1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
|
|
21 | * |
20 | * |
22 | * The authors can be reached via e-mail at <crossfire@schmorp.de> |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | #include <global.h> |
24 | #include <global.h> |
26 | #include <sproto.h> |
25 | #include <sproto.h> |
27 | #include <spells.h> |
26 | #include <spells.h> |
… | |
… | |
36 | * set to sane values. |
35 | * set to sane values. |
37 | */ |
36 | */ |
38 | object * |
37 | object * |
39 | check_enemy (object *npc, rv_vector * rv) |
38 | check_enemy (object *npc, rv_vector * rv) |
40 | { |
39 | { |
41 | |
|
|
42 | /* if this is pet, let him attack the same enemy as his owner |
40 | /* if this is pet, let him attack the same enemy as his owner |
43 | * TODO: when there is no ower enemy, try to find a target, |
41 | * TODO: when there is no ower enemy, try to find a target, |
44 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
45 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | { |
44 | { |
… | |
… | |
85 | * target enemy - this code below makes sure the enemy is something |
83 | * target enemy - this code below makes sure the enemy is something |
86 | * that should be attacked. My guess is that the arrow hits |
84 | * that should be attacked. My guess is that the arrow hits |
87 | * the creature/owner, and so the creature then takes that |
85 | * the creature/owner, and so the creature then takes that |
88 | * as the enemy to attack. |
86 | * as the enemy to attack. |
89 | */ |
87 | */ |
90 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
88 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
91 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
89 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
|
|
90 | && npc->enemy->type != PLAYER |
|
|
91 | && npc->enemy->type != GOLEM) |
92 | npc->enemy = NULL; |
92 | npc->enemy = NULL; |
93 | |
93 | |
94 | } |
94 | } |
|
|
95 | |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | } |
97 | } |
97 | |
98 | |
98 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
99 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
… | |
… | |
143 | } |
144 | } |
144 | |
145 | |
145 | return 0; |
146 | return 0; |
146 | } |
147 | } |
147 | |
148 | |
148 | |
|
|
149 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enemy for npc. We pass the range vector since |
150 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
151 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
152 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
153 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
154 | * many cases. |
154 | * many cases. |
155 | */ |
155 | */ |
156 | |
|
|
157 | object * |
156 | object * |
158 | find_enemy (object *npc, rv_vector * rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
159 | { |
158 | { |
160 | object *attacker, *tmp = NULL; |
159 | object *attacker, *tmp = NULL; |
161 | |
160 | |
… | |
… | |
167 | { |
166 | { |
168 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
169 | |
168 | |
170 | if (tmp) |
169 | if (tmp) |
171 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
|
|
171 | |
172 | return tmp; |
172 | return tmp; |
173 | } |
173 | } |
174 | |
174 | |
175 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
176 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
196 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
197 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
198 | { |
198 | { |
199 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
200 | { |
200 | { |
201 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
203 | |
203 | |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
208 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
209 | { |
209 | { |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
211 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
212 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
213 | } |
213 | } |
… | |
… | |
229 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
230 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
231 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
233 | */ |
233 | */ |
234 | |
|
|
235 | int |
234 | int |
236 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
237 | { |
236 | { |
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 */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
241 | if (!enemy) |
238 | if (!enemy) |
242 | return 0; |
239 | return 0; |
243 | |
240 | |
|
|
241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
242 | |
|
|
243 | if (op->flag [FLAG_BLIND]) |
244 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
245 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
246 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
247 | |
246 | else if (op->map |
|
|
247 | && !enemy->invisible |
|
|
248 | && !stand_in_light (enemy) |
|
|
249 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
248 | /* This covers the situation where the monster is in the dark |
250 | /* 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 |
251 | * and has an enemy. If the enemy has no carried light (or isnt |
250 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
251 | * Remember we already checked to see if the monster can see in |
253 | * Remember we already checked to see if the monster can see in |
252 | * the dark. */ |
254 | * the dark. */ |
253 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
254 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
255 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
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; |
257 | return 1; |
|
|
258 | |
|
|
259 | if (enemy->flag [FLAG_STEALTH]) |
|
|
260 | radius = radius / 2 + 1; |
263 | |
261 | |
264 | /* enemy should already be on this map, so don't really need to check |
262 | /* enemy should already be on this map, so don't really need to check |
265 | * for that. |
263 | * for that. |
266 | */ |
264 | */ |
267 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
268 | { |
266 | { |
269 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | return 1; |
268 | return 1; |
271 | } |
269 | } |
|
|
270 | |
272 | return 0; |
271 | return 0; |
273 | } |
272 | } |
274 | |
273 | |
275 | int |
274 | int |
276 | move_randomly (object *op) |
275 | move_randomly (object *op) |
277 | { |
276 | { |
278 | int i; |
|
|
279 | |
|
|
280 | /* Give up to 15 chances for a monster to move randomly */ |
277 | /* Give up to 15 chances for a monster to move randomly */ |
281 | for (i = 0; i < 15; i++) |
278 | for (int i = 0; i < 15; i++) |
282 | { |
|
|
283 | if (move_object (op, RANDOM () % 8 + 1)) |
279 | if (move_object (op, rndm (8) + 1)) |
284 | return 1; |
280 | return 1; |
285 | } |
281 | |
286 | return 0; |
282 | return 0; |
287 | } |
283 | } |
288 | |
284 | |
289 | /* |
285 | /* |
290 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
286 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
291 | */ |
287 | */ |
292 | |
|
|
293 | int |
288 | int |
294 | move_monster (object *op) |
289 | move_monster (object *op) |
295 | { |
290 | { |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
291 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 | object *owner, *enemy, *part, *oph = op; |
292 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
314 | enemy->attacked_by = op; /* our ptr */ |
309 | enemy->attacked_by = op; /* our ptr */ |
315 | |
310 | |
316 | /* generate hp, if applicable */ |
311 | /* generate hp, if applicable */ |
317 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
312 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
318 | { |
313 | { |
319 | |
|
|
320 | /* last heal is in funny units. Dividing by speed puts |
314 | /* last heal is in funny units. Dividing by speed puts |
321 | * the regeneration rate on a basis of time instead of |
315 | * the regeneration rate on a basis of time instead of |
322 | * #moves the monster makes. The scaling by 8 is |
316 | * #moves the monster makes. The scaling by 8 is |
323 | * to capture 8th's of a hp fraction regens |
317 | * to capture 8th's of a hp fraction regens |
324 | * |
318 | * |
… | |
… | |
329 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
323 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
330 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
324 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
331 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
332 | |
326 | |
333 | /* So if the monster has gained enough HP that they are no longer afraid */ |
327 | /* So if the monster has gained enough HP that they are no longer afraid */ |
334 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
328 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
335 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
336 | |
330 | |
337 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
338 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
339 | } |
333 | } |
340 | |
334 | |
341 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
342 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
343 | { |
337 | { |
344 | |
|
|
345 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
346 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
347 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
348 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
349 | * |
342 | * |
350 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
351 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
352 | */ |
345 | */ |
353 | |
346 | |
354 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
347 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
355 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
348 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
356 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
357 | } |
350 | } |
358 | |
351 | |
359 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
360 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
361 | */ |
354 | */ |
362 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
355 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
363 | { |
|
|
364 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
356 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
365 | } |
|
|
366 | |
357 | |
367 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
368 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
369 | |
360 | |
370 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
371 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
362 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
372 | { |
|
|
373 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
374 | return 0; |
364 | return 0; |
375 | } |
|
|
376 | |
365 | |
377 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
378 | if (op->hide) |
367 | if (op->flag [FLAG_HIDDEN]) |
379 | do_hidden_move (op); |
368 | do_hidden_move (op); |
380 | |
369 | |
381 | if (op->pick_up) |
370 | if (op->pick_up) |
382 | monster_check_pickup (op); |
371 | monster_check_pickup (op); |
383 | |
372 | |
… | |
… | |
387 | /* If we don't have an enemy, do special movement or the like */ |
376 | /* If we don't have an enemy, do special movement or the like */ |
388 | if (!enemy) |
377 | if (!enemy) |
389 | { |
378 | { |
390 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
379 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
391 | { |
380 | { |
392 | op->destroy (); |
381 | op->drop_and_destroy (); |
393 | return 1; |
382 | return 1; |
394 | } |
383 | } |
395 | |
384 | |
396 | /* Probably really a bug for a creature to have both |
385 | /* Probably really a bug for a creature to have both |
397 | * stand still and a movement type set. |
386 | * stand still and a movement type set. |
… | |
… | |
400 | { |
389 | { |
401 | if (op->attack_movement & HI4) |
390 | if (op->attack_movement & HI4) |
402 | { |
391 | { |
403 | switch (op->attack_movement & HI4) |
392 | switch (op->attack_movement & HI4) |
404 | { |
393 | { |
405 | case (PETMOVE): |
394 | case (PETMOVE): |
406 | pet_move (op); |
395 | pet_move (op); |
407 | break; |
396 | break; |
408 | |
397 | |
409 | case (CIRCLE1): |
398 | case (CIRCLE1): |
410 | circ1_move (op); |
399 | circ1_move (op); |
411 | break; |
400 | break; |
412 | |
401 | |
413 | case (CIRCLE2): |
402 | case (CIRCLE2): |
414 | circ2_move (op); |
403 | circ2_move (op); |
415 | break; |
404 | break; |
416 | |
405 | |
417 | case (PACEV): |
406 | case (PACEV): |
418 | pace_movev (op); |
407 | pace_movev (op); |
419 | break; |
408 | break; |
420 | |
409 | |
421 | case (PACEH): |
410 | case (PACEH): |
422 | pace_moveh (op); |
411 | pace_moveh (op); |
423 | break; |
412 | break; |
424 | |
413 | |
425 | case (PACEV2): |
414 | case (PACEV2): |
426 | pace2_movev (op); |
415 | pace2_movev (op); |
427 | break; |
416 | break; |
428 | |
417 | |
429 | case (PACEH2): |
418 | case (PACEH2): |
430 | pace2_moveh (op); |
419 | pace2_moveh (op); |
431 | break; |
420 | break; |
432 | |
421 | |
433 | case (RANDO): |
422 | case (RANDO): |
434 | rand_move (op); |
423 | rand_move (op); |
435 | break; |
424 | break; |
436 | |
425 | |
437 | case (RANDO2): |
426 | case (RANDO2): |
438 | move_randomly (op); |
427 | move_randomly (op); |
439 | break; |
428 | break; |
440 | } |
429 | } |
|
|
430 | |
441 | return 0; |
431 | return 0; |
442 | } |
432 | } |
443 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
433 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
444 | (void) move_randomly (op); |
434 | move_randomly (op); |
445 | |
|
|
446 | } /* stand still */ |
435 | } /* stand still */ |
|
|
436 | |
447 | return 0; |
437 | return 0; |
448 | } /* no enemy */ |
438 | } /* no enemy */ |
449 | |
439 | |
450 | /* We have an enemy. Block immediately below is for pets */ |
440 | /* We have an enemy. Block immediately below is for pets */ |
451 | if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner)) |
441 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
442 | && (owner = op->owner) != NULL |
|
|
443 | && !on_same_map (op, owner) |
|
|
444 | && !owner->flag [FLAG_REMOVED]) |
452 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
453 | |
446 | |
454 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
455 | * player. Hmm. The code is here, but no monster in the current |
448 | * player. Hmm. The code is here, but no monster in the current |
456 | * arch set uses it. |
449 | * arch set uses it. |
457 | */ |
450 | */ |
458 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
459 | { |
452 | { |
460 | op->face = enemy->face; |
453 | op->face = enemy->face; |
461 | op->name = enemy->name; |
454 | op->name = enemy->name; |
462 | } |
455 | } |
463 | |
456 | |
… | |
… | |
475 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
468 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
476 | { |
469 | { |
477 | rv_vector rv1; |
470 | rv_vector rv1; |
478 | |
471 | |
479 | /* now we test every part of an object .... this is a real ugly piece of code */ |
472 | /* now we test every part of an object .... this is a real ugly piece of code */ |
480 | for (part = op; part != NULL; part = part->more) |
473 | for (part = op; part; part = part->more) |
481 | { |
474 | { |
482 | get_rangevector (part, enemy, &rv1, 0x1); |
475 | get_rangevector (part, enemy, &rv1, 0x1); |
483 | dir = rv1.direction; |
476 | dir = rv1.direction; |
484 | |
477 | |
485 | /* hm, not sure about this part - in original was a scared flag here too |
478 | /* hm, not sure about this part - in original was a scared flag here too |
486 | * but that we test above... so can be old code here |
479 | * but that we test above... so can be old code here |
487 | */ |
480 | */ |
488 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
481 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
489 | dir = absdir (dir + 4); |
482 | dir = absdir (dir + 4); |
|
|
483 | |
490 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
484 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
491 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
485 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
492 | |
486 | |
493 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
487 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
494 | { |
|
|
495 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
488 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
496 | return 0; |
489 | return 0; |
497 | } |
|
|
498 | |
490 | |
499 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
491 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
500 | { |
|
|
501 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
492 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
502 | return 0; |
493 | return 0; |
503 | } |
|
|
504 | |
494 | |
505 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
495 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
506 | { |
|
|
507 | if (monster_use_range (op, part, enemy, dir)) |
496 | if (monster_use_range (op, part, enemy, dir)) |
508 | return 0; |
497 | return 0; |
509 | } |
498 | |
510 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
499 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
511 | { |
|
|
512 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
500 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
513 | return 0; |
501 | return 0; |
514 | } |
502 | |
515 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
503 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
516 | { |
|
|
517 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
518 | return 0; |
505 | return 0; |
519 | } |
|
|
520 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
521 | } /* If not scared */ |
507 | } /* If not scared */ |
522 | |
508 | |
523 | |
|
|
524 | part = rv.part; |
509 | part = rv.part; |
525 | dir = rv.direction; |
510 | dir = rv.direction; |
526 | |
511 | |
|
|
512 | #if DEVEL |
|
|
513 | int sdir = 0; |
|
|
514 | |
|
|
515 | for (int dir = 1; dir <= 8; ++dir) |
|
|
516 | { |
|
|
517 | mapxy pos (op); pos.move (dir); |
|
|
518 | if (pos.normalise ()) |
|
|
519 | { |
|
|
520 | mapspace &ms = pos.ms (); |
|
|
521 | |
|
|
522 | if (ms.smell > op->ms ().smell) |
|
|
523 | { |
|
|
524 | printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
525 | op->ms ().smell = ms.smell - 1; |
|
|
526 | sdir = dir; |
|
|
527 | |
|
|
528 | // perturbing the path might let the monster lose track, |
|
|
529 | // but it will also wide the actual path, spreading information |
|
|
530 | if (!rndm (20)) |
|
|
531 | sdir += absdir (1 - rndm (2) * 2); |
|
|
532 | } |
|
|
533 | } |
|
|
534 | } |
|
|
535 | |
|
|
536 | if (sdir) |
|
|
537 | dir = sdir; |
|
|
538 | else |
|
|
539 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
540 | {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
541 | ordered_mapwalk_begin (op, -1, -1, 1, 1) |
|
|
542 | if (m) |
|
|
543 | m->at (nx, ny).smell = 0; |
|
|
544 | ordered_mapwalk_end |
|
|
545 | }//D |
|
|
546 | |
|
|
547 | #endif |
|
|
548 | |
527 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
549 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
528 | dir = absdir (dir + 4); |
550 | dir = absdir (dir + 4); |
529 | |
551 | |
530 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
552 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
531 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
553 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
532 | |
554 | |
533 | pre_att_dir = dir; /* remember the original direction */ |
555 | pre_att_dir = dir; /* remember the original direction */ |
534 | |
556 | |
535 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
557 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
536 | { |
558 | { |
537 | switch (op->attack_movement & LO4) |
559 | switch (op->attack_movement & LO4) |
538 | { |
560 | { |
539 | case DISTATT: |
561 | case DISTATT: |
540 | dir = dist_att (dir, op, enemy, part, &rv); |
562 | dir = dist_att (dir, op, enemy, part, &rv); |
541 | break; |
563 | break; |
542 | |
564 | |
543 | case RUNATT: |
565 | case RUNATT: |
544 | dir = run_att (dir, op, enemy, part, &rv); |
566 | dir = run_att (dir, op, enemy, part, &rv); |
545 | break; |
567 | break; |
546 | |
568 | |
547 | case HITRUN: |
569 | case HITRUN: |
548 | dir = hitrun_att (dir, op, enemy); |
570 | dir = hitrun_att (dir, op, enemy); |
549 | break; |
571 | break; |
550 | |
572 | |
551 | case WAITATT: |
573 | case WAITATT: |
552 | dir = wait_att (dir, op, enemy, part, &rv); |
574 | dir = wait_att (dir, op, enemy, part, &rv); |
553 | break; |
575 | break; |
554 | |
576 | |
555 | case RUSH: /* default - monster normally moves towards player */ |
577 | case RUSH: /* default - monster normally moves towards player */ |
556 | case ALLRUN: |
578 | case ALLRUN: |
557 | break; |
579 | break; |
558 | |
580 | |
559 | case DISTHIT: |
581 | case DISTHIT: |
560 | dir = disthit_att (dir, op, enemy, part, &rv); |
582 | dir = disthit_att (dir, op, enemy, part, &rv); |
561 | break; |
583 | break; |
562 | |
584 | |
563 | case WAIT2: |
585 | case WAIT2: |
564 | dir = wait_att2 (dir, op, enemy, part, &rv); |
586 | dir = wait_att2 (dir, op, enemy, part, &rv); |
565 | break; |
587 | break; |
566 | |
588 | |
567 | default: |
589 | default: |
568 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
590 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
569 | } |
591 | } |
570 | } |
592 | } |
571 | |
593 | |
572 | if (!dir) |
594 | if (!dir) |
573 | return 0; |
595 | return 0; |
… | |
… | |
583 | return 0; |
605 | return 0; |
584 | } |
606 | } |
585 | |
607 | |
586 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
608 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
587 | { |
609 | { |
588 | |
|
|
589 | /* Try move around corners if !close */ |
610 | /* Try move around corners if !close */ |
590 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
611 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
591 | |
612 | |
592 | for (diff = 1; diff <= maxdiff; diff++) |
613 | for (diff = 1; diff <= maxdiff; diff++) |
593 | { |
614 | { |
594 | /* try different detours */ |
615 | /* try different detours */ |
595 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
616 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
596 | |
617 | |
597 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
618 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
598 | return 0; |
619 | return 0; |
599 | } |
620 | } |
600 | } |
621 | } |
… | |
… | |
627 | { |
648 | { |
628 | object *nearest_player = get_nearest_player (op); |
649 | object *nearest_player = get_nearest_player (op); |
629 | |
650 | |
630 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
651 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
631 | { |
652 | { |
632 | op->enemy = NULL; |
653 | op->enemy = 0; |
633 | enemy = nearest_player; |
654 | enemy = nearest_player; |
634 | } |
655 | } |
635 | } |
656 | } |
636 | |
657 | |
637 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
658 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
643 | * still be pretty nasty. |
664 | * still be pretty nasty. |
644 | */ |
665 | */ |
645 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
666 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
646 | { |
667 | { |
647 | part->stats.wc += 10; |
668 | part->stats.wc += 10; |
648 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
669 | skill_attack (enemy, part, 0, NULL, NULL); |
649 | part->stats.wc -= 10; |
670 | part->stats.wc -= 10; |
650 | } |
671 | } |
651 | else |
672 | else |
652 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
673 | skill_attack (enemy, part, 0, NULL, NULL); |
653 | } /* if monster is in attack range */ |
674 | } /* if monster is in attack range */ |
654 | |
675 | |
655 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
676 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
656 | return 1; |
677 | return 1; |
657 | |
678 | |
658 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
679 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
659 | { |
680 | { |
660 | op->remove (); |
|
|
661 | op->destroy (); |
681 | op->drop_and_destroy (); |
662 | return 1; |
682 | return 1; |
663 | } |
683 | } |
|
|
684 | |
664 | return 0; |
685 | return 0; |
665 | } |
686 | } |
666 | |
687 | |
667 | int |
688 | int |
668 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
689 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
669 | { |
690 | { |
670 | object *more; |
691 | object *more; |
671 | rv_vector rv1; |
692 | rv_vector rv1; |
672 | |
693 | |
673 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
694 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
674 | return 0; |
695 | return 0; |
675 | |
696 | |
676 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
697 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
677 | return 1; |
698 | return 1; |
678 | |
699 | |
… | |
… | |
683 | { |
704 | { |
684 | get_rangevector (ob1, more, &rv1, 0); |
705 | get_rangevector (ob1, more, &rv1, 0); |
685 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
706 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
686 | return 1; |
707 | return 1; |
687 | } |
708 | } |
|
|
709 | |
688 | return 0; |
710 | return 0; |
689 | |
|
|
690 | } |
711 | } |
691 | |
712 | |
692 | /* Returns 1 is monster should cast spell sp at an enemy |
713 | /* Returns 1 is monster should cast spell sp at an enemy |
693 | * Returns 0 if the monster should not cast this spell. |
714 | * Returns 0 if the monster should not cast this spell. |
694 | * |
715 | * |
… | |
… | |
712 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
733 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
713 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
734 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
714 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
735 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
715 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
736 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
716 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
737 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
717 | |
|
|
718 | return 1; |
738 | return 1; |
719 | |
739 | |
720 | return 0; |
740 | return 0; |
721 | } |
741 | } |
722 | |
|
|
723 | |
742 | |
724 | #define MAX_KNOWN_SPELLS 20 |
743 | #define MAX_KNOWN_SPELLS 20 |
725 | |
744 | |
726 | /* Returns a randomly selected spell. This logic is still |
745 | /* Returns a randomly selected spell. This logic is still |
727 | * less than ideal. This code also only seems to deal with |
746 | * less than ideal. This code also only seems to deal with |
… | |
… | |
730 | */ |
749 | */ |
731 | object * |
750 | object * |
732 | monster_choose_random_spell (object *monster) |
751 | monster_choose_random_spell (object *monster) |
733 | { |
752 | { |
734 | object *altern[MAX_KNOWN_SPELLS]; |
753 | object *altern[MAX_KNOWN_SPELLS]; |
735 | object *tmp; |
|
|
736 | int i = 0; |
754 | int i = 0; |
737 | |
755 | |
738 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
756 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
739 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
757 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
740 | { |
758 | { |
741 | /* Check and see if it's actually a useful spell. |
759 | /* Check and see if it's actually a useful spell. |
742 | * If its a spellbook, the spell is actually the inventory item. |
760 | * If its a spellbook, the spell is actually the inventory item. |
743 | * if it is a spell, then it is just the object itself. |
761 | * if it is a spell, then it is just the object itself. |
744 | */ |
762 | */ |
745 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
763 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
746 | { |
764 | { |
747 | altern[i++] = tmp; |
765 | altern [i++] = tmp; |
|
|
766 | |
748 | if (i == MAX_KNOWN_SPELLS) |
767 | if (i == MAX_KNOWN_SPELLS) |
749 | break; |
768 | break; |
750 | } |
769 | } |
751 | } |
770 | } |
752 | if (!i) |
771 | |
753 | return NULL; |
772 | return i ? altern [rndm (i)] : 0; |
754 | return altern[RANDOM () % i]; |
|
|
755 | } |
773 | } |
756 | |
774 | |
757 | /* This checks to see if the monster should cast a spell/ability. |
775 | /* This checks to see if the monster should cast a spell/ability. |
758 | * it returns true if the monster casts a spell, 0 if he doesn't. |
776 | * it returns true if the monster casts a spell, 0 if he doesn't. |
759 | * head is the head of the monster. |
777 | * head is the head of the monster. |
760 | * part is the part of the monster we are checking against. |
778 | * part is the part of the monster we are checking against. |
761 | * pl is the target. |
779 | * pl is the target. |
762 | * dir is the direction to case. |
780 | * dir is the direction to case. |
763 | * rv is the vector which describes where the enemy is. |
781 | * rv is the vector which describes where the enemy is. |
764 | */ |
782 | */ |
765 | |
|
|
766 | int |
783 | int |
767 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
784 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
768 | { |
785 | { |
769 | object *spell_item; |
786 | object *spell_item; |
770 | object *owner; |
787 | object *owner; |
… | |
… | |
781 | |
798 | |
782 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
799 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
783 | { |
800 | { |
784 | get_rangevector (head, owner, &rv1, 0x1); |
801 | get_rangevector (head, owner, &rv1, 0x1); |
785 | if (dirdiff (dir, rv1.direction) < 2) |
802 | if (dirdiff (dir, rv1.direction) < 2) |
786 | { |
|
|
787 | return 0; /* Might hit owner with spell */ |
803 | return 0; /* Might hit owner with spell */ |
788 | } |
|
|
789 | } |
804 | } |
790 | |
805 | |
791 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
806 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
792 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
807 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
793 | |
808 | |
794 | /* If the monster hasn't already chosen a spell, choose one |
809 | /* If the monster hasn't already chosen a spell, choose one |
795 | * I'm not sure if it really make sense to pre-select spells (events |
810 | * I'm not sure if it really make sense to pre-select spells (events |
796 | * could be different by the time the monster goes again). |
811 | * could be different by the time the monster goes again). |
797 | */ |
812 | */ |
… | |
… | |
801 | { |
816 | { |
802 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
817 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
803 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
818 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
804 | return 0; |
819 | return 0; |
805 | } |
820 | } |
|
|
821 | |
806 | if (spell_item->type == SPELLBOOK) |
822 | if (spell_item->type == SPELLBOOK) |
807 | { |
823 | { |
808 | if (!spell_item->inv) |
824 | if (!spell_item->inv) |
809 | { |
825 | { |
810 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
826 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
811 | return 0; |
827 | return 0; |
812 | } |
828 | } |
|
|
829 | |
813 | spell_item = spell_item->inv; |
830 | spell_item = spell_item->inv; |
814 | } |
831 | } |
815 | } |
832 | } |
816 | else |
833 | else |
817 | spell_item = head->spellitem; |
834 | spell_item = head->spellitem; |
… | |
… | |
836 | /* set this to null, so next time monster will choose something different */ |
853 | /* set this to null, so next time monster will choose something different */ |
837 | head->spellitem = NULL; |
854 | head->spellitem = NULL; |
838 | |
855 | |
839 | return cast_spell (part, part, dir, spell_item, NULL); |
856 | return cast_spell (part, part, dir, spell_item, NULL); |
840 | } |
857 | } |
841 | |
|
|
842 | |
858 | |
843 | int |
859 | int |
844 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
860 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
845 | { |
861 | { |
846 | object *scroll; |
862 | object *scroll; |
… | |
… | |
864 | return 0; /* Might hit owner with spell */ |
880 | return 0; /* Might hit owner with spell */ |
865 | } |
881 | } |
866 | } |
882 | } |
867 | |
883 | |
868 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
884 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
869 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
885 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
870 | |
886 | |
871 | for (scroll = head->inv; scroll; scroll = scroll->below) |
887 | for (scroll = head->inv; scroll; scroll = scroll->below) |
872 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
888 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
873 | break; |
889 | break; |
874 | |
890 | |
… | |
… | |
896 | * The skills we are treating here are all but those. -b.t. |
912 | * The skills we are treating here are all but those. -b.t. |
897 | * |
913 | * |
898 | * At the moment this is only useful for throwing, perhaps for |
914 | * At the moment this is only useful for throwing, perhaps for |
899 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
915 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
900 | */ |
916 | */ |
901 | |
|
|
902 | int |
917 | int |
903 | monster_use_skill (object *head, object *part, object *pl, int dir) |
918 | monster_use_skill (object *head, object *part, object *pl, int dir) |
904 | { |
919 | { |
905 | object *skill, *owner; |
920 | object *skill, *owner; |
906 | |
921 | |
… | |
… | |
912 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
927 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
913 | |
928 | |
914 | if (dirdiff (dir, dir2) < 1) |
929 | if (dirdiff (dir, dir2) < 1) |
915 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
930 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
916 | } |
931 | } |
|
|
932 | |
917 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
933 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
918 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
934 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
919 | |
935 | |
920 | /* skill selection - monster will use the next unused skill. |
936 | /* skill selection - monster will use the next unused skill. |
921 | * well...the following scenario will allow the monster to |
937 | * well...the following scenario will allow the monster to |
922 | * toggle between 2 skills. One day it would be nice to make |
938 | * toggle between 2 skills. One day it would be nice to make |
923 | * more skills available to monsters. |
939 | * more skills available to monsters. |
924 | */ |
940 | */ |
925 | |
|
|
926 | for (skill = head->inv; skill != NULL; skill = skill->below) |
941 | for (skill = head->inv; skill; skill = skill->below) |
927 | if (skill->type == SKILL && skill != head->chosen_skill) |
942 | if (skill->type == SKILL && skill != head->chosen_skill) |
928 | { |
943 | { |
929 | head->chosen_skill = skill; |
944 | head->chosen_skill = skill; |
930 | break; |
945 | break; |
931 | } |
946 | } |
… | |
… | |
934 | { |
949 | { |
935 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
950 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
936 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
951 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
937 | return 0; |
952 | return 0; |
938 | } |
953 | } |
|
|
954 | |
939 | /* use skill */ |
955 | /* use skill */ |
940 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
956 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
941 | } |
957 | } |
942 | |
958 | |
943 | /* Monster will use a ranged spell attack. */ |
959 | /* Monster will use a ranged spell attack. */ |
944 | |
|
|
945 | int |
960 | int |
946 | monster_use_range (object *head, object *part, object *pl, int dir) |
961 | monster_use_range (object *head, object *part, object *pl, int dir) |
947 | { |
962 | { |
948 | object *wand, *owner; |
963 | object *wand, *owner; |
949 | int at_least_one = 0; |
964 | int at_least_one = 0; |
… | |
… | |
956 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
971 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
957 | |
972 | |
958 | if (dirdiff (dir, dir2) < 2) |
973 | if (dirdiff (dir, dir2) < 2) |
959 | return 0; /* Might hit owner with spell */ |
974 | return 0; /* Might hit owner with spell */ |
960 | } |
975 | } |
|
|
976 | |
961 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
977 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
962 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
978 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
963 | |
979 | |
964 | for (wand = head->inv; wand != NULL; wand = wand->below) |
980 | for (wand = head->inv; wand; wand = wand->below) |
965 | { |
981 | { |
966 | if (wand->type == WAND) |
982 | if (wand->type == WAND) |
967 | { |
983 | { |
968 | /* Found a wand, let's see if it has charges left */ |
984 | /* Found a wand, let's see if it has charges left */ |
969 | at_least_one = 1; |
985 | at_least_one = 1; |
… | |
… | |
975 | if (!(--wand->stats.food)) |
991 | if (!(--wand->stats.food)) |
976 | { |
992 | { |
977 | if (wand->arch) |
993 | if (wand->arch) |
978 | { |
994 | { |
979 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
995 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
980 | wand->face = wand->arch->clone.face; |
996 | wand->face = wand->arch->face; |
981 | wand->set_speed (0); |
997 | wand->set_speed (0); |
982 | } |
998 | } |
983 | } |
999 | } |
984 | /* Success */ |
1000 | /* Success */ |
985 | return 1; |
1001 | return 1; |
… | |
… | |
1004 | } |
1020 | } |
1005 | |
1021 | |
1006 | if (at_least_one) |
1022 | if (at_least_one) |
1007 | return 0; |
1023 | return 0; |
1008 | |
1024 | |
1009 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1025 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1010 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1026 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1011 | return 0; |
1027 | return 0; |
1012 | } |
1028 | } |
1013 | |
1029 | |
1014 | int |
1030 | int |
… | |
… | |
1016 | { |
1032 | { |
1017 | object *owner; |
1033 | object *owner; |
1018 | |
1034 | |
1019 | if (!(dir = path_to_player (part, pl, 0))) |
1035 | if (!(dir = path_to_player (part, pl, 0))) |
1020 | return 0; |
1036 | return 0; |
|
|
1037 | |
1021 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1038 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1022 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1039 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1023 | |
1040 | |
1024 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1041 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1025 | { |
1042 | { |
1026 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1043 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1027 | |
1044 | |
… | |
… | |
1033 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1050 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1034 | |
1051 | |
1035 | } |
1052 | } |
1036 | |
1053 | |
1037 | /* Checks if putting on 'item' will make 'who' do more |
1054 | /* Checks if putting on 'item' will make 'who' do more |
1038 | * damage. This is a very simplistic check - also checking things |
1055 | * damage. This is a very simplistic check - also checking things |
1039 | * like speed and ac are also relevant. |
1056 | * like speed and ac are also relevant. |
1040 | * |
1057 | * |
1041 | * return true if item is a better object. |
1058 | * return true if item is a better object. |
1042 | */ |
1059 | */ |
1043 | |
|
|
1044 | int |
1060 | int |
1045 | check_good_weapon (object *who, object *item) |
1061 | check_good_weapon (object *who, object *item) |
1046 | { |
1062 | { |
1047 | object *other_weap; |
1063 | object *other_weap; |
1048 | int val = 0, i; |
1064 | int val = 0, i; |
1049 | |
1065 | |
1050 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1066 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1051 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1067 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1052 | break; |
1068 | break; |
1053 | |
1069 | |
1054 | if (other_weap == NULL) /* No other weapons */ |
1070 | if (!other_weap) /* No other weapons */ |
1055 | return 1; |
1071 | return 1; |
1056 | |
1072 | |
1057 | /* Rather than go through and apply the new one, and see if it is |
1073 | /* Rather than go through and apply the new one, and see if it is |
1058 | * better, just do some simple checks |
1074 | * better, just do some simple checks |
1059 | * Put some multipliers for things that hvae several effects, |
1075 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1064 | val += (item->magic - other_weap->magic) * 3; |
1080 | val += (item->magic - other_weap->magic) * 3; |
1065 | /* Monsters don't really get benefits from things like regen rates |
1081 | /* Monsters don't really get benefits from things like regen rates |
1066 | * from items. But the bonus for their stats are very important. |
1082 | * from items. But the bonus for their stats are very important. |
1067 | */ |
1083 | */ |
1068 | for (i = 0; i < NUM_STATS; i++) |
1084 | for (i = 0; i < NUM_STATS; i++) |
1069 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1085 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1070 | |
1086 | |
1071 | if (val > 0) |
1087 | if (val > 0) |
1072 | return 1; |
1088 | return 1; |
1073 | else |
1089 | else |
1074 | return 0; |
1090 | return 0; |
1075 | |
|
|
1076 | } |
1091 | } |
1077 | |
1092 | |
1078 | int |
1093 | int |
1079 | check_good_armour (object *who, object *item) |
1094 | check_good_armour (object *who, object *item) |
1080 | { |
1095 | { |
1081 | object *other_armour; |
1096 | object *other_armour; |
1082 | int val = 0, i; |
1097 | int val = 0, i; |
1083 | |
1098 | |
1084 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1099 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1085 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1100 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1086 | break; |
1101 | break; |
1087 | |
1102 | |
1088 | if (other_armour == NULL) /* No other armour, use the new */ |
1103 | if (other_armour == NULL) /* No other armour, use the new */ |
1089 | return 1; |
1104 | return 1; |
… | |
… | |
1111 | |
1126 | |
1112 | if (val > 0) |
1127 | if (val > 0) |
1113 | return 1; |
1128 | return 1; |
1114 | else |
1129 | else |
1115 | return 0; |
1130 | return 0; |
1116 | |
|
|
1117 | } |
1131 | } |
1118 | |
1132 | |
1119 | /* |
1133 | /* |
1120 | * monster_check_pickup(): checks for items that monster can pick up. |
1134 | * monster_check_pickup(): checks for items that monster can pick up. |
1121 | * |
1135 | * |
… | |
… | |
1129 | * This function was seen be continueing looping at one point (tmp->below |
1143 | * This function was seen be continueing looping at one point (tmp->below |
1130 | * became a recursive loop. It may be better to call monster_check_apply |
1144 | * became a recursive loop. It may be better to call monster_check_apply |
1131 | * after we pick everything up, since that function may call others which |
1145 | * after we pick everything up, since that function may call others which |
1132 | * affect stacking on this space. |
1146 | * affect stacking on this space. |
1133 | */ |
1147 | */ |
1134 | |
|
|
1135 | void |
1148 | void |
1136 | monster_check_pickup (object *monster) |
1149 | monster_check_pickup (object *monster) |
1137 | { |
1150 | { |
1138 | object *tmp, *next; |
1151 | object *tmp, *next; |
1139 | |
1152 | |
… | |
… | |
1158 | * monster_can_pick(): If the monster is interested in picking up |
1171 | * monster_can_pick(): If the monster is interested in picking up |
1159 | * the item, then return 0. Otherwise 0. |
1172 | * the item, then return 0. Otherwise 0. |
1160 | * Instead of pick_up, flags for "greed", etc, should be used. |
1173 | * Instead of pick_up, flags for "greed", etc, should be used. |
1161 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1174 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1162 | */ |
1175 | */ |
1163 | |
|
|
1164 | int |
1176 | int |
1165 | monster_can_pick (object *monster, object *item) |
1177 | monster_can_pick (object *monster, object *item) |
1166 | { |
1178 | { |
1167 | int flag = 0; |
1179 | int flag = 0; |
1168 | int i; |
1180 | int i; |
… | |
… | |
1214 | case ROD: |
1226 | case ROD: |
1215 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1227 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1216 | break; |
1228 | break; |
1217 | |
1229 | |
1218 | case SPELLBOOK: |
1230 | case SPELLBOOK: |
1219 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1231 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1220 | break; |
1232 | break; |
1221 | |
1233 | |
1222 | case SCROLL: |
1234 | case SCROLL: |
1223 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1224 | break; |
1236 | break; |
… | |
… | |
1226 | case BOW: |
1238 | case BOW: |
1227 | case ARROW: |
1239 | case ARROW: |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1240 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1229 | break; |
1241 | break; |
1230 | } |
1242 | } |
|
|
1243 | |
1231 | /* Simplistic check - if the monster has a location to equip it, he will |
1244 | /* Simplistic check - if the monster has a location to equip it, he will |
1232 | * pick it up. Note that this doesn't handle cases where an item may |
1245 | * pick it up. Note that this doesn't handle cases where an item may |
1233 | * use several locations. |
1246 | * use several locations. |
1234 | */ |
1247 | */ |
1235 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1248 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1236 | { |
1249 | { |
1237 | if (monster->body_info[i] && item->body_info[i]) |
1250 | if (monster->slot[i].info && item->slot[i].info) |
1238 | { |
1251 | { |
1239 | flag = 1; |
1252 | flag = 1; |
1240 | break; |
1253 | break; |
1241 | } |
1254 | } |
1242 | } |
1255 | } |
1243 | |
1256 | |
1244 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1257 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1245 | return 1; |
1258 | return 1; |
|
|
1259 | |
1246 | return 0; |
1260 | return 0; |
1247 | } |
1261 | } |
1248 | |
1262 | |
1249 | /* |
1263 | /* |
1250 | * monster_apply_below(): |
1264 | * monster_apply_below(): |
1251 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1265 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1252 | * eager to apply things, encounters something apply-able, |
1266 | * eager to apply things, encounters something apply-able, |
1253 | * then make him apply it |
1267 | * then make him apply it |
1254 | */ |
1268 | */ |
1255 | |
|
|
1256 | void |
1269 | void |
1257 | monster_apply_below (object *monster) |
1270 | monster_apply_below (object *monster) |
1258 | { |
1271 | { |
1259 | object *tmp, *next; |
1272 | object *tmp, *next; |
1260 | |
1273 | |
… | |
… | |
1287 | * a pointer to that object is returned, so it can be dropped. |
1300 | * a pointer to that object is returned, so it can be dropped. |
1288 | * (so that other monsters can pick it up and use it) |
1301 | * (so that other monsters can pick it up and use it) |
1289 | * Note that as things are now, monsters never drop something - |
1302 | * Note that as things are now, monsters never drop something - |
1290 | * they can pick up all that they can use. |
1303 | * they can pick up all that they can use. |
1291 | */ |
1304 | */ |
1292 | |
|
|
1293 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1305 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1294 | |
|
|
1295 | void |
1306 | void |
1296 | monster_check_apply (object *mon, object *item) |
1307 | monster_check_apply (object *mon, object *item) |
1297 | { |
1308 | { |
1298 | |
|
|
1299 | int flag = 0; |
1309 | int flag = 0; |
1300 | |
1310 | |
1301 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1311 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1302 | { |
1312 | { |
1303 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1313 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1304 | return; |
1314 | return; |
1305 | } |
1315 | } |
1306 | |
1316 | |
… | |
… | |
1315 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1325 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1316 | { |
1326 | { |
1317 | /* Check for the right kind of bow */ |
1327 | /* Check for the right kind of bow */ |
1318 | object *bow; |
1328 | object *bow; |
1319 | |
1329 | |
1320 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
1330 | for (bow = mon->inv; bow; bow = bow->below) |
1321 | if (bow->type == BOW && bow->race == item->race) |
1331 | if (bow->type == BOW && bow->race == item->race) |
1322 | { |
1332 | { |
1323 | SET_FLAG (mon, FLAG_READY_BOW); |
1333 | SET_FLAG (mon, FLAG_READY_BOW); |
1324 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1334 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1325 | return; /* nothing more to do for arrows */ |
1335 | return; /* nothing more to do for arrows */ |
… | |
… | |
1377 | */ |
1387 | */ |
1378 | SET_FLAG (mon, FLAG_READY_SKILL); |
1388 | SET_FLAG (mon, FLAG_READY_SKILL); |
1379 | return; |
1389 | return; |
1380 | } |
1390 | } |
1381 | |
1391 | |
1382 | |
|
|
1383 | /* if we don't match one of the above types, return now. |
1392 | /* if we don't match one of the above types, return now. |
1384 | * can_apply_object will say that we can apply things like flesh, |
1393 | * can_apply_object will say that we can apply things like flesh, |
1385 | * bolts, and whatever else, because it only checks against the |
1394 | * bolts, and whatever else, because it only checks against the |
1386 | * body_info locations. |
1395 | * body_info locations. |
1387 | */ |
1396 | */ |
… | |
… | |
1398 | /* should only be applying this item, not unapplying it. |
1407 | /* should only be applying this item, not unapplying it. |
1399 | * also, ignore status of curse so they can take off old armour. |
1408 | * also, ignore status of curse so they can take off old armour. |
1400 | * monsters have some advantages after all. |
1409 | * monsters have some advantages after all. |
1401 | */ |
1410 | */ |
1402 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1411 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1403 | |
|
|
1404 | return; |
|
|
1405 | } |
1412 | } |
1406 | |
1413 | |
1407 | void |
1414 | void |
1408 | npc_call_help (object *op) |
1415 | npc_call_help (object *op) |
1409 | { |
1416 | { |
… | |
… | |
1427 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1434 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1428 | npc->enemy = op->enemy; |
1435 | npc->enemy = op->enemy; |
1429 | } |
1436 | } |
1430 | } |
1437 | } |
1431 | |
1438 | |
1432 | |
|
|
1433 | int |
1439 | int |
1434 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1440 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1435 | { |
1441 | { |
1436 | |
|
|
1437 | if (can_hit (part, enemy, rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1438 | return dir; |
1443 | return dir; |
|
|
1444 | |
1439 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1440 | return absdir (dir + 4); |
1446 | return absdir (dir + 4); |
1441 | else if (rv->distance > 18) |
1447 | else if (rv->distance > 18) |
1442 | return dir; |
1448 | return dir; |
|
|
1449 | |
1443 | return 0; |
1450 | return 0; |
1444 | } |
1451 | } |
1445 | |
1452 | |
1446 | int |
1453 | int |
1447 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1454 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1448 | { |
1455 | { |
1449 | |
|
|
1450 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1456 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1451 | { |
1457 | { |
1452 | ob->move_status++; |
1458 | ob->move_status++; |
1453 | return (dir); |
1459 | return (dir); |
1454 | } |
1460 | } |
1455 | else if (ob->move_status > 20) |
1461 | else if (ob->move_status > 20) |
1456 | ob->move_status = 0; |
1462 | ob->move_status = 0; |
|
|
1463 | |
1457 | return absdir (dir + 4); |
1464 | return absdir (dir + 4); |
1458 | } |
1465 | } |
1459 | |
1466 | |
1460 | int |
1467 | int |
1461 | hitrun_att (int dir, object *ob, object *enemy) |
1468 | hitrun_att (int dir, object *ob, object *enemy) |
… | |
… | |
1464 | return dir; |
1471 | return dir; |
1465 | else if (ob->move_status < 50) |
1472 | else if (ob->move_status < 50) |
1466 | return absdir (dir + 4); |
1473 | return absdir (dir + 4); |
1467 | else |
1474 | else |
1468 | ob->move_status = 0; |
1475 | ob->move_status = 0; |
|
|
1476 | |
1469 | return absdir (dir + 4); |
1477 | return absdir (dir + 4); |
1470 | } |
1478 | } |
1471 | |
1479 | |
1472 | int |
1480 | int |
1473 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1481 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
… | |
… | |
1482 | return 0; |
1490 | return 0; |
1483 | else if (ob->move_status < 10) |
1491 | else if (ob->move_status < 10) |
1484 | return dir; |
1492 | return dir; |
1485 | else if (ob->move_status < 15) |
1493 | else if (ob->move_status < 15) |
1486 | return absdir (dir + 4); |
1494 | return absdir (dir + 4); |
|
|
1495 | |
1487 | ob->move_status = 0; |
1496 | ob->move_status = 0; |
1488 | return 0; |
1497 | return 0; |
1489 | } |
1498 | } |
1490 | |
1499 | |
1491 | int |
1500 | int |
… | |
… | |
1499 | * at least one map has this set, and whatever the map contains, the |
1508 | * at least one map has this set, and whatever the map contains, the |
1500 | * server should try to be resilant enough to avoid the problem |
1509 | * server should try to be resilant enough to avoid the problem |
1501 | */ |
1510 | */ |
1502 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1511 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1503 | return absdir (dir + 4); |
1512 | return absdir (dir + 4); |
|
|
1513 | |
1504 | return dist_att (dir, ob, enemy, part, rv); |
1514 | return dist_att (dir, ob, enemy, part, rv); |
1505 | } |
1515 | } |
1506 | |
1516 | |
1507 | int |
1517 | int |
1508 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1518 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1509 | { |
1519 | { |
1510 | if (rv->distance < 9) |
1520 | if (rv->distance < 9) |
1511 | return absdir (dir + 4); |
1521 | return absdir (dir + 4); |
|
|
1522 | |
1512 | return 0; |
1523 | return 0; |
1513 | } |
1524 | } |
1514 | |
1525 | |
1515 | void |
1526 | void |
1516 | circ1_move (object *ob) |
1527 | circ1_move (object *ob) |
1517 | { |
1528 | { |
1518 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1529 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1530 | |
1519 | if (++ob->move_status > 11) |
1531 | if (++ob->move_status > 11) |
1520 | ob->move_status = 0; |
1532 | ob->move_status = 0; |
|
|
1533 | |
1521 | if (!(move_object (ob, circle[ob->move_status]))) |
1534 | if (!(move_object (ob, circle[ob->move_status]))) |
1522 | (void) move_object (ob, RANDOM () % 8 + 1); |
1535 | move_object (ob, rndm (8) + 1); |
1523 | } |
1536 | } |
1524 | |
1537 | |
1525 | void |
1538 | void |
1526 | circ2_move (object *ob) |
1539 | circ2_move (object *ob) |
1527 | { |
1540 | { |
1528 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
1541 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1542 | |
1529 | if (++ob->move_status > 19) |
1543 | if (++ob->move_status > 19) |
1530 | ob->move_status = 0; |
1544 | ob->move_status = 0; |
|
|
1545 | |
1531 | if (!(move_object (ob, circle[ob->move_status]))) |
1546 | if (!(move_object (ob, circle[ob->move_status]))) |
1532 | (void) move_object (ob, RANDOM () % 8 + 1); |
1547 | move_object (ob, rndm (8) + 1); |
1533 | } |
1548 | } |
1534 | |
1549 | |
1535 | void |
1550 | void |
1536 | pace_movev (object *ob) |
1551 | pace_movev (object *ob) |
1537 | { |
1552 | { |
1538 | if (ob->move_status++ > 6) |
1553 | if (ob->move_status++ > 6) |
1539 | ob->move_status = 0; |
1554 | ob->move_status = 0; |
|
|
1555 | |
1540 | if (ob->move_status < 4) |
1556 | if (ob->move_status < 4) |
1541 | (void) move_object (ob, 5); |
1557 | move_object (ob, 5); |
1542 | else |
1558 | else |
1543 | (void) move_object (ob, 1); |
1559 | move_object (ob, 1); |
1544 | } |
1560 | } |
1545 | |
1561 | |
1546 | void |
1562 | void |
1547 | pace_moveh (object *ob) |
1563 | pace_moveh (object *ob) |
1548 | { |
1564 | { |
1549 | if (ob->move_status++ > 6) |
1565 | if (ob->move_status++ > 6) |
1550 | ob->move_status = 0; |
1566 | ob->move_status = 0; |
|
|
1567 | |
1551 | if (ob->move_status < 4) |
1568 | if (ob->move_status < 4) |
1552 | (void) move_object (ob, 3); |
1569 | move_object (ob, 3); |
1553 | else |
1570 | else |
1554 | (void) move_object (ob, 7); |
1571 | move_object (ob, 7); |
1555 | } |
1572 | } |
1556 | |
1573 | |
1557 | void |
1574 | void |
1558 | pace2_movev (object *ob) |
1575 | pace2_movev (object *ob) |
1559 | { |
1576 | { |
1560 | if (ob->move_status++ > 16) |
1577 | if (ob->move_status++ > 16) |
1561 | ob->move_status = 0; |
1578 | ob->move_status = 0; |
|
|
1579 | |
1562 | if (ob->move_status < 6) |
1580 | if (ob->move_status < 6) |
1563 | (void) move_object (ob, 5); |
1581 | move_object (ob, 5); |
1564 | else if (ob->move_status < 8) |
1582 | else if (ob->move_status < 8) |
1565 | return; |
1583 | return; |
1566 | else if (ob->move_status < 13) |
1584 | else if (ob->move_status < 13) |
1567 | (void) move_object (ob, 1); |
1585 | move_object (ob, 1); |
1568 | else |
1586 | else |
1569 | return; |
1587 | return; |
1570 | } |
1588 | } |
1571 | |
1589 | |
1572 | void |
1590 | void |
1573 | pace2_moveh (object *ob) |
1591 | pace2_moveh (object *ob) |
1574 | { |
1592 | { |
1575 | if (ob->move_status++ > 16) |
1593 | if (ob->move_status++ > 16) |
1576 | ob->move_status = 0; |
1594 | ob->move_status = 0; |
|
|
1595 | |
1577 | if (ob->move_status < 6) |
1596 | if (ob->move_status < 6) |
1578 | (void) move_object (ob, 3); |
1597 | move_object (ob, 3); |
1579 | else if (ob->move_status < 8) |
1598 | else if (ob->move_status < 8) |
1580 | return; |
1599 | return; |
1581 | else if (ob->move_status < 13) |
1600 | else if (ob->move_status < 13) |
1582 | (void) move_object (ob, 7); |
1601 | move_object (ob, 7); |
1583 | else |
1602 | else |
1584 | return; |
1603 | return; |
1585 | } |
1604 | } |
1586 | |
1605 | |
1587 | void |
1606 | void |
1588 | rand_move (object *ob) |
1607 | rand_move (object *ob) |
1589 | { |
1608 | { |
1590 | int i; |
|
|
1591 | |
|
|
1592 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1609 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1593 | for (i = 0; i < 5; i++) |
1610 | for (int i = 0; i < 5; i++) |
1594 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1611 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1595 | return; |
1612 | return; |
1596 | } |
1613 | } |
1597 | |
1614 | |
1598 | void |
1615 | void |
1599 | check_earthwalls (object *op, maptile *m, int x, int y) |
1616 | check_earthwalls (object *op, maptile *m, int x, int y) |
1600 | { |
1617 | { |
1601 | object *tmp; |
|
|
1602 | |
|
|
1603 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1618 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1604 | { |
|
|
1605 | if (tmp->type == EARTHWALL) |
1619 | if (tmp->type == EARTHWALL) |
1606 | { |
1620 | { |
1607 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1621 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1608 | return; |
1622 | return; |
1609 | } |
1623 | } |
1610 | } |
|
|
1611 | } |
1624 | } |
1612 | |
1625 | |
1613 | void |
1626 | void |
1614 | check_doors (object *op, maptile *m, int x, int y) |
1627 | check_doors (object *op, maptile *m, int x, int y) |
1615 | { |
1628 | { |
1616 | object *tmp; |
|
|
1617 | |
|
|
1618 | for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1629 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1619 | { |
|
|
1620 | if (tmp->type == DOOR) |
1630 | if (tmp->type == DOOR) |
1621 | { |
1631 | { |
1622 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1632 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1623 | return; |
1633 | return; |
1624 | } |
1634 | } |
1625 | } |
|
|
1626 | } |
1635 | } |
1627 | |
1636 | |
1628 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1637 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1629 | * This is probably overly simplistic as it is now - We want |
1638 | * This is probably overly simplistic as it is now - We want |
1630 | * monsters to throw things like chairs and other pieces of |
1639 | * monsters to throw things like chairs and other pieces of |
1631 | * furniture, even if they are not good throwable objects. |
1640 | * furniture, even if they are not good throwable objects. |
1632 | * Probably better to have the monster throw a throwable object |
1641 | * Probably better to have the monster throw a throwable object |
1633 | * first, then throw any non equipped weapon. |
1642 | * first, then throw any non equipped weapon. |
1634 | */ |
1643 | */ |
1635 | |
|
|
1636 | object * |
1644 | object * |
1637 | find_mon_throw_ob (object *op) |
1645 | find_mon_throw_ob (object *op) |
1638 | { |
1646 | { |
1639 | object *tmp = NULL; |
1647 | object *tmp = NULL; |
1640 | |
1648 | |
… | |
… | |
1644 | tmp = op; |
1652 | tmp = op; |
1645 | |
1653 | |
1646 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1654 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1647 | * marked item and throw it to the enemy. |
1655 | * marked item and throw it to the enemy. |
1648 | */ |
1656 | */ |
1649 | |
|
|
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1657 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1651 | { |
1658 | { |
1652 | |
|
|
1653 | /* Can't throw invisible objects or items that are applied */ |
1659 | /* Can't throw invisible objects or items that are applied */ |
1654 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1660 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1655 | continue; |
1661 | continue; |
1656 | |
1662 | |
1657 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1663 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
… | |
… | |
1673 | * properly. I also so odd code in place that checked for x distance |
1679 | * properly. I also so odd code in place that checked for x distance |
1674 | * OR y distance being within some range - that seemed wrong - both should |
1680 | * OR y distance being within some range - that seemed wrong - both should |
1675 | * be within the valid range. MSW 2001-08-05 |
1681 | * be within the valid range. MSW 2001-08-05 |
1676 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1682 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1677 | */ |
1683 | */ |
1678 | |
|
|
1679 | int |
1684 | int |
1680 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1685 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1681 | { |
1686 | { |
1682 | int radius = MIN_MON_RADIUS, hide_discovery; |
1687 | int radius = MIN_MON_RADIUS, hide_discovery; |
1683 | |
1688 | |
… | |
… | |
1690 | return 0; |
1695 | return 0; |
1691 | |
1696 | |
1692 | get_rangevector (op, enemy, rv, 0); |
1697 | get_rangevector (op, enemy, rv, 0); |
1693 | |
1698 | |
1694 | /* Monsters always ignore the DM */ |
1699 | /* Monsters always ignore the DM */ |
1695 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1700 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1696 | return 0; |
1701 | return 0; |
1697 | |
1702 | |
1698 | /* simple check. Should probably put some range checks in here. */ |
1703 | /* simple check. Should probably put some range checks in here. */ |
1699 | if (can_see_enemy (op, enemy)) |
1704 | if (can_see_enemy (op, enemy)) |
1700 | return 1; |
1705 | return 1; |
… | |
… | |
1713 | |
1718 | |
1714 | /* use this for invis also */ |
1719 | /* use this for invis also */ |
1715 | hide_discovery = op->stats.Int / 5; |
1720 | hide_discovery = op->stats.Int / 5; |
1716 | |
1721 | |
1717 | /* Determine Detection radii */ |
1722 | /* Determine Detection radii */ |
1718 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1723 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1719 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1724 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1720 | else |
1725 | else |
1721 | { /* a level/INT/Dex adjustment for hiding */ |
1726 | { /* a level/INT/Dex adjustment for hiding */ |
1722 | object *sk_hide; |
|
|
1723 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1727 | int bonus = op->level / 2 + op->stats.Int / 5; |
1724 | |
1728 | |
1725 | if (enemy->type == PLAYER) |
1729 | if (enemy->is_player ()) |
1726 | { |
1730 | { |
1727 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1731 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1728 | bonus -= sk_hide->level; |
1732 | bonus -= sk_hide->level; |
1729 | else |
1733 | else |
1730 | { |
1734 | { |
1731 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1735 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1732 | make_visible (enemy); |
1736 | make_visible (enemy); |
… | |
… | |
1741 | } /* else creature has modifiers for hiding */ |
1745 | } /* else creature has modifiers for hiding */ |
1742 | |
1746 | |
1743 | /* Radii stealth adjustment. Only if you are stealthy |
1747 | /* Radii stealth adjustment. Only if you are stealthy |
1744 | * will you be able to sneak up closer to creatures */ |
1748 | * will you be able to sneak up closer to creatures */ |
1745 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1749 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1746 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1750 | { |
|
|
1751 | radius /= 2; |
|
|
1752 | hide_discovery /= 3; |
|
|
1753 | } |
1747 | |
1754 | |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1755 | /* Radii adjustment for enemy standing in the dark */ |
1749 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1756 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1750 | { |
1757 | { |
1751 | /* on dark maps body heat can help indicate location with infravision |
1758 | /* on dark maps body heat can help indicate location with infravision |
1752 | * undead don't have body heat, so no benefit detecting them. |
1759 | * undead don't have body heat, so no benefit detecting them. |
1753 | */ |
1760 | */ |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1761 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1755 | radius += op->map->darkness / 2; |
1762 | radius += op->map->darklevel () / 2; |
1756 | else |
1763 | else |
1757 | radius -= op->map->darkness / 2; |
1764 | radius -= op->map->darklevel () / 2; |
1758 | |
1765 | |
1759 | /* op next to a monster (and not in complete darkness) |
1766 | /* op next to a monster (and not in complete darkness) |
1760 | * the monster should have a chance to see you. |
1767 | * the monster should have a chance to see you. |
1761 | */ |
1768 | */ |
1762 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1769 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1763 | radius = MIN_MON_RADIUS; |
1770 | radius = MIN_MON_RADIUS; |
1764 | } /* if on dark map */ |
1771 | } /* if on dark map */ |
1765 | |
1772 | |
1766 | /* Lets not worry about monsters that have incredible detection |
1773 | /* Lets not worry about monsters that have incredible detection |
1767 | * radii, we only need to worry here about things the player can |
1774 | * radii, we only need to worry here about things the player can |
… | |
… | |
1769 | * may have for their map - in that way, creatures at the edge will |
1776 | * may have for their map - in that way, creatures at the edge will |
1770 | * do something. Note that the distance field in the |
1777 | * do something. Note that the distance field in the |
1771 | * vector is real distance, so in theory this should be 18 to |
1778 | * vector is real distance, so in theory this should be 18 to |
1772 | * find that. |
1779 | * find that. |
1773 | */ |
1780 | */ |
1774 | if (radius > 13) |
1781 | // note that the above reasoning was utter bullshit even at the time it was written |
1775 | radius = 13; |
1782 | // we use 25, lets see if we have the cpu time for it |
|
|
1783 | radius = min (25, radius); |
1776 | |
1784 | |
1777 | /* Enemy in range! Now test for detection */ |
1785 | /* Enemy in range! Now test for detection */ |
1778 | if ((int) rv->distance <= radius) |
1786 | if (rv->distance <= radius) |
1779 | { |
1787 | { |
1780 | /* ah, we are within range, detected? take cases */ |
1788 | /* ah, we are within range, detected? take cases */ |
1781 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1789 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | return 1; |
1790 | return 1; |
1783 | |
1791 | |
1784 | /* hidden or low-quality invisible */ |
1792 | /* hidden or low-quality invisible */ |
1785 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1793 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1786 | { |
1794 | { |
1787 | make_visible (enemy); |
1795 | make_visible (enemy); |
|
|
1796 | |
1788 | /* inform players of new status */ |
1797 | /* inform players of new status */ |
1789 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1798 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1790 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1799 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1800 | |
1791 | return 1; /* detected enemy */ |
1801 | return 1; /* detected enemy */ |
1792 | } |
1802 | } |
1793 | else if (enemy->invisible) |
1803 | else if (enemy->invisible) |
1794 | { |
1804 | { |
1795 | /* Change this around - instead of negating the invisible, just |
1805 | /* Change this around - instead of negating the invisible, just |
1796 | * return true so that the mosnter that managed to detect you can |
1806 | * return true so that the monster that managed to detect you can |
1797 | * do something to you. Decreasing the duration of invisible |
1807 | * do something to you. Decreasing the duration of invisible |
1798 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1808 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1799 | * can then basically negate the spell. The spell isn't negated - |
1809 | * can then basically negate the spell. The spell isn't negated - |
1800 | * they just know where you are! |
1810 | * they just know where you are! |
1801 | */ |
1811 | */ |
1802 | if ((RANDOM () % 50) <= hide_discovery) |
1812 | if (rndm (50) <= hide_discovery) |
1803 | { |
1813 | { |
1804 | if (enemy->type == PLAYER) |
1814 | if (enemy->type == PLAYER) |
1805 | { |
|
|
1806 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1815 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1807 | } |
1816 | |
1808 | return 1; |
1817 | return 1; |
1809 | } |
1818 | } |
1810 | } |
1819 | } |
1811 | } /* within range */ |
1820 | } /* within range */ |
1812 | |
1821 | |
… | |
… | |
1817 | /* determine if op stands in a lighted square. This is not a very |
1826 | /* determine if op stands in a lighted square. This is not a very |
1818 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1827 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1819 | * is possible for a bright light to illuminate a player on the |
1828 | * is possible for a bright light to illuminate a player on the |
1820 | * other side of a wall (!). |
1829 | * other side of a wall (!). |
1821 | */ |
1830 | */ |
1822 | |
|
|
1823 | int |
1831 | int |
1824 | stand_in_light (object *op) |
1832 | stand_in_light (object *op) |
1825 | { |
1833 | { |
1826 | sint16 nx, ny; |
|
|
1827 | maptile *m; |
|
|
1828 | |
|
|
1829 | |
|
|
1830 | if (!op) |
1834 | if (op) |
1831 | return 0; |
1835 | { |
1832 | if (op->glow_radius > 0) |
1836 | if (op->glow_radius > 0) |
1833 | return 1; |
1837 | return 1; |
1834 | |
1838 | |
1835 | if (op->map) |
1839 | if (op->map) |
1836 | { |
1840 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1837 | int x, y, x1, y1; |
1841 | { |
1838 | |
|
|
1839 | |
|
|
1840 | |
|
|
1841 | /* Check the spaces with the max light radius to see if any of them |
1842 | /* Check the spaces with the max light radius to see if any of them |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1843 | * have lights, and if any of them light the player enough, then return 1. |
1843 | */ |
|
|
1844 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1845 | { |
|
|
1846 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1847 | { |
1844 | */ |
1848 | m = op->map; |
1845 | int light = m->at (nx, ny).light; |
1849 | nx = x; |
|
|
1850 | ny = y; |
|
|
1851 | |
1846 | |
1852 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1847 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1853 | continue; |
|
|
1854 | |
|
|
1855 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1856 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1857 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1858 | return 1; |
1848 | return 1; |
1859 | } |
1849 | } |
1860 | } |
|
|
1861 | } |
1850 | } |
|
|
1851 | |
1862 | return 0; |
1852 | return 0; |
1863 | } |
1853 | } |
1864 | |
|
|
1865 | |
1854 | |
1866 | /* assuming no walls/barriers, lets check to see if its *possible* |
1855 | /* assuming no walls/barriers, lets check to see if its *possible* |
1867 | * to see an enemy. Note, "detection" is different from "seeing". |
1856 | * to see an enemy. Note, "detection" is different from "seeing". |
1868 | * See can_detect_enemy() for more details. -b.t. |
1857 | * See can_detect_enemy() for more details. -b.t. |
1869 | * return 0 if can't be seen, 1 if can be |
1858 | * return 0 if can't be seen, 1 if can be |
1870 | */ |
1859 | */ |
1871 | |
|
|
1872 | int |
1860 | int |
1873 | can_see_enemy (object *op, object *enemy) |
1861 | can_see_enemy (object *op, object *enemy) |
1874 | { |
1862 | { |
1875 | object *looker = op->head ? op->head : op; |
1863 | object *looker = op->head ? op->head : op; |
1876 | |
1864 | |
… | |
… | |
1892 | * However,if you carry any source of light, then the hidden |
1880 | * However,if you carry any source of light, then the hidden |
1893 | * creature is seeable (and stupid) */ |
1881 | * creature is seeable (and stupid) */ |
1894 | |
1882 | |
1895 | if (has_carried_lights (enemy)) |
1883 | if (has_carried_lights (enemy)) |
1896 | { |
1884 | { |
1897 | if (enemy->hide) |
1885 | if (enemy->flag [FLAG_HIDDEN]) |
1898 | { |
1886 | { |
1899 | make_visible (enemy); |
1887 | make_visible (enemy); |
1900 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1888 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1901 | } |
1889 | } |
|
|
1890 | |
1902 | return 1; |
1891 | return 1; |
1903 | } |
1892 | } |
1904 | else if (enemy->hide) |
1893 | else if (enemy->flag [FLAG_HIDDEN]) |
1905 | return 0; |
1894 | return 0; |
1906 | |
1895 | |
1907 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1896 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1908 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1897 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1909 | * and making it a conditional makes the code pretty ugly. |
1898 | * and making it a conditional makes the code pretty ugly. |
1910 | */ |
1899 | */ |
1911 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1900 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1912 | { |
|
|
1913 | if (makes_invisible_to (enemy, looker)) |
1901 | if (makes_invisible_to (enemy, looker)) |
1914 | return 0; |
1902 | return 0; |
1915 | } |
|
|
1916 | } |
1903 | } |
1917 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1904 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1918 | if (player_can_view (looker, enemy)) |
1905 | if (player_can_view (looker, enemy)) |
1919 | return 1; |
1906 | return 1; |
1920 | |
1907 | |
1921 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1908 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1922 | * unless they carry a light or stand in light. Darkness doesnt |
1909 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1925 | * we care about the enemy maps status, not the looker. |
1912 | * we care about the enemy maps status, not the looker. |
1926 | * only relevant for tiled maps, but it is possible that the |
1913 | * only relevant for tiled maps, but it is possible that the |
1927 | * enemy is on a bright map and the looker on a dark - in that |
1914 | * enemy is on a bright map and the looker on a dark - in that |
1928 | * case, the looker can still see the enemy |
1915 | * case, the looker can still see the enemy |
1929 | */ |
1916 | */ |
1930 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1917 | if (enemy->map->darklevel () > 0 |
|
|
1918 | && !stand_in_light (enemy) |
1931 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1919 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1932 | return 0; |
1920 | return 0; |
1933 | |
1921 | |
1934 | return 1; |
1922 | return 1; |
1935 | } |
1923 | } |
|
|
1924 | |