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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.38 by root, Thu Aug 23 16:46:28 2007 UTC vs.
Revision 1.97 by root, Thu Nov 17 04:39:49 2016 UTC

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

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