
52 | { |
46 | { |
53 | if (npc->owner == NULL) |
47 | if (npc->owner == NULL) |
54 | npc->enemy = NULL; |
48 | npc->enemy = NULL; |
55 | else if (npc->enemy == NULL) |
49 | else if (npc->enemy == NULL) |
56 | npc->enemy = npc->owner->enemy; |
50 | npc->enemy = npc->owner->enemy; |
57 | } |
51 | } |
58 | |
52 | |
59 | /* periodically, a monster mayu change its target. Also, if the object |
53 | /* periodically, a monster mayu change its target. Also, if the object |
60 | * has been destroyed, etc, clear the enemy. |
54 | * has been destroyed, etc, clear the enemy. |
61 | * TODO: this should be changed, because it invokes to attack forced or |
55 | * TODO: this should be changed, because it invokes to attack forced or |
62 | * attacked monsters to leave the attacker alone, before it is destroyed |
56 | * attacked monsters to leave the attacker alone, before it is destroyed |
63 | */ |
57 | */ |
64 | /* i had removed the random target leave, this invokes problems with friendly |
58 | /* i had removed the random target leave, this invokes problems with friendly |
65 | * objects, getting attacked and defending herself - they don't try to attack |
59 | * objects, getting attacked and defending herself - they don't try to attack |
66 | * again then but perhaps get attack on and on |
60 | * again then but perhaps get attack on and on |
67 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
61 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
68 | * too. */ |
62 | * too. */ |
69 | |
63 | |
70 | if(npc->enemy) |
64 | if (npc->enemy) |
71 | { |
65 | { |
72 | /* I broke these if's apart to better be able to see what |
66 | /* I broke these if's apart to better be able to see what |
73 | * the grouping checks are. Code is the same. |
67 | * the grouping checks are. Code is the same. |
74 | */ |
68 | */ |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
69 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
70 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
77 | !on_same_map(npc, npc->enemy) || |
71 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
78 | npc == npc->enemy || |
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79 | QUERY_FLAG(npc, FLAG_NEUTRAL) || |
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80 | QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
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81 | npc->enemy = NULL; |
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82 | |
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83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
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84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
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85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
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86 | || npc->enemy == npc->owner)) |
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87 | npc->enemy = NULL; |
72 | npc->enemy = NULL; |
88 | |
73 | |
89 | |
74 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
75 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
76 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
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77 | || npc->enemy == npc->owner)) |
92 | npc->enemy=NULL; |
78 | npc->enemy = NULL; |
93 | |
79 | |
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80 | |
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81 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
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82 | npc->enemy = NULL; |
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83 | |
94 | /* I've noticed that pets could sometimes get an arrow as the |
84 | /* I've noticed that pets could sometimes get an arrow as the |
95 | * target enemy - this code below makes sure the enemy is something |
85 | * target enemy - this code below makes sure the enemy is something |
96 | * that should be attacked. My guess is that the arrow hits |
86 | * that should be attacked. My guess is that the arrow hits |
97 | * the creature/owner, and so the creature then takes that |
87 | * the creature/owner, and so the creature then takes that |
98 | * as the enemy to attack. |
88 | * as the enemy to attack. |
99 | */ |
89 | */ |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
91 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
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103 | npc->enemy=NULL; |
92 | npc->enemy = NULL; |
104 | |
93 | |
105 | } |
94 | } |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
107 | } |
96 | } |
108 | |
97 | |
109 | /* Returns the nearest living creature (monster or generator). |
98 | /* Returns the nearest living creature (monster or generator). |
110 | * Modified to deal with tiled maps properly. |
99 | * Modified to deal with tiled maps properly. |
111 | * Also fixed logic so that monsters in the lower directions were more |
100 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
118 | * the first few directions, it could very well choose something |
107 | * the first few directions, it could very well choose something |
119 | * 3 spaces away even though something directly north is closer. |
108 | * 3 spaces away even though something directly north is closer. |
120 | * |
109 | * |
121 | * this function is map tile aware. |
110 | * this function is map tile aware. |
122 | */ |
111 | */ |
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112 | object * |
123 | object *find_nearest_living_creature(object *npc) { |
113 | find_nearest_living_creature (object *npc) |
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114 | { |
124 | int i,mflags; |
115 | int i, mflags; |
125 | sint16 nx,ny; |
116 | sint16 nx, ny; |
126 | mapstruct *m; |
117 | maptile *m; |
127 | object *tmp; |
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128 | int search_arr[SIZEOFFREE]; |
118 | int search_arr[SIZEOFFREE]; |
129 | |
119 | |
130 | get_search_arr(search_arr); |
120 | get_search_arr (search_arr); |
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121 | |
131 | for(i=0;i<SIZEOFFREE;i++) { |
122 | for (i = 0; i < SIZEOFFREE; i++) |
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123 | { |
132 | /* modified to implement smart searching using search_arr |
124 | /* modified to implement smart searching using search_arr |
133 | * guidance array to determine direction of search order |
125 | * guidance array to determine direction of search order |
134 | */ |
126 | */ |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
127 | nx = npc->x + freearr_x[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
128 | ny = npc->y + freearr_y[search_arr[i]]; |
137 | m = npc->map; |
129 | m = npc->map; |
138 | |
130 | |
139 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
131 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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132 | |
140 | if (mflags & P_OUT_OF_MAP) continue; |
133 | if (mflags & P_OUT_OF_MAP) |
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134 | continue; |
141 | |
135 | |
142 | if (mflags & P_IS_ALIVE) { |
136 | if (mflags & P_IS_ALIVE) |
143 | tmp=get_map_ob(m,nx,ny); |
137 | { |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
138 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
139 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
146 | tmp=tmp->above; |
140 | if (can_see_monsterP (m, nx, ny, i)) |
147 | |
141 | return tmp; |
148 | if (!tmp) { |
142 | } |
149 | LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
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150 | m->path, nx, ny); |
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151 | } |
143 | } |
152 | else { |
144 | |
153 | if(can_see_monsterP(m,nx,ny,i)) |
145 | return 0; |
154 | return tmp; |
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155 | } |
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156 | } /* is something living on this space */ |
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157 | } |
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158 | return NULL; /* nothing found */ |
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159 | } |
146 | } |
160 | |
147 | |
161 | |
148 | |
162 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enmy for npc. We pass the range vector since |
163 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
… | |
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165 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
166 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
167 | * many cases. |
154 | * many cases. |
168 | */ |
155 | */ |
169 | |
156 | |
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157 | object * |
170 | object *find_enemy(object *npc, rv_vector *rv) |
158 | find_enemy (object *npc, rv_vector * rv) |
171 | { |
159 | { |
172 | object *attacker, *tmp=NULL; |
160 | object *attacker, *tmp = NULL; |
173 | |
161 | |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
162 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
163 | npc->attacked_by = 0; /* always clear the attacker entry */ |
176 | |
164 | |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
165 | /* if we berserk, we don't care about others - we attack all we can find */ |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
166 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
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167 | { |
179 | tmp = find_nearest_living_creature(npc); |
168 | tmp = find_nearest_living_creature (npc); |
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169 | |
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170 | if (tmp) |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
171 | get_rangevector (npc, tmp, rv, 0); |
181 | return tmp; |
172 | return tmp; |
182 | } |
173 | } |
183 | |
174 | |
184 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
185 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
186 | * one of both is dead. |
177 | * one of both is dead. |
187 | * If we have no enemy and we are... |
178 | * If we have no enemy and we are... |
188 | * a monster: try to find a player, a pet or a friendly monster |
179 | * a monster: try to find a player, a pet or a friendly monster |
189 | * a friendly: only target a monster which is targeting you first or targeting a player |
180 | * a friendly: only target a monster which is targeting you first or targeting a player |
190 | * a neutral: fight a attacker (but there should be none), then do nothing |
181 | * a neutral: fight a attacker (but there should be none), then do nothing |
191 | * a pet: attack player enemy or a monster |
182 | * a pet: attack player enemy or a monster |
192 | */ |
183 | */ |
193 | |
184 | |
194 | /* pet move */ |
185 | /* pet move */ |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
186 | if ((npc->attack_movement & HI4) == PETMOVE) |
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187 | { |
196 | tmp= get_pet_enemy(npc,rv); |
188 | tmp = get_pet_enemy (npc, rv); |
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189 | |
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190 | if (tmp) |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
191 | get_rangevector (npc, tmp, rv, 0); |
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192 | |
198 | return tmp; |
193 | return tmp; |
199 | } |
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200 | |
194 | } |
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195 | |
201 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
197 | if (!(tmp = check_enemy (npc, rv))) |
203 | { |
198 | { |
204 | if(attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
205 | { |
200 | { |
206 | /* we want be sure this is the right one! */ |
201 | /* TODO: thats not finished */ |
207 | if(attacker->count == npc->attacked_by_count) |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
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203 | |
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204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
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205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
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206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
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207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
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208 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | { |
209 | { |
209 | /* TODO: thats not finished */ |
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210 | /* we don't want a fight evil vs evil or good against non evil */ |
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211 | |
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212 | if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */ |
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213 | (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) || |
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214 | (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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215 | (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) ) |
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216 | CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */ |
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217 | else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */ |
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218 | { |
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219 | CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
220 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
221 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
222 | } |
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223 | } |
213 | } |
224 | } |
214 | } |
225 | |
215 | |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
216 | /* we have no legal enemy or attacker, so we try to target a new one */ |
227 | if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
217 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
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229 | { |
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230 | npc->enemy = get_nearest_player(npc); |
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231 | if (npc->enemy) |
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232 | tmp = check_enemy(npc,rv); |
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233 | } |
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234 | |
218 | { |
235 | } |
219 | npc->enemy = get_nearest_player (npc); |
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220 | if (npc->enemy) |
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221 | tmp = check_enemy (npc, rv); |
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222 | } |
236 | |
223 | |
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224 | } |
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225 | |
237 | return tmp; |
226 | return tmp; |
238 | } |
227 | } |
239 | |
228 | |
240 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
233 | */ |
245 | |
234 | |
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235 | int |
246 | int check_wakeup(object *op, object *enemy, rv_vector *rv) { |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
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237 | { |
247 | int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; |
238 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
248 | |
239 | |
249 | /* Trim work - if no enemy, no need to do anything below */ |
240 | /* Trim work - if no enemy, no need to do anything below */ |
250 | if (!enemy) return 0; |
241 | if (!enemy) |
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242 | return 0; |
251 | |
243 | |
252 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
253 | if(QUERY_FLAG(op, FLAG_BLIND)) |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
254 | radius = MIN_MON_RADIUS; |
246 | radius = MIN_MON_RADIUS; |
255 | |
247 | |
256 | /* This covers the situation where the monster is in the dark |
248 | /* This covers the situation where the monster is in the dark |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
249 | * and has an enemy. If the enemy has no carried light (or isnt |
258 | * glowing!) then the monster has trouble finding the enemy. |
250 | * glowing!) then the monster has trouble finding the enemy. |
259 | * Remember we already checked to see if the monster can see in |
251 | * Remember we already checked to see if the monster can see in |
260 | * the dark. */ |
252 | * the dark. */ |
261 | |
253 | |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
263 | !stand_in_light(enemy) && |
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264 | (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
256 | { |
265 | int dark = radius/(op->map->darkness); |
257 | int dark = radius / (op->map->darkness); |
|
|
258 | |
266 | radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
259 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
267 | } |
260 | } |
268 | else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
261 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
262 | return 1; |
269 | |
263 | |
270 | /* enemy should already be on this map, so don't really need to check |
264 | /* enemy should already be on this map, so don't really need to check |
271 | * for that. |
265 | * for that. |
272 | */ |
266 | */ |
273 | if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
|
|
268 | { |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
275 | return 1; |
270 | return 1; |
276 | } |
271 | } |
277 | return 0; |
272 | return 0; |
278 | } |
273 | } |
279 | |
274 | |
|
|
275 | int |
280 | int move_randomly(object *op) { |
276 | move_randomly (object *op) |
|
|
277 | { |
281 | int i; |
278 | int i; |
282 | |
279 | |
283 | /* Give up to 15 chances for a monster to move randomly */ |
280 | /* Give up to 15 chances for a monster to move randomly */ |
284 | for(i=0;i<15;i++) { |
281 | for (i = 0; i < 15; i++) |
285 | if(move_object(op,RANDOM()%8+1)) |
282 | { |
|
|
283 | if (move_object (op, rndm (8) + 1)) |
286 | return 1; |
284 | return 1; |
287 | } |
285 | } |
288 | return 0; |
286 | return 0; |
289 | } |
287 | } |
290 | |
288 | |
291 | /* |
289 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
293 | */ |
291 | */ |
294 | |
292 | |
|
|
293 | int |
295 | int move_monster(object *op) { |
294 | move_monster (object *op) |
|
|
295 | { |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 | object *owner, *enemy, *part, *oph=op; |
297 | object *owner, *enemy, *part, *oph = op; |
298 | rv_vector rv; |
298 | rv_vector rv; |
299 | |
299 | |
300 | /* Monsters not on maps don't do anything. These monsters are things |
300 | /* Monsters not on maps don't do anything. These monsters are things |
301 | * Like royal guards in city dwellers inventories. |
301 | * Like royal guards in city dwellers inventories. |
302 | */ |
302 | */ |
303 | if (!op->map) return 0; |
303 | if (!op->map) |
|
|
304 | return 0; |
304 | |
305 | |
305 | /* for target facing, we copy this value here for fast access */ |
306 | /* for target facing, we copy this value here for fast access */ |
306 | if(oph->head) /* force update the head - one arch one pic */ |
307 | if (oph->head) /* force update the head - one arch one pic */ |
307 | oph = oph->head; |
308 | oph = oph->head; |
308 | |
309 | |
309 | if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
310 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
310 | enemy = op->enemy = NULL; |
311 | enemy = op->enemy = NULL; |
311 | else if((enemy= find_enemy(op, &rv))) |
312 | else if ((enemy = find_enemy (op, &rv))) |
312 | { |
|
|
313 | /* we have an enemy, just tell him we want him dead */ |
313 | /* we have an enemy, just tell him we want him dead */ |
314 | enemy->attacked_by = op; /* our ptr */ |
314 | enemy->attacked_by = op; /* our ptr */ |
315 | enemy->attacked_by_count = op->count; /* our tag */ |
|
|
316 | } |
|
|
317 | |
|
|
318 | if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
|
|
319 | ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
|
|
320 | !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
|
|
321 | if(!check_wakeup(op,enemy,&rv)) |
|
|
322 | return 0; |
|
|
323 | } |
|
|
324 | |
315 | |
325 | /* check if monster pops out of hidden spot */ |
|
|
326 | if(op->hide) do_hidden_move(op); |
|
|
327 | |
|
|
328 | if(op->pick_up) |
|
|
329 | monster_check_pickup(op); |
|
|
330 | |
|
|
331 | if(op->will_apply) |
|
|
332 | monster_apply_below(op); /* Check for items to apply below */ |
|
|
333 | |
|
|
334 | /* generate hp, if applicable */ |
316 | /* generate hp, if applicable */ |
335 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
317 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
318 | { |
336 | |
319 | |
337 | /* last heal is in funny units. Dividing by speed puts |
320 | /* last heal is in funny units. Dividing by speed puts |
338 | * the regeneration rate on a basis of time instead of |
|
|
339 | * #moves the monster makes. The scaling by 8 is |
|
|
340 | * to capture 8th's of a hp fraction regens |
|
|
341 | * |
|
|
342 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
343 | * overflow might produce monsters with negative hp. |
|
|
344 | */ |
|
|
345 | |
|
|
346 | op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
|
|
347 | op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
348 | op->last_heal%=32; |
|
|
349 | |
|
|
350 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
351 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
|
|
352 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
|
|
353 | (float)op->stats.maxhp)) |
|
|
354 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
|
|
355 | |
|
|
356 | if(op->stats.hp>op->stats.maxhp) |
|
|
357 | op->stats.hp=op->stats.maxhp; |
|
|
358 | } |
|
|
359 | |
|
|
360 | /* generate sp, if applicable */ |
|
|
361 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
|
|
362 | |
|
|
363 | /* last_sp is in funny units. Dividing by speed puts |
|
|
364 | * the regeneration rate on a basis of time instead of |
321 | * the regeneration rate on a basis of time instead of |
365 | * #moves the monster makes. The scaling by 8 is |
322 | * #moves the monster makes. The scaling by 8 is |
|
|
323 | * to capture 8th's of a hp fraction regens |
|
|
324 | * |
|
|
325 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
326 | * overflow might produce monsters with negative hp. |
|
|
327 | */ |
|
|
328 | |
|
|
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 |
366 | * to capture 8th's of a sp fraction regens |
348 | * to capture 8th's of a sp fraction regens |
367 | * |
349 | * |
368 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
350 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
369 | * overflow might produce monsters with negative sp. |
351 | * overflow might produce monsters with negative sp. |
370 | */ |
352 | */ |
371 | |
353 | |
372 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
354 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
373 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
355 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
374 | op->last_sp%=128; |
356 | op->last_sp %= 128; |
375 | } |
357 | } |
376 | |
358 | |
377 | /* this should probably get modified by many more values. |
359 | /* this should probably get modified by many more values. |
378 | * (eg, creatures resistance to fear, level, etc. ) |
360 | * (eg, creatures resistance to fear, level, etc. ) |
379 | */ |
361 | */ |
380 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
362 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
|
|
363 | { |
381 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
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))) |
382 | } |
372 | { |
|
|
373 | if (!check_wakeup (op, enemy, &rv)) |
|
|
374 | return 0; |
|
|
375 | } |
383 | |
376 | |
384 | if (execute_event (op, EVENT_MOVE, op->enemy, 0, 0, SCRIPT_FIX_ALL)) |
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 | { |
|
|
390 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
391 | { |
|
|
392 | op->destroy (); |
|
|
393 | return 1; |
|
|
394 | } |
|
|
395 | |
|
|
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 */ |
385 | return 0; |
447 | return 0; |
|
|
448 | } /* no enemy */ |
386 | |
449 | |
387 | /* If we don't have an enemy, do special movement or the like */ |
450 | /* We have an enemy. Block immediately below is for pets */ |
388 | if(!enemy) { |
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 | */ |
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
488 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
390 | remove_ob(op); |
489 | dir = absdir (dir + 4); |
391 | free_object(op); |
|
|
392 | return 1; |
|
|
393 | } |
|
|
394 | |
|
|
395 | /* Probably really a bug for a creature to have both |
|
|
396 | * stand still and a movement type set. |
|
|
397 | */ |
|
|
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
490 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
399 | if (op->attack_movement & HI4) |
491 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
492 | |
|
|
493 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
400 | { |
494 | { |
401 | switch (op->attack_movement & HI4) { |
|
|
402 | case (PETMOVE): |
|
|
403 | pet_move (op); |
|
|
404 | break; |
|
|
405 | |
|
|
406 | case (CIRCLE1): |
|
|
407 | circ1_move (op); |
|
|
408 | break; |
|
|
409 | |
|
|
410 | case (CIRCLE2): |
|
|
411 | circ2_move (op); |
|
|
412 | break; |
|
|
413 | |
|
|
414 | case (PACEV): |
|
|
415 | pace_movev(op); |
|
|
416 | break; |
|
|
417 | |
|
|
418 | case (PACEH): |
|
|
419 | pace_moveh(op); |
|
|
420 | break; |
|
|
421 | |
|
|
422 | case (PACEV2): |
|
|
423 | pace2_movev (op); |
|
|
424 | break; |
|
|
425 | |
|
|
426 | case (PACEH2): |
|
|
427 | pace2_moveh (op); |
|
|
428 | break; |
|
|
429 | |
|
|
430 | case (RANDO): |
|
|
431 | rand_move (op); |
|
|
432 | break; |
|
|
433 | |
|
|
434 | case (RANDO2): |
|
|
435 | move_randomly (op); |
|
|
436 | break; |
|
|
437 | } |
|
|
438 | return 0; |
|
|
439 | } |
|
|
440 | else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
|
|
441 | (void) move_randomly(op); |
|
|
442 | |
|
|
443 | } /* stand still */ |
|
|
444 | return 0; |
|
|
445 | } /* no enemy */ |
|
|
446 | |
|
|
447 | /* We have an enemy. Block immediately below is for pets */ |
|
|
448 | if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
|
|
449 | return follow_owner(op, owner); |
|
|
450 | |
|
|
451 | /* doppleganger code to change monster facing to that of the nearest |
|
|
452 | * player. Hmm. The code is here, but no monster in the current |
|
|
453 | * arch set uses it. |
|
|
454 | */ |
|
|
455 | if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) |
|
|
456 | { |
|
|
457 | op->face = enemy->face; |
|
|
458 | if (op->name) |
|
|
459 | free_string(op->name); |
|
|
460 | add_refcount(op->name = enemy->name); |
|
|
461 | } |
|
|
462 | |
|
|
463 | /* Calculate range information for closest body part - this |
|
|
464 | * is used for the 'skill' code, which isn't that smart when |
|
|
465 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
466 | * into themselves. |
|
|
467 | */ |
|
|
468 | get_rangevector(op, enemy, &rv, 0); |
|
|
469 | |
|
|
470 | /* Move the check for scared up here - if the monster was scared, |
|
|
471 | * we were not doing any of the logic below, so might as well save |
|
|
472 | * a few cpu cycles. |
|
|
473 | */ |
|
|
474 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
|
|
475 | { |
|
|
476 | rv_vector rv1; |
|
|
477 | |
|
|
478 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
479 | for (part=op; part!=NULL; part=part->more) { |
|
|
480 | get_rangevector(part, enemy, &rv1, 0x1); |
|
|
481 | dir=rv1.direction; |
|
|
482 | |
|
|
483 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
484 | * but that we test above... so can be old code here |
|
|
485 | */ |
|
|
486 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
487 | dir=absdir(dir+4); |
|
|
488 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
489 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
490 | |
|
|
491 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
|
|
492 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
495 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
493 | return 0; |
496 | return 0; |
494 | } |
497 | } |
495 | |
498 | |
496 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
499 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
500 | { |
497 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
498 | return 0; |
502 | return 0; |
499 | } |
503 | } |
500 | |
504 | |
501 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
505 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
506 | { |
502 | if(monster_use_range(op,part,enemy,dir)) |
507 | if (monster_use_range (op, part, enemy, dir)) |
503 | return 0; |
508 | return 0; |
504 | } |
509 | } |
505 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
510 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
511 | { |
506 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
512 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
507 | return 0; |
513 | return 0; |
508 | } |
514 | } |
509 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
515 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
516 | { |
510 | if(monster_use_bow(op,part,enemy,dir)) |
517 | if (monster_use_bow (op, part, enemy, dir)) |
511 | return 0; |
518 | return 0; |
512 | } |
519 | } |
513 | } /* for processing of all parts */ |
520 | } /* for processing of all parts */ |
514 | } /* If not scared */ |
521 | } /* If not scared */ |
515 | |
522 | |
516 | |
523 | |
517 | part = rv.part; |
524 | part = rv.part; |
518 | dir=rv.direction; |
525 | dir = rv.direction; |
519 | |
526 | |
520 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
527 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
521 | dir=absdir(dir+4); |
528 | dir = absdir (dir + 4); |
522 | |
529 | |
523 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
530 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
524 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
531 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
525 | |
532 | |
526 | pre_att_dir = dir; /* remember the original direction */ |
533 | pre_att_dir = dir; /* remember the original direction */ |
527 | |
534 | |
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
535 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
529 | { |
536 | { |
530 | switch (op->attack_movement & LO4) { |
537 | switch (op->attack_movement & LO4) |
|
|
538 | { |
531 | case DISTATT: |
539 | case DISTATT: |
532 | dir = dist_att (dir,op,enemy,part,&rv); |
540 | dir = dist_att (dir, op, enemy, part, &rv); |
533 | break; |
541 | break; |
534 | |
542 | |
535 | case RUNATT: |
543 | case RUNATT: |
536 | dir = run_att (dir,op,enemy,part,&rv); |
544 | dir = run_att (dir, op, enemy, part, &rv); |
537 | break; |
545 | break; |
538 | |
546 | |
539 | case HITRUN: |
547 | case HITRUN: |
540 | dir = hitrun_att(dir,op,enemy); |
548 | dir = hitrun_att (dir, op, enemy); |
541 | break; |
549 | break; |
542 | |
550 | |
543 | case WAITATT: |
551 | case WAITATT: |
544 | dir = wait_att (dir,op,enemy,part,&rv); |
552 | dir = wait_att (dir, op, enemy, part, &rv); |
545 | break; |
553 | break; |
546 | |
554 | |
547 | case RUSH: /* default - monster normally moves towards player */ |
555 | case RUSH: /* default - monster normally moves towards player */ |
548 | case ALLRUN: |
556 | case ALLRUN: |
549 | break; |
557 | break; |
550 | |
558 | |
551 | case DISTHIT: |
559 | case DISTHIT: |
552 | dir = disthit_att (dir,op,enemy,part,&rv); |
560 | dir = disthit_att (dir, op, enemy, part, &rv); |
553 | break; |
561 | break; |
554 | |
562 | |
555 | case WAIT2: |
563 | case WAIT2: |
556 | dir = wait_att2 (dir,op,enemy,part,&rv); |
564 | dir = wait_att2 (dir, op, enemy, part, &rv); |
557 | break; |
565 | break; |
558 | |
566 | |
559 | default: |
567 | default: |
560 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
568 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
561 | } |
569 | } |
562 | } |
570 | } |
563 | |
571 | |
564 | if (!dir) |
572 | if (!dir) |
565 | return 0; |
573 | return 0; |
566 | |
574 | |
567 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
575 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
576 | { |
568 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
577 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
569 | { |
578 | { |
570 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
579 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
571 | if ((op->attack_movement & LO4) == DISTATT) |
580 | if ((op->attack_movement & LO4) == DISTATT) |
572 | op->direction = pre_att_dir; |
581 | op->direction = pre_att_dir; |
573 | |
582 | |
574 | return 0; |
583 | return 0; |
575 | } |
584 | } |
576 | |
585 | |
577 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
586 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
578 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
587 | { |
579 | |
588 | |
580 | /* Try move around corners if !close */ |
589 | /* Try move around corners if !close */ |
581 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
590 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
|
|
591 | |
582 | for(diff = 1; diff <= maxdiff; diff++) { |
592 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
593 | { |
583 | /* try different detours */ |
594 | /* try different detours */ |
584 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
595 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
585 | if(move_object(op,absdir(dir + diff*m)) || |
596 | |
586 | move_object(op,absdir(dir - diff*m))) |
597 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
587 | return 0; |
598 | return 0; |
588 | } |
599 | } |
589 | } |
600 | } |
590 | } /* if monster is not standing still */ |
601 | } /* if monster is not standing still */ |
591 | |
602 | |
592 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
603 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
593 | if ((op->attack_movement & LO4) == DISTATT) |
604 | if ((op->attack_movement & LO4) == DISTATT) |
594 | op->direction = pre_att_dir; |
605 | op->direction = pre_att_dir; |
595 | |
606 | |
596 | /* |
607 | /* |
597 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
608 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
598 | * direction if they can't move away. |
609 | * direction if they can't move away. |
599 | */ |
610 | */ |
600 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
611 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
601 | if(move_randomly(op)) |
612 | if (move_randomly (op)) |
602 | return 0; |
613 | return 0; |
603 | |
614 | |
604 | /* |
615 | /* |
605 | * Try giving the monster a new enemy - the player that is closest |
616 | * Try giving the monster a new enemy - the player that is closest |
606 | * to it. In this way, it won't just keep trying to get to a target |
617 | * to it. In this way, it won't just keep trying to get to a target |
607 | * that is inaccessible. |
618 | * that is inaccessible. |
608 | * This could be more clever - it should go through a list of several |
619 | * This could be more clever - it should go through a list of several |
609 | * enemies, as it is now, you could perhaps get situations where there |
620 | * enemies, as it is now, you could perhaps get situations where there |
610 | * are two players flanking the monster at close distance, but which |
621 | * are two players flanking the monster at close distance, but which |
611 | * the monster can't get to, and a third one at a far distance that |
622 | * the monster can't get to, and a third one at a far distance that |
612 | * the monster could get to - as it is, the monster won't look at that |
623 | * the monster could get to - as it is, the monster won't look at that |
613 | * third one. |
624 | * third one. |
614 | */ |
625 | */ |
615 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
626 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
616 | { |
627 | { |
617 | object *nearest_player = get_nearest_player(op); |
628 | object *nearest_player = get_nearest_player (op); |
|
|
629 | |
618 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
630 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
631 | { |
619 | op->enemy = NULL; |
632 | op->enemy = NULL; |
620 | enemy = nearest_player; |
633 | enemy = nearest_player; |
621 | } |
634 | } |
622 | } |
635 | } |
623 | |
636 | |
624 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
637 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
625 | { |
638 | { |
626 | /* The adjustement to wc that was here before looked totally bogus - |
639 | /* The adjustement to wc that was here before looked totally bogus - |
627 | * since wc can in fact get negative, that would mean by adding |
640 | * since wc can in fact get negative, that would mean by adding |
628 | * the current wc, the creature gets better? Instead, just |
641 | * the current wc, the creature gets better? Instead, just |
629 | * add a fixed amount - nasty creatures that are runny away should |
642 | * add a fixed amount - nasty creatures that are runny away should |
630 | * still be pretty nasty. |
643 | * still be pretty nasty. |
631 | */ |
644 | */ |
632 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
645 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
633 | { |
646 | { |
634 | part->stats.wc+=10; |
647 | part->stats.wc += 10; |
635 | (void)skill_attack(enemy,part,0,NULL, NULL); |
|
|
636 | part->stats.wc-=10; |
|
|
637 | } |
|
|
638 | else |
|
|
639 | (void)skill_attack(enemy,part,0,NULL, NULL); |
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); |
640 | } /* if monster is in attack range */ |
653 | } /* if monster is in attack range */ |
641 | |
654 | |
642 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
655 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
643 | return 1; |
656 | return 1; |
644 | |
657 | |
645 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
658 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
646 | { |
|
|
647 | remove_ob(op); |
|
|
648 | free_object(op); |
|
|
649 | return 1; |
|
|
650 | } |
659 | { |
|
|
660 | op->remove (); |
|
|
661 | op->destroy (); |
|
|
662 | return 1; |
|
|
663 | } |
651 | return 0; |
664 | return 0; |
652 | } |
665 | } |
|
|
666 | |
|
|
667 | int |
653 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
668 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
669 | { |
654 | object *more; |
670 | object *more; |
655 | rv_vector rv1; |
671 | rv_vector rv1; |
656 | |
672 | |
657 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
673 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
658 | return 0; |
674 | return 0; |
659 | |
675 | |
660 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
676 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
677 | return 1; |
661 | |
678 | |
662 | /* check all the parts of ob2 - just because we can't get to |
679 | /* check all the parts of ob2 - just because we can't get to |
663 | * its head doesn't mean we don't want to pound its feet |
680 | * its head doesn't mean we don't want to pound its feet |
664 | */ |
681 | */ |
665 | for (more = ob2->more; more!=NULL; more = more->more) { |
682 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
683 | { |
666 | get_rangevector(ob1, more, &rv1, 0); |
684 | get_rangevector (ob1, more, &rv1, 0); |
667 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
685 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
686 | return 1; |
668 | } |
687 | } |
669 | return 0; |
688 | return 0; |
670 | |
689 | |
671 | } |
690 | } |
672 | |
691 | |
673 | /* Returns 1 is monster should cast spell sp at an enemy |
692 | /* Returns 1 is monster should cast spell sp at an enemy |
674 | * Returns 0 if the monster should not cast this spell. |
693 | * Returns 0 if the monster should not cast this spell. |
… | |
… | |
684 | * This could be a lot smarter - if there are few monsters around, |
703 | * This could be a lot smarter - if there are few monsters around, |
685 | * then disease might not be as bad. Likewise, if the monster is damaged, |
704 | * then disease might not be as bad. Likewise, if the monster is damaged, |
686 | * the right type of healing spell could be useful. |
705 | * the right type of healing spell could be useful. |
687 | */ |
706 | */ |
688 | |
707 | |
|
|
708 | static int |
689 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
709 | monster_should_cast_spell (object *monster, object *spell_ob) |
690 | { |
710 | { |
691 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
711 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
692 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
712 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
693 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
713 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
694 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
714 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
695 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
715 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
696 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
716 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
697 | spell_ob->subtype == SP_INVISIBLE) |
|
|
698 | |
717 | |
699 | return 1; |
|
|
700 | |
|
|
701 | return 0; |
718 | return 1; |
|
|
719 | |
|
|
720 | return 0; |
702 | } |
721 | } |
703 | |
722 | |
704 | |
723 | |
705 | #define MAX_KNOWN_SPELLS 20 |
724 | #define MAX_KNOWN_SPELLS 20 |
706 | |
725 | |
707 | /* Returns a randomly selected spell. This logic is still |
726 | /* Returns a randomly selected spell. This logic is still |
708 | * less than ideal. This code also only seems to deal with |
727 | * less than ideal. This code also only seems to deal with |
709 | * wizard spells, as the check is against sp, and not grace. |
728 | * wizard spells, as the check is against sp, and not grace. |
710 | * can mosnters know cleric spells? |
729 | * can mosnters know cleric spells? |
711 | */ |
730 | */ |
|
|
731 | object * |
712 | object *monster_choose_random_spell(object *monster) { |
732 | monster_choose_random_spell (object *monster) |
|
|
733 | { |
713 | object *altern[MAX_KNOWN_SPELLS]; |
734 | object *altern[MAX_KNOWN_SPELLS]; |
714 | object *tmp; |
735 | object *tmp; |
715 | int i=0; |
736 | int i = 0; |
716 | |
737 | |
717 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
738 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
718 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
739 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
740 | { |
719 | /* Check and see if it's actually a useful spell. |
741 | /* Check and see if it's actually a useful spell. |
720 | * If its a spellbook, the spell is actually the inventory item. |
742 | * If its a spellbook, the spell is actually the inventory item. |
721 | * if it is a spell, then it is just the object itself. |
743 | * if it is a spell, then it is just the object itself. |
722 | */ |
744 | */ |
723 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
745 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
724 | altern[i++]=tmp; |
746 | { |
725 | if(i==MAX_KNOWN_SPELLS) |
747 | altern[i++] = tmp; |
726 | break; |
748 | if (i == MAX_KNOWN_SPELLS) |
|
|
749 | break; |
|
|
750 | } |
727 | } |
751 | } |
728 | } |
|
|
729 | if(!i) |
752 | if (!i) |
730 | return NULL; |
753 | return NULL; |
731 | return altern[RANDOM()%i]; |
754 | return altern[RANDOM () % i]; |
732 | } |
755 | } |
733 | |
756 | |
734 | /* This checks to see if the monster should cast a spell/ability. |
757 | /* This checks to see if the monster should cast a spell/ability. |
735 | * it returns true if the monster casts a spell, 0 if he doesn't. |
758 | * it returns true if the monster casts a spell, 0 if he doesn't. |
736 | * head is the head of the monster. |
759 | * head is the head of the monster. |
… | |
… | |
738 | * pl is the target. |
761 | * pl is the target. |
739 | * dir is the direction to case. |
762 | * dir is the direction to case. |
740 | * rv is the vector which describes where the enemy is. |
763 | * rv is the vector which describes where the enemy is. |
741 | */ |
764 | */ |
742 | |
765 | |
|
|
766 | int |
743 | int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
767 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
768 | { |
744 | object *spell_item; |
769 | object *spell_item; |
745 | object *owner; |
770 | object *owner; |
746 | rv_vector rv1; |
771 | rv_vector rv1; |
747 | |
772 | |
748 | /* If you want monsters to cast spells over friends, this spell should |
773 | /* If you want monsters to cast spells over friends, this spell should |
749 | * be removed. It probably should be in most cases, since monsters still |
774 | * be removed. It probably should be in most cases, since monsters still |
750 | * don't care about residual effects (ie, casting a cone which may have a |
775 | * don't care about residual effects (ie, casting a cone which may have a |
751 | * clear path to the player, the side aspects of the code will still hit |
776 | * clear path to the player, the side aspects of the code will still hit |
752 | * other monsters) |
777 | * other monsters) |
753 | */ |
778 | */ |
754 | if(!(dir=path_to_player(part,pl,0))) |
779 | if (!(dir = path_to_player (part, pl, 0))) |
755 | return 0; |
780 | return 0; |
|
|
781 | |
|
|
782 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
756 | |
783 | { |
757 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
758 | get_rangevector(head, owner, &rv1, 0x1); |
784 | get_rangevector (head, owner, &rv1, 0x1); |
759 | if(dirdiff(dir,rv1.direction) < 2) { |
785 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
786 | { |
760 | return 0; /* Might hit owner with spell */ |
787 | return 0; /* Might hit owner with spell */ |
761 | } |
788 | } |
762 | } |
789 | } |
763 | |
790 | |
764 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
791 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
765 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
792 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
766 | |
793 | |
767 | /* If the monster hasn't already chosen a spell, choose one |
794 | /* If the monster hasn't already chosen a spell, choose one |
768 | * I'm not sure if it really make sense to pre-select spells (events |
795 | * I'm not sure if it really make sense to pre-select spells (events |
769 | * could be different by the time the monster goes again). |
796 | * could be different by the time the monster goes again). |
770 | */ |
797 | */ |
771 | if(head->spellitem==NULL) { |
798 | if (head->spellitem == NULL) |
|
|
799 | { |
772 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
800 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
801 | { |
773 | LOG(llevMonster,"Turned off spells in %s\n",head->name); |
802 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
774 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
803 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
|
|
804 | return 0; |
|
|
805 | } |
|
|
806 | if (spell_item->type == SPELLBOOK) |
|
|
807 | { |
|
|
808 | if (!spell_item->inv) |
|
|
809 | { |
|
|
810 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
|
|
811 | return 0; |
|
|
812 | } |
|
|
813 | spell_item = spell_item->inv; |
|
|
814 | } |
|
|
815 | } |
|
|
816 | else |
|
|
817 | spell_item = head->spellitem; |
|
|
818 | |
|
|
819 | if (!spell_item) |
775 | return 0; |
820 | return 0; |
776 | } |
|
|
777 | if (spell_item->type == SPELLBOOK) { |
|
|
778 | if (!spell_item->inv) { |
|
|
779 | LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
|
|
780 | return 0; |
|
|
781 | } |
|
|
782 | spell_item=spell_item->inv; |
|
|
783 | } |
|
|
784 | } |
|
|
785 | else |
|
|
786 | spell_item=head->spellitem; |
|
|
787 | |
821 | |
788 | if (!spell_item) return 0; |
|
|
789 | |
|
|
790 | /* Best guess this is a defensive/healing spell */ |
822 | /* Best guess this is a defensive/healing spell */ |
791 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
823 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
792 | dir = 0; |
824 | dir = 0; |
793 | |
825 | |
794 | /* Monster doesn't have enough spell-points */ |
826 | /* Monster doesn't have enough spell-points */ |
795 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
827 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
796 | return 0; |
828 | return 0; |
797 | |
829 | |
798 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
830 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
799 | return 0; |
831 | return 0; |
800 | |
832 | |
801 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
833 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
802 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
834 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
803 | |
835 | |
804 | /* set this to null, so next time monster will choose something different */ |
836 | /* set this to null, so next time monster will choose something different */ |
805 | head->spellitem = NULL; |
837 | head->spellitem = NULL; |
806 | |
838 | |
807 | return cast_spell(part,part,dir, spell_item, NULL); |
839 | return cast_spell (part, part, dir, spell_item, NULL); |
808 | } |
840 | } |
809 | |
841 | |
810 | |
842 | |
|
|
843 | int |
811 | int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
844 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
845 | { |
812 | object *scroll; |
846 | object *scroll; |
813 | object *owner; |
847 | object *owner; |
814 | rv_vector rv1; |
848 | rv_vector rv1; |
815 | |
849 | |
816 | /* If you want monsters to cast spells over friends, this spell should |
850 | /* If you want monsters to cast spells over friends, this spell should |
817 | * be removed. It probably should be in most cases, since monsters still |
851 | * be removed. It probably should be in most cases, since monsters still |
818 | * don't care about residual effects (ie, casting a cone which may have a |
852 | * don't care about residual effects (ie, casting a cone which may have a |
819 | * clear path to the player, the side aspects of the code will still hit |
853 | * clear path to the player, the side aspects of the code will still hit |
820 | * other monsters) |
854 | * other monsters) |
821 | */ |
855 | */ |
822 | if(!(dir=path_to_player(part,pl,0))) |
856 | if (!(dir = path_to_player (part, pl, 0))) |
823 | return 0; |
857 | return 0; |
|
|
858 | |
|
|
859 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
824 | |
860 | { |
825 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
826 | get_rangevector(head, owner, &rv1, 0x1); |
861 | get_rangevector (head, owner, &rv1, 0x1); |
827 | if(dirdiff(dir,rv1.direction) < 2) { |
862 | if (dirdiff (dir, rv1.direction) < 2) |
|
|
863 | { |
828 | return 0; /* Might hit owner with spell */ |
864 | return 0; /* Might hit owner with spell */ |
829 | } |
865 | } |
830 | } |
866 | } |
831 | |
867 | |
832 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
868 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
833 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
869 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
834 | |
870 | |
835 | for (scroll=head->inv; scroll; scroll=scroll->below) |
871 | for (scroll = head->inv; scroll; scroll = scroll->below) |
836 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
872 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
873 | break; |
837 | |
874 | |
838 | /* Used up all his scrolls, so nothing do to */ |
875 | /* Used up all his scrolls, so nothing do to */ |
839 | if (!scroll) { |
876 | if (!scroll) |
|
|
877 | { |
840 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
878 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
841 | return 0; |
879 | return 0; |
842 | } |
880 | } |
843 | |
881 | |
844 | /* Spell should be cast on caster (ie, heal, strength) */ |
882 | /* Spell should be cast on caster (ie, heal, strength) */ |
845 | if (scroll->inv->range==0) |
883 | if (scroll->inv->range == 0) |
846 | dir = 0; |
884 | dir = 0; |
847 | |
885 | |
848 | apply_scroll(part, scroll, dir); |
886 | apply_scroll (part, scroll, dir); |
849 | return 1; |
887 | return 1; |
850 | } |
888 | } |
851 | |
889 | |
852 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
890 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
853 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
891 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
854 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
892 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
… | |
… | |
857 | * |
895 | * |
858 | * The skills we are treating here are all but those. -b.t. |
896 | * The skills we are treating here are all but those. -b.t. |
859 | * |
897 | * |
860 | * At the moment this is only useful for throwing, perhaps for |
898 | * At the moment this is only useful for throwing, perhaps for |
861 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
899 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
862 | */ |
900 | */ |
863 | |
901 | |
|
|
902 | int |
864 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
903 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
904 | { |
865 | object *skill, *owner; |
905 | object *skill, *owner; |
866 | |
906 | |
867 | if(!(dir=path_to_player(part,pl,0))) |
907 | if (!(dir = path_to_player (part, pl, 0))) |
868 | return 0; |
908 | return 0; |
869 | |
909 | |
870 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
910 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
911 | { |
871 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
912 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
913 | |
872 | if(dirdiff(dir,dir2) < 1) |
914 | if (dirdiff (dir, dir2) < 1) |
873 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
915 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
874 | } |
916 | } |
875 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
917 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
876 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
918 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
877 | |
919 | |
878 | /* skill selection - monster will use the next unused skill. |
920 | /* skill selection - monster will use the next unused skill. |
879 | * well...the following scenario will allow the monster to |
921 | * well...the following scenario will allow the monster to |
880 | * toggle between 2 skills. One day it would be nice to make |
922 | * toggle between 2 skills. One day it would be nice to make |
881 | * more skills available to monsters. |
923 | * more skills available to monsters. |
882 | */ |
924 | */ |
883 | |
925 | |
884 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
926 | for (skill = head->inv; skill != NULL; skill = skill->below) |
885 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
927 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
928 | { |
886 | head->chosen_skill=skill; |
929 | head->chosen_skill = skill; |
887 | break; |
930 | break; |
888 | } |
931 | } |
889 | |
932 | |
890 | if(!skill && !head->chosen_skill) { |
933 | if (!skill && !head->chosen_skill) |
|
|
934 | { |
891 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
935 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
892 | head->name,head->count); |
|
|
893 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
936 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
894 | return 0; |
937 | return 0; |
895 | } |
938 | } |
896 | /* use skill */ |
939 | /* use skill */ |
897 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
940 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
898 | } |
941 | } |
899 | |
942 | |
900 | /* Monster will use a ranged spell attack. */ |
943 | /* Monster will use a ranged spell attack. */ |
901 | |
944 | |
|
|
945 | int |
902 | int monster_use_range(object *head,object *part,object *pl,int dir) |
946 | monster_use_range (object *head, object *part, object *pl, int dir) |
903 | { |
947 | { |
904 | object *wand, *owner; |
948 | object *wand, *owner; |
905 | int at_least_one = 0; |
949 | int at_least_one = 0; |
906 | |
950 | |
907 | if(!(dir=path_to_player(part,pl,0))) |
951 | if (!(dir = path_to_player (part, pl, 0))) |
908 | return 0; |
952 | return 0; |
909 | |
953 | |
910 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
954 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
955 | { |
911 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
956 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
957 | |
912 | if(dirdiff(dir,dir2) < 2) |
958 | if (dirdiff (dir, dir2) < 2) |
913 | return 0; /* Might hit owner with spell */ |
959 | return 0; /* Might hit owner with spell */ |
914 | } |
960 | } |
915 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
961 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
916 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
962 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
917 | |
963 | |
918 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
964 | for (wand = head->inv; wand != NULL; wand = wand->below) |
919 | { |
965 | { |
920 | if (wand->type == WAND) |
966 | if (wand->type == WAND) |
|
|
967 | { |
|
|
968 | /* Found a wand, let's see if it has charges left */ |
|
|
969 | at_least_one = 1; |
|
|
970 | if (wand->stats.food <= 0) |
|
|
971 | continue; |
|
|
972 | |
|
|
973 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
974 | |
|
|
975 | if (!(--wand->stats.food)) |
921 | { |
976 | { |
922 | /* Found a wand, let's see if it has charges left */ |
977 | if (wand->arch) |
923 | at_least_one = 1; |
|
|
924 | if( wand->stats.food<=0 ) |
|
|
925 | continue; |
|
|
926 | |
|
|
927 | cast_spell( head, wand, dir, wand->inv, NULL ); |
|
|
928 | |
|
|
929 | if ( !( --wand->stats.food ) ) |
|
|
930 | { |
978 | { |
931 | if ( wand->arch ) |
|
|
932 | { |
|
|
933 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
979 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
934 | wand->face = wand->arch->clone.face; |
980 | wand->face = wand->arch->clone.face; |
935 | wand->speed = 0; |
981 | wand->set_speed (0); |
936 | update_ob_speed(wand); |
|
|
937 | } |
|
|
938 | } |
982 | } |
939 | /* Success */ |
|
|
940 | return 1; |
|
|
941 | } |
983 | } |
|
|
984 | /* Success */ |
|
|
985 | return 1; |
|
|
986 | } |
942 | else if ( wand->type == ROD || wand->type==HORN ) { |
987 | else if (wand->type == ROD || wand->type == HORN) |
|
|
988 | { |
943 | /* Found rod/horn, let's use it if possible */ |
989 | /* Found rod/horn, let's use it if possible */ |
944 | at_least_one = 1; |
990 | at_least_one = 1; |
945 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
991 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
946 | continue; |
992 | continue; |
947 | |
993 | |
948 | /* drain charge before casting spell - can be a case where the |
994 | /* drain charge before casting spell - can be a case where the |
949 | * spell destroys the monster, and rod, so if done after, results |
995 | * spell destroys the monster, and rod, so if done after, results |
950 | * in crash. |
996 | * in crash. |
951 | */ |
997 | */ |
952 | drain_rod_charge( wand ); |
998 | drain_rod_charge (wand); |
953 | cast_spell( head, wand, dir, wand->inv, NULL ); |
999 | cast_spell (head, wand, dir, wand->inv, NULL); |
954 | |
1000 | |
955 | /* Success */ |
1001 | /* Success */ |
956 | return 1; |
1002 | return 1; |
957 | } |
1003 | } |
958 | } |
1004 | } |
959 | |
1005 | |
960 | if ( at_least_one ) |
1006 | if (at_least_one) |
961 | return 0; |
1007 | return 0; |
962 | |
1008 | |
963 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
1009 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
964 | head->name,head->count); |
|
|
965 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
1010 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
966 | return 0; |
1011 | return 0; |
967 | } |
1012 | } |
968 | |
1013 | |
|
|
1014 | int |
969 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
1015 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1016 | { |
970 | object *owner; |
1017 | object *owner; |
971 | |
1018 | |
972 | if(!(dir=path_to_player(part,pl,0))) |
1019 | if (!(dir = path_to_player (part, pl, 0))) |
973 | return 0; |
1020 | return 0; |
974 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
1021 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
975 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
1022 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
976 | |
1023 | |
977 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
1024 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1025 | { |
978 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
1026 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1027 | |
979 | if(dirdiff(dir,dir2) < 1) |
1028 | if (dirdiff (dir, dir2) < 1) |
980 | return 0; /* Might hit owner with arrow */ |
1029 | return 0; /* Might hit owner with arrow */ |
981 | } |
1030 | } |
982 | |
1031 | |
983 | /* in server/player.c */ |
1032 | /* in server/player.c */ |
984 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
1033 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
985 | |
1034 | |
986 | } |
1035 | } |
987 | |
1036 | |
988 | /* Checks if putting on 'item' will make 'who' do more |
1037 | /* Checks if putting on 'item' will make 'who' do more |
989 | * damage. This is a very simplistic check - also checking things |
1038 | * damage. This is a very simplistic check - also checking things |
990 | * like speed and ac are also relevant. |
1039 | * like speed and ac are also relevant. |
991 | * |
1040 | * |
992 | * return true if item is a better object. |
1041 | * return true if item is a better object. |
993 | */ |
1042 | */ |
994 | |
1043 | |
|
|
1044 | int |
995 | int check_good_weapon(object *who, object *item) { |
1045 | check_good_weapon (object *who, object *item) |
|
|
1046 | { |
996 | object *other_weap; |
1047 | object *other_weap; |
997 | int val=0, i; |
1048 | int val = 0, i; |
998 | |
1049 | |
999 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
1050 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1000 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
1051 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1001 | break; |
1052 | break; |
1002 | |
1053 | |
1003 | if(other_weap==NULL) /* No other weapons */ |
1054 | if (other_weap == NULL) /* No other weapons */ |
1004 | return 1; |
1055 | return 1; |
1005 | |
1056 | |
1006 | /* Rather than go through and apply the new one, and see if it is |
1057 | /* Rather than go through and apply the new one, and see if it is |
1007 | * better, just do some simple checks |
1058 | * better, just do some simple checks |
1008 | * Put some multipliers for things that hvae several effects, |
1059 | * Put some multipliers for things that hvae several effects, |
1009 | * eg, magic affects both damage and wc, so it has more weight |
1060 | * eg, magic affects both damage and wc, so it has more weight |
1010 | */ |
1061 | */ |
1011 | |
1062 | |
1012 | val = item->stats.dam - other_weap->stats.dam; |
1063 | val = item->stats.dam - other_weap->stats.dam; |
1013 | val += (item->magic - other_weap->magic) * 3; |
1064 | val += (item->magic - other_weap->magic) * 3; |
1014 | /* Monsters don't really get benefits from things like regen rates |
1065 | /* Monsters don't really get benefits from things like regen rates |
1015 | * from items. But the bonus for their stats are very important. |
1066 | * from items. But the bonus for their stats are very important. |
1016 | */ |
1067 | */ |
1017 | for (i=0; i<NUM_STATS; i++) |
1068 | for (i = 0; i < NUM_STATS; i++) |
1018 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1069 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1019 | |
1070 | |
1020 | if (val > 0) return 1; |
1071 | if (val > 0) |
|
|
1072 | return 1; |
|
|
1073 | else |
1021 | else return 0; |
1074 | return 0; |
1022 | |
1075 | |
1023 | } |
1076 | } |
1024 | |
1077 | |
|
|
1078 | int |
1025 | int check_good_armour(object *who, object *item) { |
1079 | check_good_armour (object *who, object *item) |
|
|
1080 | { |
1026 | object *other_armour; |
1081 | object *other_armour; |
1027 | int val=0,i; |
1082 | int val = 0, i; |
1028 | |
1083 | |
1029 | for (other_armour = who->inv; other_armour != NULL; |
1084 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1030 | other_armour = other_armour->below) |
|
|
1031 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1085 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1032 | break; |
1086 | break; |
1033 | |
1087 | |
1034 | if (other_armour == NULL) /* No other armour, use the new */ |
1088 | if (other_armour == NULL) /* No other armour, use the new */ |
1035 | return 1; |
1089 | return 1; |
1036 | |
1090 | |
1037 | /* Like above function , see which is better */ |
1091 | /* Like above function , see which is better */ |
1038 | val = item->stats.ac - other_armour->stats.ac; |
1092 | val = item->stats.ac - other_armour->stats.ac; |
1039 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1093 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
1040 | val += (item->magic - other_armour->magic) * 3; |
1094 | val += (item->magic - other_armour->magic) * 3; |
1041 | |
1095 | |
1042 | /* for the other protections, do weigh them very much in the equation - |
1096 | /* for the other protections, do weigh them very much in the equation - |
1043 | * it is the armor protection which is most important, because there is |
1097 | * it is the armor protection which is most important, because there is |
1044 | * no good way to know what the player may attack the monster with. |
1098 | * no good way to know what the player may attack the monster with. |
1045 | * So if the new item has better protection than the old, give that higher |
1099 | * So if the new item has better protection than the old, give that higher |
1046 | * value. If the reverse, then decrease the value of this item some. |
1100 | * value. If the reverse, then decrease the value of this item some. |
1047 | */ |
1101 | */ |
1048 | for (i=1; i <NROFATTACKS; i++) { |
1102 | for (i = 1; i < NROFATTACKS; i++) |
|
|
1103 | { |
1049 | if (item->resist[i] > other_armour->resist[i]) val++; |
1104 | if (item->resist[i] > other_armour->resist[i]) |
|
|
1105 | val++; |
1050 | else if (item->resist[i] < other_armour->resist[i]) val--; |
1106 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
1107 | val--; |
1051 | } |
1108 | } |
1052 | |
1109 | |
1053 | /* Very few armours have stats, so not much need to worry about those. */ |
1110 | /* Very few armours have stats, so not much need to worry about those. */ |
1054 | |
1111 | |
1055 | if (val > 0) return 1; |
1112 | if (val > 0) |
|
|
1113 | return 1; |
|
|
1114 | else |
1056 | else return 0; |
1115 | return 0; |
1057 | |
1116 | |
1058 | } |
1117 | } |
1059 | |
1118 | |
1060 | /* |
1119 | /* |
1061 | * monster_check_pickup(): checks for items that monster can pick up. |
1120 | * monster_check_pickup(): checks for items that monster can pick up. |
… | |
… | |
1071 | * became a recursive loop. It may be better to call monster_check_apply |
1130 | * became a recursive loop. It may be better to call monster_check_apply |
1072 | * after we pick everything up, since that function may call others which |
1131 | * after we pick everything up, since that function may call others which |
1073 | * affect stacking on this space. |
1132 | * affect stacking on this space. |
1074 | */ |
1133 | */ |
1075 | |
1134 | |
|
|
1135 | void |
1076 | void monster_check_pickup(object *monster) { |
1136 | monster_check_pickup (object *monster) |
|
|
1137 | { |
1077 | object *tmp,*next; |
1138 | object *tmp, *next; |
1078 | int next_tag; |
|
|
1079 | |
1139 | |
1080 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1140 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1141 | { |
1081 | next=tmp->below; |
1142 | next = tmp->below; |
1082 | next_tag = next ? next->count : 0; |
|
|
1083 | if (monster_can_pick(monster,tmp)) { |
1143 | if (monster_can_pick (monster, tmp)) |
1084 | remove_ob(tmp); |
1144 | { |
|
|
1145 | tmp->remove (); |
1085 | tmp = insert_ob_in_ob(tmp,monster); |
1146 | tmp = insert_ob_in_ob (tmp, monster); |
1086 | (void) monster_check_apply(monster,tmp); |
1147 | (void) monster_check_apply (monster, tmp); |
1087 | } |
1148 | } |
1088 | /* We could try to re-establish the cycling, of the space, but probably |
1149 | /* We could try to re-establish the cycling, of the space, but probably |
1089 | * not a big deal to just bail out. |
1150 | * not a big deal to just bail out. |
1090 | */ |
1151 | */ |
1091 | if (next && was_destroyed(next, next_tag)) return; |
1152 | if (next && next->destroyed ()) |
|
|
1153 | return; |
1092 | } |
1154 | } |
1093 | } |
1155 | } |
1094 | |
1156 | |
1095 | /* |
1157 | /* |
1096 | * monster_can_pick(): If the monster is interested in picking up |
1158 | * monster_can_pick(): If the monster is interested in picking up |
1097 | * the item, then return 0. Otherwise 0. |
1159 | * the item, then return 0. Otherwise 0. |
1098 | * Instead of pick_up, flags for "greed", etc, should be used. |
1160 | * Instead of pick_up, flags for "greed", etc, should be used. |
1099 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1161 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1100 | */ |
1162 | */ |
1101 | |
1163 | |
|
|
1164 | int |
1102 | int monster_can_pick(object *monster, object *item) { |
1165 | monster_can_pick (object *monster, object *item) |
|
|
1166 | { |
1103 | int flag=0; |
1167 | int flag = 0; |
1104 | int i; |
1168 | int i; |
1105 | |
1169 | |
1106 | if(!can_pick(monster,item)) |
1170 | if (!can_pick (monster, item)) |
1107 | return 0; |
1171 | return 0; |
1108 | |
1172 | |
1109 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
1173 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1110 | return 0; |
1174 | return 0; |
1111 | |
1175 | |
1112 | if (monster->pick_up&64) /* All */ |
1176 | if (monster->pick_up & 64) /* All */ |
1113 | flag=1; |
1177 | flag = 1; |
1114 | |
1178 | |
|
|
1179 | else |
1115 | else switch(item->type) { |
1180 | switch (item->type) |
1116 | case MONEY: |
1181 | { |
1117 | case GEM: |
1182 | case MONEY: |
|
|
1183 | case GEM: |
1118 | flag=monster->pick_up&2; |
1184 | flag = monster->pick_up & 2; |
1119 | break; |
1185 | break; |
1120 | |
1186 | |
1121 | case FOOD: |
1187 | case FOOD: |
1122 | flag=monster->pick_up&4; |
1188 | flag = monster->pick_up & 4; |
1123 | break; |
1189 | break; |
1124 | |
1190 | |
1125 | case WEAPON: |
1191 | case WEAPON: |
1126 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1192 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1127 | break; |
1193 | break; |
1128 | |
1194 | |
1129 | case ARMOUR: |
1195 | case ARMOUR: |
1130 | case SHIELD: |
1196 | case SHIELD: |
1131 | case HELMET: |
1197 | case HELMET: |
1132 | case BOOTS: |
1198 | case BOOTS: |
1133 | case GLOVES: |
1199 | case GLOVES: |
1134 | case GIRDLE: |
1200 | case GIRDLE: |
1135 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1201 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1136 | break; |
1202 | break; |
1137 | |
1203 | |
1138 | case SKILL: |
1204 | case SKILL: |
1139 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1205 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1140 | break; |
1206 | break; |
1141 | |
1207 | |
1142 | case RING: |
1208 | case RING: |
1143 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1209 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1144 | break; |
1210 | break; |
1145 | |
1211 | |
1146 | case WAND: |
1212 | case WAND: |
1147 | case HORN: |
1213 | case HORN: |
1148 | case ROD: |
1214 | case ROD: |
1149 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1215 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1150 | break; |
1216 | break; |
1151 | |
1217 | |
1152 | case SPELLBOOK: |
1218 | case SPELLBOOK: |
1153 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1219 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1154 | break; |
1220 | break; |
1155 | |
1221 | |
1156 | case SCROLL: |
1222 | case SCROLL: |
1157 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1223 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1158 | break; |
1224 | break; |
1159 | |
1225 | |
1160 | case BOW: |
1226 | case BOW: |
1161 | case ARROW: |
1227 | case ARROW: |
1162 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1163 | break; |
1229 | break; |
1164 | } |
1230 | } |
1165 | /* Simplistic check - if the monster has a location to equip it, he will |
1231 | /* Simplistic check - if the monster has a location to equip it, he will |
1166 | * pick it up. Note that this doesn't handle cases where an item may |
1232 | * pick it up. Note that this doesn't handle cases where an item may |
1167 | * use several locations. |
1233 | * use several locations. |
1168 | */ |
1234 | */ |
1169 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1235 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1236 | { |
1170 | if (monster->body_info[i] && item->body_info[i]) { |
1237 | if (monster->body_info[i] && item->body_info[i]) |
1171 | flag=1; |
1238 | { |
1172 | break; |
1239 | flag = 1; |
1173 | } |
1240 | break; |
|
|
1241 | } |
1174 | } |
1242 | } |
1175 | |
1243 | |
1176 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1244 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1177 | return 1; |
|
|
1178 | return 0; |
1245 | return 1; |
|
|
1246 | return 0; |
1179 | } |
1247 | } |
1180 | |
1248 | |
1181 | /* |
1249 | /* |
1182 | * monster_apply_below(): |
1250 | * monster_apply_below(): |
1183 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1251 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1184 | * eager to apply things, encounters something apply-able, |
1252 | * eager to apply things, encounters something apply-able, |
1185 | * then make him apply it |
1253 | * then make him apply it |
1186 | */ |
1254 | */ |
1187 | |
1255 | |
|
|
1256 | void |
1188 | void monster_apply_below(object *monster) { |
1257 | monster_apply_below (object *monster) |
|
|
1258 | { |
1189 | object *tmp, *next; |
1259 | object *tmp, *next; |
1190 | |
1260 | |
1191 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1261 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1262 | { |
1192 | next=tmp->below; |
1263 | next = tmp->below; |
1193 | switch (tmp->type) { |
1264 | switch (tmp->type) |
|
|
1265 | { |
1194 | case CF_HANDLE: |
1266 | case CF_HANDLE: |
1195 | case TRIGGER: |
1267 | case TRIGGER: |
1196 | if (monster->will_apply&1) |
1268 | if (monster->will_apply & 1) |
1197 | manual_apply(monster,tmp,0); |
1269 | manual_apply (monster, tmp, 0); |
1198 | break; |
1270 | break; |
1199 | |
1271 | |
1200 | case TREASURE: |
1272 | case TREASURE: |
1201 | if (monster->will_apply&2) |
1273 | if (monster->will_apply & 2) |
1202 | manual_apply(monster,tmp,0); |
1274 | manual_apply (monster, tmp, 0); |
1203 | break; |
1275 | break; |
1204 | |
1276 | |
1205 | } |
1277 | } |
1206 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1278 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1207 | break; |
1279 | break; |
1208 | } |
1280 | } |
1209 | } |
1281 | } |
1210 | |
1282 | |
1211 | /* |
1283 | /* |
1212 | * monster_check_apply() is meant to be called after an item is |
1284 | * monster_check_apply() is meant to be called after an item is |
… | |
… | |
1218 | * they can pick up all that they can use. |
1290 | * they can pick up all that they can use. |
1219 | */ |
1291 | */ |
1220 | |
1292 | |
1221 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1222 | |
1294 | |
|
|
1295 | void |
1223 | void monster_check_apply(object *mon, object *item) { |
1296 | monster_check_apply (object *mon, object *item) |
|
|
1297 | { |
1224 | |
1298 | |
1225 | int flag = 0; |
1299 | int flag = 0; |
1226 | |
1300 | |
1227 | if(item->type==SPELLBOOK&& |
|
|
1228 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1301 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
|
|
1302 | { |
1229 | SET_FLAG(mon, FLAG_CAST_SPELL); |
1303 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1230 | return; |
1304 | return; |
1231 | } |
1305 | } |
1232 | |
1306 | |
1233 | /* If for some reason, this item is already applied, no more work to do */ |
1307 | /* If for some reason, this item is already applied, no more work to do */ |
1234 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1308 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
1235 | |
|
|
1236 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1237 | * it is possible in his wanderings, he will find one to use. In |
|
|
1238 | * which case, it would be nice to have ammo for it. |
|
|
1239 | */ |
|
|
1240 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
|
|
1241 | /* Check for the right kind of bow */ |
|
|
1242 | object *bow; |
|
|
1243 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
|
|
1244 | if(bow->type==BOW && bow->race==item->race) { |
|
|
1245 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1246 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
|
|
1247 | return; /* nothing more to do for arrows */ |
|
|
1248 | } |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
|
|
1252 | /* Eating food gets hp back */ |
|
|
1253 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
|
|
1254 | else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { |
|
|
1255 | if (!item->inv) |
|
|
1256 | LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1257 | else if (monster_should_cast_spell(mon, item->inv)) |
|
|
1258 | SET_FLAG(mon, FLAG_READY_SCROLL); |
|
|
1259 | /* Don't use it right now */ |
|
|
1260 | return; |
|
|
1261 | } |
|
|
1262 | else if (item->type == WEAPON) flag = check_good_weapon(mon,item); |
|
|
1263 | else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); |
|
|
1264 | /* Should do something more, like make sure this is a better item */ |
|
|
1265 | else if (item->type == RING) |
|
|
1266 | flag=1; |
|
|
1267 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
|
|
1268 | { |
|
|
1269 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1270 | * weapon would get undone. |
|
|
1271 | */ |
|
|
1272 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1273 | { |
|
|
1274 | SET_FLAG(mon, FLAG_READY_RANGE); |
|
|
1275 | SET_FLAG(item, FLAG_APPLIED); |
|
|
1276 | } |
|
|
1277 | return; |
|
|
1278 | } |
|
|
1279 | else if (item->type == BOW) { |
|
|
1280 | /* We never really 'ready' the bow, because that would mean the |
|
|
1281 | * weapon would get undone. |
|
|
1282 | */ |
|
|
1283 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1284 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1285 | return; |
|
|
1286 | } |
|
|
1287 | else if ( item->type == SKILL ) |
|
|
1288 | { |
|
|
1289 | /* |
|
|
1290 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1291 | * else they can't use the skill... |
|
|
1292 | * Skills also don't need to get applied, so return now. |
|
|
1293 | */ |
|
|
1294 | SET_FLAG(mon, FLAG_READY_SKILL); |
|
|
1295 | return; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | |
|
|
1299 | /* if we don't match one of the above types, return now. |
|
|
1300 | * can_apply_object will say that we can apply things like flesh, |
|
|
1301 | * bolts, and whatever else, because it only checks against the |
|
|
1302 | * body_info locations. |
|
|
1303 | */ |
|
|
1304 | if (!flag) return; |
|
|
1305 | |
|
|
1306 | /* Check to see if the monster can use this item. If not, no need |
|
|
1307 | * to do further processing. Note that can_apply_object already checks |
|
|
1308 | * for the CAN_USE flags. |
|
|
1309 | */ |
|
|
1310 | if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return; |
|
|
1311 | |
|
|
1312 | /* should only be applying this item, not unapplying it. |
|
|
1313 | * also, ignore status of curse so they can take off old armour. |
|
|
1314 | * monsters have some advantages after all. |
|
|
1315 | */ |
|
|
1316 | manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1317 | |
|
|
1318 | return; |
1309 | return; |
1319 | } |
|
|
1320 | |
1310 | |
|
|
1311 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1312 | * it is possible in his wanderings, he will find one to use. In |
|
|
1313 | * which case, it would be nice to have ammo for it. |
|
|
1314 | */ |
|
|
1315 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
1316 | { |
|
|
1317 | /* Check for the right kind of bow */ |
|
|
1318 | object *bow; |
|
|
1319 | |
|
|
1320 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
|
|
1321 | if (bow->type == BOW && bow->race == item->race) |
|
|
1322 | { |
|
|
1323 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1324 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1325 | return; /* nothing more to do for arrows */ |
|
|
1326 | } |
|
|
1327 | } |
|
|
1328 | |
|
|
1329 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
1330 | flag = 1; |
|
|
1331 | /* Eating food gets hp back */ |
|
|
1332 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
1333 | flag = 1; |
|
|
1334 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
1335 | { |
|
|
1336 | if (!item->inv) |
|
|
1337 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1338 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
1339 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
1340 | /* Don't use it right now */ |
|
|
1341 | return; |
|
|
1342 | } |
|
|
1343 | else if (item->type == WEAPON) |
|
|
1344 | flag = check_good_weapon (mon, item); |
|
|
1345 | else if (item->is_armor ()) |
|
|
1346 | flag = check_good_armour (mon, item); |
|
|
1347 | /* Should do something more, like make sure this is a better item */ |
|
|
1348 | else if (item->type == RING) |
|
|
1349 | flag = 1; |
|
|
1350 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
1351 | { |
|
|
1352 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1353 | * weapon would get undone. |
|
|
1354 | */ |
|
|
1355 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1356 | { |
|
|
1357 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
1358 | SET_FLAG (item, FLAG_APPLIED); |
|
|
1359 | } |
|
|
1360 | return; |
|
|
1361 | } |
|
|
1362 | else if (item->type == BOW) |
|
|
1363 | { |
|
|
1364 | /* We never really 'ready' the bow, because that would mean the |
|
|
1365 | * weapon would get undone. |
|
|
1366 | */ |
|
|
1367 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1368 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1369 | return; |
|
|
1370 | } |
|
|
1371 | else if (item->type == SKILL) |
|
|
1372 | { |
|
|
1373 | /* |
|
|
1374 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1375 | * else they can't use the skill... |
|
|
1376 | * Skills also don't need to get applied, so return now. |
|
|
1377 | */ |
|
|
1378 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
1379 | return; |
|
|
1380 | } |
|
|
1381 | |
|
|
1382 | |
|
|
1383 | /* if we don't match one of the above types, return now. |
|
|
1384 | * can_apply_object will say that we can apply things like flesh, |
|
|
1385 | * bolts, and whatever else, because it only checks against the |
|
|
1386 | * body_info locations. |
|
|
1387 | */ |
|
|
1388 | if (!flag) |
|
|
1389 | return; |
|
|
1390 | |
|
|
1391 | /* Check to see if the monster can use this item. If not, no need |
|
|
1392 | * to do further processing. Note that can_apply_object already checks |
|
|
1393 | * for the CAN_USE flags. |
|
|
1394 | */ |
|
|
1395 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
1396 | return; |
|
|
1397 | |
|
|
1398 | /* should only be applying this item, not unapplying it. |
|
|
1399 | * also, ignore status of curse so they can take off old armour. |
|
|
1400 | * monsters have some advantages after all. |
|
|
1401 | */ |
|
|
1402 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1403 | |
|
|
1404 | return; |
|
|
1405 | } |
|
|
1406 | |
|
|
1407 | void |
1321 | void npc_call_help(object *op) { |
1408 | npc_call_help (object *op) |
|
|
1409 | { |
1322 | int x,y, mflags; |
1410 | int x, y, mflags; |
1323 | object *npc; |
1411 | object *npc; |
1324 | sint16 sx, sy; |
1412 | sint16 sx, sy; |
1325 | mapstruct *m; |
1413 | maptile *m; |
1326 | |
1414 | |
1327 | for(x = -3; x < 4; x++) |
1415 | for (x = -3; x < 4; x++) |
1328 | for(y = -3; y < 4; y++) { |
1416 | for (y = -3; y < 4; y++) |
|
|
1417 | { |
1329 | m = op->map; |
1418 | m = op->map; |
1330 | sx = op->x + x; |
1419 | sx = op->x + x; |
1331 | sy = op->y + y; |
1420 | sy = op->y + y; |
1332 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1421 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1333 | /* If nothing alive on this space, no need to search the space. */ |
1422 | /* If nothing alive on this space, no need to search the space. */ |
1334 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1423 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1335 | continue; |
1424 | continue; |
1336 | |
1425 | |
1337 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1426 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1338 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1427 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1339 | npc->enemy = op->enemy; |
1428 | npc->enemy = op->enemy; |
1340 | } |
1429 | } |
1341 | } |
1430 | } |
1342 | |
1431 | |
1343 | |
1432 | |
|
|
1433 | int |
1344 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1434 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1435 | { |
1345 | |
1436 | |
1346 | if (can_hit(part,enemy,rv)) |
1437 | if (can_hit (part, enemy, rv)) |
1347 | return dir; |
1438 | return dir; |
1348 | if (rv->distance < 10) |
1439 | if (rv->distance < 10) |
1349 | return absdir(dir+4); |
1440 | return absdir (dir + 4); |
1350 | else if (rv->distance>18) |
1441 | else if (rv->distance > 18) |
1351 | return dir; |
1442 | return dir; |
1352 | return 0; |
1443 | return 0; |
1353 | } |
1444 | } |
1354 | |
1445 | |
|
|
1446 | int |
1355 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1447 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1448 | { |
1356 | |
1449 | |
1357 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1450 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1451 | { |
1358 | ob->move_status++; |
1452 | ob->move_status++; |
1359 | return (dir); |
1453 | return (dir); |
1360 | } |
1454 | } |
1361 | else if (ob->move_status >20) |
1455 | else if (ob->move_status > 20) |
1362 | ob->move_status = 0; |
|
|
1363 | return absdir (dir+4); |
|
|
1364 | } |
|
|
1365 | |
|
|
1366 | int hitrun_att (int dir, object *ob,object *enemy) { |
|
|
1367 | if (ob->move_status ++ < 25) |
|
|
1368 | return dir; |
|
|
1369 | else if (ob->move_status <50) |
|
|
1370 | return absdir (dir+4); |
|
|
1371 | else |
|
|
1372 | ob->move_status = 0; |
|
|
1373 | return absdir(dir+4); |
|
|
1374 | } |
|
|
1375 | |
|
|
1376 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
|
|
1377 | |
|
|
1378 | int inrange = can_hit (part, enemy,rv); |
|
|
1379 | |
|
|
1380 | if (ob->move_status || inrange) |
|
|
1381 | ob->move_status++; |
|
|
1382 | |
|
|
1383 | if (ob->move_status == 0) |
|
|
1384 | return 0; |
|
|
1385 | else if (ob->move_status <10) |
|
|
1386 | return dir; |
|
|
1387 | else if (ob->move_status <15) |
|
|
1388 | return absdir(dir+4); |
|
|
1389 | ob->move_status = 0; |
1456 | ob->move_status = 0; |
1390 | return 0; |
|
|
1391 | } |
|
|
1392 | |
|
|
1393 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
|
|
1394 | |
|
|
1395 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1396 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1397 | * the creature should run away (dir+4) |
|
|
1398 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1399 | * at least one map has this set, and whatever the map contains, the |
|
|
1400 | * server should try to be resilant enough to avoid the problem |
|
|
1401 | */ |
|
|
1402 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
|
|
1403 | return absdir(dir+4); |
|
|
1404 | return dist_att (dir,ob,enemy,part,rv); |
|
|
1405 | } |
|
|
1406 | |
|
|
1407 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
|
|
1408 | if (rv->distance < 9) |
|
|
1409 | return absdir (dir+4); |
1457 | return absdir (dir + 4); |
|
|
1458 | } |
|
|
1459 | |
|
|
1460 | int |
|
|
1461 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
1462 | { |
|
|
1463 | if (ob->move_status++ < 25) |
1410 | return 0; |
1464 | return dir; |
1411 | } |
1465 | else if (ob->move_status < 50) |
1412 | |
1466 | return absdir (dir + 4); |
1413 | void circ1_move (object *ob) { |
1467 | else |
1414 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
|
|
1415 | if(++ob->move_status > 11) |
|
|
1416 | ob->move_status = 0; |
1468 | ob->move_status = 0; |
1417 | if (!(move_object(ob,circle[ob->move_status]))) |
1469 | return absdir (dir + 4); |
1418 | (void) move_object(ob,RANDOM()%8+1); |
|
|
1419 | } |
1470 | } |
1420 | |
1471 | |
|
|
1472 | int |
|
|
1473 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1474 | { |
|
|
1475 | |
|
|
1476 | int inrange = can_hit (part, enemy, rv); |
|
|
1477 | |
|
|
1478 | if (ob->move_status || inrange) |
|
|
1479 | ob->move_status++; |
|
|
1480 | |
|
|
1481 | if (ob->move_status == 0) |
|
|
1482 | return 0; |
|
|
1483 | else if (ob->move_status < 10) |
|
|
1484 | return dir; |
|
|
1485 | else if (ob->move_status < 15) |
|
|
1486 | return absdir (dir + 4); |
|
|
1487 | ob->move_status = 0; |
|
|
1488 | return 0; |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | int |
|
|
1492 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1493 | { |
|
|
1494 | |
|
|
1495 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1496 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1497 | * the creature should run away (dir+4) |
|
|
1498 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1499 | * at least one map has this set, and whatever the map contains, the |
|
|
1500 | * server should try to be resilant enough to avoid the problem |
|
|
1501 | */ |
|
|
1502 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
|
|
1503 | return absdir (dir + 4); |
|
|
1504 | return dist_att (dir, ob, enemy, part, rv); |
|
|
1505 | } |
|
|
1506 | |
|
|
1507 | int |
|
|
1508 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1509 | { |
|
|
1510 | if (rv->distance < 9) |
|
|
1511 | return absdir (dir + 4); |
|
|
1512 | return 0; |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | void |
1421 | void circ2_move (object *ob) { |
1516 | circ1_move (object *ob) |
|
|
1517 | { |
1422 | static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; |
1518 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1423 | if(++ob->move_status > 19) |
1519 | if (++ob->move_status > 11) |
1424 | ob->move_status = 0; |
1520 | ob->move_status = 0; |
1425 | if(!(move_object(ob,circle[ob->move_status]))) |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
1426 | (void) move_object(ob,RANDOM()%8+1); |
1522 | (void) move_object (ob, rndm (8) + 1); |
1427 | } |
1523 | } |
1428 | |
1524 | |
|
|
1525 | void |
|
|
1526 | circ2_move (object *ob) |
|
|
1527 | { |
|
|
1528 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1529 | if (++ob->move_status > 19) |
|
|
1530 | ob->move_status = 0; |
|
|
1531 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
1532 | (void) move_object (ob, rndm (8) + 1); |
|
|
1533 | } |
|
|
1534 | |
|
|
1535 | void |
1429 | void pace_movev(object *ob) { |
1536 | pace_movev (object *ob) |
|
|
1537 | { |
1430 | if (ob->move_status++ > 6) |
1538 | if (ob->move_status++ > 6) |
1431 | ob->move_status = 0; |
1539 | ob->move_status = 0; |
1432 | if (ob->move_status < 4) |
1540 | if (ob->move_status < 4) |
1433 | (void) move_object (ob,5); |
1541 | (void) move_object (ob, 5); |
1434 | else |
1542 | else |
1435 | (void) move_object(ob,1); |
1543 | (void) move_object (ob, 1); |
1436 | } |
1544 | } |
1437 | |
1545 | |
|
|
1546 | void |
1438 | void pace_moveh (object *ob) { |
1547 | pace_moveh (object *ob) |
|
|
1548 | { |
1439 | if (ob->move_status++ > 6) |
1549 | if (ob->move_status++ > 6) |
1440 | ob->move_status = 0; |
1550 | ob->move_status = 0; |
1441 | if (ob->move_status < 4) |
1551 | if (ob->move_status < 4) |
1442 | (void) move_object(ob,3); |
1552 | (void) move_object (ob, 3); |
1443 | else |
1553 | else |
1444 | (void) move_object(ob,7); |
1554 | (void) move_object (ob, 7); |
1445 | } |
1555 | } |
1446 | |
1556 | |
|
|
1557 | void |
1447 | void pace2_movev (object *ob) { |
1558 | pace2_movev (object *ob) |
|
|
1559 | { |
1448 | if (ob->move_status ++ > 16) |
1560 | if (ob->move_status++ > 16) |
1449 | ob->move_status = 0; |
1561 | ob->move_status = 0; |
1450 | if (ob->move_status <6) |
1562 | if (ob->move_status < 6) |
1451 | (void) move_object (ob,5); |
1563 | (void) move_object (ob, 5); |
1452 | else if (ob->move_status < 8) |
1564 | else if (ob->move_status < 8) |
1453 | return; |
1565 | return; |
1454 | else if (ob->move_status <13) |
1566 | else if (ob->move_status < 13) |
1455 | (void) move_object (ob,1); |
1567 | (void) move_object (ob, 1); |
|
|
1568 | else |
1456 | else return; |
1569 | return; |
1457 | } |
1570 | } |
1458 | |
1571 | |
|
|
1572 | void |
1459 | void pace2_moveh (object *ob) { |
1573 | pace2_moveh (object *ob) |
|
|
1574 | { |
1460 | if (ob->move_status ++ > 16) |
1575 | if (ob->move_status++ > 16) |
1461 | ob->move_status = 0; |
1576 | ob->move_status = 0; |
1462 | if (ob->move_status <6) |
1577 | if (ob->move_status < 6) |
1463 | (void) move_object (ob,3); |
1578 | (void) move_object (ob, 3); |
1464 | else if (ob->move_status < 8) |
1579 | else if (ob->move_status < 8) |
1465 | return; |
1580 | return; |
1466 | else if (ob->move_status <13) |
1581 | else if (ob->move_status < 13) |
1467 | (void) move_object (ob,7); |
1582 | (void) move_object (ob, 7); |
|
|
1583 | else |
1468 | else return; |
1584 | return; |
1469 | } |
1585 | } |
1470 | |
1586 | |
|
|
1587 | void |
1471 | void rand_move (object *ob) { |
1588 | rand_move (object *ob) |
|
|
1589 | { |
1472 | int i; |
1590 | int i; |
1473 | if (ob->move_status <1 || ob->move_status >8 || |
1591 | |
1474 | !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) |
1592 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1475 | for (i = 0; i < 5; i++) |
1593 | for (i = 0; i < 5; i++) |
1476 | if (move_object(ob,ob->move_status = RANDOM()%8+1)) |
1594 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1477 | return; |
1595 | return; |
1478 | } |
1596 | } |
1479 | |
1597 | |
|
|
1598 | void |
1480 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1599 | check_earthwalls (object *op, maptile *m, int x, int y) |
|
|
1600 | { |
1481 | object *tmp; |
1601 | object *tmp; |
|
|
1602 | |
1482 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1603 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1604 | { |
1483 | if (tmp->type == EARTHWALL) { |
1605 | if (tmp->type == EARTHWALL) |
|
|
1606 | { |
1484 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1607 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1485 | return; |
1608 | return; |
1486 | } |
1609 | } |
1487 | } |
1610 | } |
1488 | } |
1611 | } |
1489 | |
1612 | |
|
|
1613 | void |
1490 | void check_doors(object *op, mapstruct *m, int x, int y) { |
1614 | check_doors (object *op, maptile *m, int x, int y) |
|
|
1615 | { |
1491 | object *tmp; |
1616 | object *tmp; |
|
|
1617 | |
1492 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1618 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1619 | { |
1493 | if (tmp->type == DOOR) { |
1620 | if (tmp->type == DOOR) |
|
|
1621 | { |
1494 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1622 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1495 | return; |
1623 | return; |
1496 | } |
1624 | } |
1497 | } |
|
|
1498 | } |
|
|
1499 | |
|
|
1500 | /* This replaces all the msglang stuff about which seems to be a lot of |
|
|
1501 | * unneeded complication - since the setup of that data is never re-used |
|
|
1502 | * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message) |
|
|
1503 | * it seems to me to make more sense to just have simple function that returns |
|
|
1504 | * the 'text' portion of the message that it matches - this savees us a bunch |
|
|
1505 | * of malloc's and free's, as well as that setup. |
|
|
1506 | * This function takes the message to be parsed in 'msg', the text to |
|
|
1507 | * match in 'match', and returns the portion of the message. This |
|
|
1508 | * returned portion is in a malloc'd buf that should be freed. |
|
|
1509 | * Returns NULL if no match is found. |
|
|
1510 | * The player is passed too, so that quest-related messages can be checked too. |
|
|
1511 | */ |
|
|
1512 | static char *find_matching_message(object* pl, const char *msg, const char *match) |
|
|
1513 | { |
|
|
1514 | const char *cp=msg, *cp1, *cp2; |
|
|
1515 | char *cp3, regex[MAX_BUF], gotmatch=0; |
|
|
1516 | |
|
|
1517 | while (1) { |
|
|
1518 | if (strncmp(cp, "@match ", 7)) { |
|
|
1519 | LOG(llevDebug,"find_matching_message: Invalid message %s", msg); |
|
|
1520 | return NULL; |
|
|
1521 | } |
|
|
1522 | else { |
|
|
1523 | /* Find the end of the line, and copy the regex portion into it */ |
|
|
1524 | cp2 = strchr(cp+7, '\n'); |
|
|
1525 | strncpy(regex, cp+7, (cp2 - cp -7 )); |
|
|
1526 | regex[cp2 - cp -7] = 0; |
|
|
1527 | |
|
|
1528 | /* Find the next match command */ |
|
|
1529 | cp1 = strstr(cp+6, "\n@match"); |
|
|
1530 | |
|
|
1531 | /* Got a match - handle * as special case - proper regex would be .*, |
|
|
1532 | * but lots of messages don't use that form. |
|
|
1533 | */ |
|
|
1534 | if (regex[0] == '*') gotmatch=1; |
|
|
1535 | else { |
|
|
1536 | char *pipe, *pnext=NULL; |
|
|
1537 | /* need to parse all the | seperators. Our re_cmp isn't |
|
|
1538 | * realy a fully blown regex parser. |
|
|
1539 | */ |
|
|
1540 | for (pipe=regex; pipe != NULL; pipe = pnext) { |
|
|
1541 | pnext = strchr(pipe, '|'); |
|
|
1542 | if (pnext) { |
|
|
1543 | *pnext = 0; |
|
|
1544 | pnext ++; |
|
|
1545 | } |
|
|
1546 | if (re_cmp(match, pipe)) { |
|
|
1547 | gotmatch = 1; |
|
|
1548 | break; |
|
|
1549 | } |
|
|
1550 | } |
|
|
1551 | } |
1625 | } |
1552 | if (gotmatch) { |
|
|
1553 | if (cp1) { |
|
|
1554 | cp3 = (char*) malloc(cp1 - cp2 + 1); |
|
|
1555 | strncpy(cp3, cp2+1, cp1 - cp2); |
|
|
1556 | cp3[cp1 - cp2] = 0; |
|
|
1557 | } |
|
|
1558 | else { /* if no next match, just want the rest of the string */ |
|
|
1559 | cp3 = strdup_local(cp2+1); |
|
|
1560 | } |
|
|
1561 | return cp3; |
|
|
1562 | } |
|
|
1563 | gotmatch = 0; |
|
|
1564 | if (cp1) cp = cp1 + 1; |
|
|
1565 | else return NULL; |
|
|
1566 | } |
|
|
1567 | } |
|
|
1568 | /* Should never get reached */ |
|
|
1569 | } |
|
|
1570 | |
|
|
1571 | /* This function looks for an object or creature that is listening. |
|
|
1572 | * I've disabled the bit that has only the first npc monster listen - |
|
|
1573 | * we'll see how this works out. only the first npc listens, which |
|
|
1574 | * is sort of bogus since it uses the free_arr which has a preference |
|
|
1575 | * to certain directions. |
|
|
1576 | * |
|
|
1577 | * There is a rare even that the orig_map is used for - basically, if |
|
|
1578 | * a player says the magic word that gets him teleported off the map, |
|
|
1579 | * it can result in the new map putting the object count too high, |
|
|
1580 | * which forces the swap out of some other map. In some cases, the |
|
|
1581 | * map the player was just on now gets swapped out - thus, the |
|
|
1582 | * object on that map are no longer in memory. So check to see if the |
|
|
1583 | * players map changes, and if so, don't process any further. |
|
|
1584 | * If it does change, most likely we don't care about the results |
|
|
1585 | * of further conversation. Also, depending on the value of i, |
|
|
1586 | * the conversation would continue on the new map, which probably isn't |
|
|
1587 | * what is really wanted either. |
|
|
1588 | */ |
|
|
1589 | void communicate(object *op, const char *txt) { |
|
|
1590 | object *npc; |
|
|
1591 | int i, mflags; |
|
|
1592 | sint16 x, y; |
|
|
1593 | mapstruct *mp, *orig_map = op->map; |
|
|
1594 | |
|
|
1595 | int flag=1; /*hasn't spoken to a NPC yet*/ |
|
|
1596 | for(i = 0; i <= SIZEOFFREE2; i++) { |
|
|
1597 | |
|
|
1598 | mp = op->map; |
|
|
1599 | x = op->x + freearr_x[i]; |
|
|
1600 | y = op->y + freearr_y[i]; |
|
|
1601 | |
|
|
1602 | mflags = get_map_flags(mp, &mp, x, y, &x, &y); |
|
|
1603 | if (mflags & P_OUT_OF_MAP) continue; |
|
|
1604 | |
|
|
1605 | for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) { |
|
|
1606 | if (npc->type == MAGIC_EAR) { |
|
|
1607 | (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */ |
|
|
1608 | if (orig_map != op->map) { |
|
|
1609 | LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n"); |
|
|
1610 | return; |
|
|
1611 | } |
|
|
1612 | } |
|
|
1613 | else if (flag) { |
|
|
1614 | #if 0 |
|
|
1615 | if (talk_to_npc(op, npc,txt)) |
|
|
1616 | flag=0; /* Can be crowded */ |
|
|
1617 | #else |
|
|
1618 | talk_to_npc(op, npc,txt); |
|
|
1619 | #endif |
|
|
1620 | if (orig_map != op->map) { |
|
|
1621 | LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n"); |
|
|
1622 | return; |
|
|
1623 | } |
|
|
1624 | } |
|
|
1625 | } |
|
|
1626 | } |
|
|
1627 | } |
|
|
1628 | |
|
|
1629 | static int do_talk_npc(object* op, object* npc, object* override, const char* txt) |
|
|
1630 | { |
|
|
1631 | char* cp; |
|
|
1632 | char buf[MAX_BUF]; |
|
|
1633 | |
|
|
1634 | if(override->msg == NULL || *override->msg != '@') |
|
|
1635 | return 0; |
|
|
1636 | |
|
|
1637 | cp = find_matching_message(op, override->msg, txt); |
|
|
1638 | if (cp) { |
|
|
1639 | sprintf(buf,"%s says:",query_name(npc)); |
|
|
1640 | new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf); |
|
|
1641 | new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp); |
|
|
1642 | quest_apply_items(override,op->contr); |
|
|
1643 | free(cp); |
|
|
1644 | return 1; |
|
|
1645 | } |
|
|
1646 | return 0; |
|
|
1647 | } |
|
|
1648 | |
|
|
1649 | int talk_to_npc(object *op, object *npc, const char *txt) { |
|
|
1650 | object *cobj; |
|
|
1651 | |
|
|
1652 | /* Move this commone area up here - shouldn't cost much extra cpu |
|
|
1653 | * time, and makes the function more readable */ |
|
|
1654 | /* Lauwenmark: Handle for plugin say event */ |
|
|
1655 | if (op==npc) return 0; |
|
|
1656 | if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0) |
|
|
1657 | return 0; |
|
|
1658 | /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */ |
|
|
1659 | /* This allows the existence of "intelligent" weapons you can discuss with */ |
|
|
1660 | for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below) |
|
|
1661 | { |
|
|
1662 | if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0) |
|
|
1663 | return 0; |
|
|
1664 | } |
|
|
1665 | for ( cobj = npc->inv; cobj; cobj = cobj->below ) |
|
|
1666 | if ( quest_is_override_compatible( cobj, op ) ) |
|
|
1667 | if ( do_talk_npc( op, npc, cobj, txt ) ) |
|
|
1668 | return 1; |
|
|
1669 | return do_talk_npc( op, npc, npc, txt ); |
|
|
1670 | } |
|
|
1671 | |
|
|
1672 | static int do_talk_wall(object* pl, object* npc, object* override, const char* txt) |
|
|
1673 | { |
|
|
1674 | char* cp; |
|
|
1675 | if(override->msg == NULL || *override->msg != '@') |
|
|
1676 | return 0; |
|
|
1677 | |
|
|
1678 | cp = find_matching_message(pl, override->msg, txt); |
|
|
1679 | if (!cp) |
|
|
1680 | return 0; |
|
|
1681 | |
|
|
1682 | new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp); |
|
|
1683 | use_trigger(npc); |
|
|
1684 | quest_apply_items(npc, pl->contr); |
|
|
1685 | free(cp); |
|
|
1686 | |
|
|
1687 | return 1; |
|
|
1688 | } |
|
|
1689 | |
|
|
1690 | int talk_to_wall(object* pl, object *npc, const char *txt) { |
|
|
1691 | |
|
|
1692 | object* inv; |
|
|
1693 | |
|
|
1694 | for ( inv = npc->inv; inv; inv = inv->below) |
|
|
1695 | if ( quest_is_override_compatible(inv, pl ) ) |
|
|
1696 | if ( do_talk_wall( pl, npc, inv, txt ) ) |
|
|
1697 | return 1; |
|
|
1698 | |
|
|
1699 | return do_talk_wall( pl, npc, npc, txt );; |
|
|
1700 | } |
1626 | } |
1701 | |
1627 | |
1702 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1628 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1703 | * This is probably overly simplistic as it is now - We want |
1629 | * This is probably overly simplistic as it is now - We want |
1704 | * monsters to throw things like chairs and other pieces of |
1630 | * monsters to throw things like chairs and other pieces of |
1705 | * furniture, even if they are not good throwable objects. |
1631 | * furniture, even if they are not good throwable objects. |
1706 | * Probably better to have the monster throw a throwable object |
1632 | * Probably better to have the monster throw a throwable object |
1707 | * first, then throw any non equipped weapon. |
1633 | * first, then throw any non equipped weapon. |
1708 | */ |
1634 | */ |
1709 | |
1635 | |
|
|
1636 | object * |
1710 | object *find_mon_throw_ob( object *op ) { |
1637 | find_mon_throw_ob (object *op) |
|
|
1638 | { |
1711 | object *tmp = NULL; |
1639 | object *tmp = NULL; |
1712 | |
|
|
1713 | if(op->head) tmp=op->head; else tmp=op; |
|
|
1714 | |
1640 | |
|
|
1641 | if (op->head) |
|
|
1642 | tmp = op->head; |
|
|
1643 | else |
|
|
1644 | tmp = op; |
|
|
1645 | |
1715 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1646 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1716 | * marked item and throw it to the enemy. |
1647 | * marked item and throw it to the enemy. |
1717 | */ |
1648 | */ |
1718 | |
|
|
1719 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1649 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1720 | |
1650 | { |
1721 | /* Can't throw invisible objects or items that are applied */ |
1651 | /* Can't throw invisible objects or items that are applied */ |
1722 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1652 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1653 | continue; |
1723 | |
1654 | |
1724 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1655 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1725 | break; |
1656 | break; |
1726 | |
1657 | |
1727 | } |
1658 | } |
1728 | |
1659 | |
1729 | #ifdef DEBUG_THROW |
1660 | #ifdef DEBUG_THROW |
1730 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1661 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1731 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
|
|
1732 | #endif |
1662 | #endif |
1733 | |
1663 | |
1734 | return tmp; |
1664 | return tmp; |
1735 | } |
1665 | } |
1736 | |
1666 | |
1737 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1667 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1738 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1668 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1739 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1669 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1742 | * OR y distance being within some range - that seemed wrong - both should |
1672 | * OR y distance being within some range - that seemed wrong - both should |
1743 | * be within the valid range. MSW 2001-08-05 |
1673 | * be within the valid range. MSW 2001-08-05 |
1744 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1674 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1745 | */ |
1675 | */ |
1746 | |
1676 | |
|
|
1677 | int |
1747 | int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { |
1678 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
|
|
1679 | { |
1748 | int radius = MIN_MON_RADIUS, hide_discovery; |
1680 | int radius = MIN_MON_RADIUS, hide_discovery; |
1749 | |
1681 | |
1750 | /* null detection for any of these condtions always */ |
1682 | /* null detection for any of these condtions always */ |
1751 | if(!op || !enemy || !op->map || !enemy->map) |
1683 | if (!op || !enemy || !op->map || !enemy->map) |
1752 | return 0; |
1684 | return 0; |
1753 | |
1685 | |
1754 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1686 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1755 | if (!on_same_map(op, enemy)) |
1687 | if (!on_same_map (op, enemy)) |
1756 | return 0; |
1688 | return 0; |
1757 | |
1689 | |
1758 | get_rangevector(op, enemy, rv, 0); |
1690 | get_rangevector (op, enemy, rv, 0); |
1759 | |
1691 | |
1760 | /* Monsters always ignore the DM */ |
1692 | /* Monsters always ignore the DM */ |
1761 | if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) |
1693 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1762 | return 0; |
1694 | return 0; |
1763 | |
1695 | |
1764 | /* simple check. Should probably put some range checks in here. */ |
1696 | /* simple check. Should probably put some range checks in here. */ |
1765 | if(can_see_enemy(op,enemy)) return 1; |
1697 | if (can_see_enemy (op, enemy)) |
|
|
1698 | return 1; |
1766 | |
1699 | |
1767 | /* The rest of this is for monsters. Players are on their own for |
1700 | /* The rest of this is for monsters. Players are on their own for |
1768 | * finding enemies! |
1701 | * finding enemies! |
1769 | */ |
1702 | */ |
1770 | if(op->type==PLAYER) return 0; |
1703 | if (op->type == PLAYER) |
|
|
1704 | return 0; |
1771 | |
1705 | |
1772 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1706 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1773 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1707 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1774 | */ |
1708 | */ |
1775 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1709 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1776 | return 0; |
1710 | return 0; |
1777 | |
1711 | |
1778 | /* use this for invis also */ |
1712 | /* use this for invis also */ |
1779 | hide_discovery = op->stats.Int/5; |
1713 | hide_discovery = op->stats.Int / 5; |
1780 | |
1714 | |
1781 | /* Determine Detection radii */ |
1715 | /* Determine Detection radii */ |
1782 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1716 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1783 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1717 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
|
|
1718 | else |
1784 | else { /* a level/INT/Dex adjustment for hiding */ |
1719 | { /* a level/INT/Dex adjustment for hiding */ |
1785 | object *sk_hide; |
1720 | object *sk_hide; |
1786 | int bonus = (op->level/2) + (op->stats.Int/5); |
1721 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1787 | |
1722 | |
1788 | if(enemy->type==PLAYER) { |
1723 | if (enemy->type == PLAYER) |
|
|
1724 | { |
1789 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1725 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1790 | bonus -= sk_hide->level; |
1726 | bonus -= sk_hide->level; |
1791 | else { |
1727 | else |
|
|
1728 | { |
1792 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1729 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1793 | make_visible(enemy); |
1730 | make_visible (enemy); |
1794 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1731 | radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1795 | } |
1732 | } |
1796 | } |
1733 | } |
1797 | else /* enemy is not a player */ |
1734 | else /* enemy is not a player */ |
1798 | bonus -= enemy->level; |
1735 | bonus -= enemy->level; |
1799 | |
1736 | |
1800 | radius += bonus/5; |
1737 | radius += bonus / 5; |
1801 | hide_discovery += bonus*5; |
1738 | hide_discovery += bonus * 5; |
1802 | } /* else creature has modifiers for hiding */ |
1739 | } /* else creature has modifiers for hiding */ |
1803 | |
1740 | |
1804 | /* Radii stealth adjustment. Only if you are stealthy |
1741 | /* Radii stealth adjustment. Only if you are stealthy |
1805 | * will you be able to sneak up closer to creatures */ |
1742 | * will you be able to sneak up closer to creatures */ |
1806 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1743 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1807 | radius = radius/2, hide_discovery = hide_discovery/3; |
1744 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1808 | |
1745 | |
1809 | /* Radii adjustment for enemy standing in the dark */ |
1746 | /* Radii adjustment for enemy standing in the dark */ |
1810 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1747 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
|
|
1748 | { |
1811 | /* on dark maps body heat can help indicate location with infravision |
1749 | /* on dark maps body heat can help indicate location with infravision |
1812 | * undead don't have body heat, so no benefit detecting them. |
1750 | * undead don't have body heat, so no benefit detecting them. |
1813 | */ |
1751 | */ |
1814 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1752 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1815 | radius += op->map->darkness/2; |
1753 | radius += op->map->darkness / 2; |
1816 | else |
1754 | else |
1817 | radius -= op->map->darkness/2; |
1755 | radius -= op->map->darkness / 2; |
1818 | |
1756 | |
1819 | /* op next to a monster (and not in complete darkness) |
1757 | /* op next to a monster (and not in complete darkness) |
1820 | * the monster should have a chance to see you. |
1758 | * the monster should have a chance to see you. |
1821 | */ |
1759 | */ |
1822 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1760 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1823 | radius = MIN_MON_RADIUS; |
1761 | radius = MIN_MON_RADIUS; |
1824 | } /* if on dark map */ |
1762 | } /* if on dark map */ |
1825 | |
1763 | |
1826 | /* Lets not worry about monsters that have incredible detection |
1764 | /* Lets not worry about monsters that have incredible detection |
1827 | * radii, we only need to worry here about things the player can |
1765 | * radii, we only need to worry here about things the player can |
1828 | * (potentially) see. This is 13, as that is the maximum size the player |
1766 | * (potentially) see. This is 13, as that is the maximum size the player |
1829 | * may have for their map - in that way, creatures at the edge will |
1767 | * may have for their map - in that way, creatures at the edge will |
1830 | * do something. Note that the distance field in the |
1768 | * do something. Note that the distance field in the |
1831 | * vector is real distance, so in theory this should be 18 to |
1769 | * vector is real distance, so in theory this should be 18 to |
1832 | * find that. |
1770 | * find that. |
1833 | */ |
1771 | */ |
1834 | if(radius>13) radius = 13; |
1772 | if (radius > 13) |
|
|
1773 | radius = 13; |
1835 | |
1774 | |
1836 | /* Enemy in range! Now test for detection */ |
1775 | /* Enemy in range! Now test for detection */ |
1837 | if ((int) rv->distance <= radius) { |
1776 | if ((int) rv->distance <= radius) |
|
|
1777 | { |
1838 | /* ah, we are within range, detected? take cases */ |
1778 | /* ah, we are within range, detected? take cases */ |
1839 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1779 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1840 | return 1; |
1780 | return 1; |
1841 | |
1781 | |
1842 | /* hidden or low-quality invisible */ |
1782 | /* hidden or low-quality invisible */ |
1843 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1783 | if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
|
|
1784 | { |
1844 | make_visible(enemy); |
1785 | make_visible (enemy); |
1845 | /* inform players of new status */ |
1786 | /* inform players of new status */ |
1846 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1787 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1847 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1788 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1848 | "You are discovered by %s!",op->name); |
1789 | return 1; /* detected enemy */ |
1849 | return 1; /* detected enemy */ |
1790 | } |
1850 | } |
|
|
1851 | else if (enemy->invisible) { |
1791 | else if (enemy->invisible) |
|
|
1792 | { |
1852 | /* Change this around - instead of negating the invisible, just |
1793 | /* Change this around - instead of negating the invisible, just |
1853 | * return true so that the mosnter that managed to detect you can |
1794 | * return true so that the mosnter that managed to detect you can |
1854 | * do something to you. Decreasing the duration of invisible |
1795 | * do something to you. Decreasing the duration of invisible |
1855 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1796 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1856 | * can then basically negate the spell. The spell isn't negated - |
1797 | * can then basically negate the spell. The spell isn't negated - |
1857 | * they just know where you are! |
1798 | * they just know where you are! |
1858 | */ |
1799 | */ |
1859 | if ((RANDOM() % 50) <= hide_discovery) { |
1800 | if ((rndm (50)) <= hide_discovery) |
1860 | if (enemy->type == PLAYER) { |
1801 | { |
1861 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1802 | if (enemy->type == PLAYER) |
1862 | "You see %s noticing your position.", query_name(op)); |
1803 | { |
1863 | } |
1804 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1864 | return 1; |
1805 | } |
1865 | } |
1806 | return 1; |
1866 | } |
1807 | } |
1867 | } /* within range */ |
1808 | } |
|
|
1809 | } /* within range */ |
1868 | |
1810 | |
1869 | /* Wasn't detected above, so still hidden */ |
1811 | /* Wasn't detected above, so still hidden */ |
1870 | return 0; |
1812 | return 0; |
1871 | } |
1813 | } |
1872 | |
1814 | |
1873 | /* determine if op stands in a lighted square. This is not a very |
1815 | /* determine if op stands in a lighted square. This is not a very |
1874 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1816 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1875 | * is possible for a bright light to illuminate a player on the |
1817 | * is possible for a bright light to illuminate a player on the |
1876 | * other side of a wall (!). |
1818 | * other side of a wall (!). |
1877 | */ |
1819 | */ |
1878 | |
1820 | |
|
|
1821 | int |
1879 | int stand_in_light( object *op) { |
1822 | stand_in_light (object *op) |
|
|
1823 | { |
1880 | sint16 nx,ny; |
1824 | sint16 nx, ny; |
1881 | mapstruct *m; |
1825 | maptile *m; |
1882 | |
1826 | |
1883 | |
1827 | |
|
|
1828 | if (!op) |
1884 | if(!op) return 0; |
1829 | return 0; |
1885 | if(op->glow_radius > 0) return 1; |
1830 | if (op->glow_radius > 0) |
|
|
1831 | return 1; |
1886 | |
1832 | |
1887 | if(op->map) { |
1833 | if (op->map) |
|
|
1834 | { |
1888 | int x, y, x1, y1; |
1835 | int x, y, x1, y1; |
1889 | |
|
|
1890 | |
|
|
1891 | |
1836 | |
|
|
1837 | |
|
|
1838 | |
1892 | /* Check the spaces with the max light radius to see if any of them |
1839 | /* Check the spaces with the max light radius to see if any of them |
1893 | * have lights, and if any of them light the player enough, then return 1. |
1840 | * have lights, and if any of them light the player enough, then return 1. |
1894 | */ |
1841 | */ |
1895 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1842 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1843 | { |
1896 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
1844 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
1897 | m = op->map; |
1845 | { |
1898 | nx = x; |
1846 | m = op->map; |
1899 | ny = y; |
1847 | nx = x; |
|
|
1848 | ny = y; |
1900 | |
1849 | |
1901 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1850 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
|
|
1851 | continue; |
1902 | |
1852 | |
1903 | x1 = abs(x - op->x)*abs(x - op->x); |
1853 | x1 = abs (x - op->x) * abs (x - op->x); |
1904 | y1 = abs(y - op->y)*abs(y - op->y); |
1854 | y1 = abs (y - op->y) * abs (y - op->y); |
1905 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
1855 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1856 | return 1; |
|
|
1857 | } |
|
|
1858 | } |
1906 | } |
1859 | } |
1907 | } |
|
|
1908 | } |
|
|
1909 | return 0; |
1860 | return 0; |
1910 | } |
1861 | } |
1911 | |
1862 | |
1912 | |
1863 | |
1913 | /* assuming no walls/barriers, lets check to see if its *possible* |
1864 | /* assuming no walls/barriers, lets check to see if its *possible* |
1914 | * to see an enemy. Note, "detection" is different from "seeing". |
1865 | * to see an enemy. Note, "detection" is different from "seeing". |
1915 | * See can_detect_enemy() for more details. -b.t. |
1866 | * See can_detect_enemy() for more details. -b.t. |
1916 | * return 0 if can't be seen, 1 if can be |
1867 | * return 0 if can't be seen, 1 if can be |
1917 | */ |
1868 | */ |
1918 | |
1869 | |
|
|
1870 | int |
1919 | int can_see_enemy (object *op, object *enemy) { |
1871 | can_see_enemy (object *op, object *enemy) |
|
|
1872 | { |
1920 | object *looker = op->head?op->head:op; |
1873 | object *looker = op->head ? op->head : op; |
1921 | |
1874 | |
1922 | /* safety */ |
1875 | /* safety */ |
1923 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1876 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1924 | return 0; |
1877 | return 0; |
1925 | |
1878 | |
1926 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1879 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1927 | * see through walls). Should we change the code elsewhere to make you |
1880 | * see through walls). Should we change the code elsewhere to make you |
1928 | * blind even if you can xray? |
1881 | * blind even if you can xray? |
1929 | */ |
1882 | */ |
1930 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1883 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1931 | return 0; |
1884 | return 0; |
1932 | |
1885 | |
1933 | /* checking for invisible things */ |
1886 | /* checking for invisible things */ |
1934 | if(enemy->invisible) { |
1887 | if (enemy->invisible) |
|
|
1888 | { |
1935 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1889 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1936 | * However,if you carry any source of light, then the hidden |
1890 | * However,if you carry any source of light, then the hidden |
1937 | * creature is seeable (and stupid) */ |
1891 | * creature is seeable (and stupid) */ |
1938 | |
1892 | |
1939 | if(has_carried_lights(enemy)) { |
1893 | if (has_carried_lights (enemy)) |
|
|
1894 | { |
1940 | if(enemy->hide) { |
1895 | if (enemy->hide) |
1941 | make_visible(enemy); |
1896 | { |
1942 | new_draw_info(NDI_UNIQUE,0, enemy, |
1897 | make_visible (enemy); |
1943 | "Your light reveals your hiding spot!"); |
1898 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1944 | } |
1899 | } |
1945 | return 1; |
1900 | return 1; |
1946 | } else if (enemy->hide) return 0; |
1901 | } |
|
|
1902 | else if (enemy->hide) |
|
|
1903 | return 0; |
1947 | |
1904 | |
1948 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1905 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1949 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1906 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1950 | * and making it a conditional makes the code pretty ugly. |
1907 | * and making it a conditional makes the code pretty ugly. |
1951 | */ |
1908 | */ |
1952 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1909 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
|
|
1910 | { |
1953 | if (makes_invisible_to(enemy, looker)) return 0; |
1911 | if (makes_invisible_to (enemy, looker)) |
1954 | } |
1912 | return 0; |
|
|
1913 | } |
|
|
1914 | } |
1955 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1915 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1956 | if(player_can_view(looker,enemy)) return 1; |
1916 | if (player_can_view (looker, enemy)) |
|
|
1917 | return 1; |
1957 | |
1918 | |
1958 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1919 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1959 | * unless they carry a light or stand in light. Darkness doesnt |
1920 | * unless they carry a light or stand in light. Darkness doesnt |
1960 | * inhibit the undead per se (but we should give their archs |
1921 | * inhibit the undead per se (but we should give their archs |
1961 | * CAN_SEE_IN_DARK, this is just a safety |
1922 | * CAN_SEE_IN_DARK, this is just a safety |
1962 | * we care about the enemy maps status, not the looker. |
1923 | * we care about the enemy maps status, not the looker. |
1963 | * only relevant for tiled maps, but it is possible that the |
1924 | * only relevant for tiled maps, but it is possible that the |
1964 | * enemy is on a bright map and the looker on a dark - in that |
1925 | * enemy is on a bright map and the looker on a dark - in that |
1965 | * case, the looker can still see the enemy |
1926 | * case, the looker can still see the enemy |
1966 | */ |
1927 | */ |
1967 | if(enemy->map->darkness>0&&!stand_in_light(enemy) |
1928 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1968 | &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| |
1929 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1969 | !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) |
|
|
1970 | return 0; |
1930 | return 0; |
1971 | |
1931 | |
1972 | return 1; |
1932 | return 1; |
1973 | } |
1933 | } |
1974 | |
|
|