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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.55 by root, Sat Dec 27 07:50:05 2008 UTC vs.
Revision 1.79 by root, Fri Mar 26 00:53:26 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra 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 <support@deliantra.net> 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>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * 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
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* 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
57 * 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
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * 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
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((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)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* 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
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * 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
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156object * 158static object *
157find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
158{ 160{
159 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
160 162
161 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. */
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234int 236static int
235check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
236{ 238{
237 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
240 245
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 247
243 if (op->flag [FLAG_BLIND]) 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 */
251 * 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
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * 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
254 * the dark. */ 259 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 261
259 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
261 264
262 /* 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
269 } 272 }
270 273
271 return 0; 274 return 0;
272} 275}
273 276
274int 277static int
275move_randomly (object *op) 278move_randomly (object *op)
276{ 279{
277 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1)) 282 if (op->move (rndm (8) + 1))
280 return 1; 283 return 1;
281 284
282 return 0; 285 return 0;
283} 286}
284 287
285/* 288/*
286 * Move-monster returns 1 if the object has been freed, otherwise 0. 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.
287 */ 293 */
288int 294static int
289move_monster (object *op) 295monster_can_pick (object *monster, object *item)
290{ 296{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 298 int i;
293 rv_vector rv;
294 299
295 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
296 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
297 */ 365 */
298 if (!op->map) 366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
299 return 0; 376 return 1;
300 377
301 /* for target facing, we copy this value here for fast access */ 378 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 379}
303 oph = oph->head;
304 380
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
306 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 383 *
308 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
309 enemy->attacked_by = op; /* our ptr */ 385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
310 400
311 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 * 405 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
320 * 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.
321 */ 413 */
322 414 if (next && next->destroyed ())
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 return 1; 415 return;
416 }
417}
418
419/*
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)
383 } 434 {
384 435 case T_HANDLE:
385 /* Probably really a bug for a creature to have both 436 case TRIGGER:
386 * stand still and a movement type set. 437 if (monster->will_apply & 1)
387 */ 438 manual_apply (monster, tmp, 0);
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case (PETMOVE):
395 pet_move (op);
396 break;
397
398 case (CIRCLE1):
399 circ1_move (op);
400 break;
401
402 case (CIRCLE2):
403 circ2_move (op);
404 break;
405
406 case (PACEV):
407 pace_movev (op);
408 break;
409
410 case (PACEH):
411 pace_moveh (op);
412 break;
413
414 case (PACEV2):
415 pace2_movev (op);
416 break;
417
418 case (PACEH2):
419 pace2_moveh (op);
420 break;
421
422 case (RANDO):
423 rand_move (op);
424 break;
425
426 case (RANDO2):
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
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
549 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550 dir = absdir (dir + 4);
551
552 if (QUERY_FLAG (op, FLAG_CONFUSED))
553 dir = absdir (dir + rndm (3) + rndm (3) - 2);
554
555 pre_att_dir = dir; /* remember the original direction */
556
557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558 {
559 switch (op->attack_movement & LO4)
560 {
561 case DISTATT:
562 dir = dist_att (dir, op, enemy, part, &rv);
563 break; 439 break;
564 440
565 case RUNATT: 441 case TREASURE:
566 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
567 break; 444 break;
568 445
569 case HITRUN:
570 dir = hitrun_att (dir, op, enemy);
571 break;
572
573 case WAITATT:
574 dir = wait_att (dir, op, enemy, part, &rv);
575 break;
576
577 case RUSH: /* default - monster normally moves towards player */
578 case ALLRUN:
579 break;
580
581 case DISTHIT:
582 dir = disthit_att (dir, op, enemy, part, &rv);
583 break;
584
585 case WAIT2:
586 dir = wait_att2 (dir, op, enemy, part, &rv);
587 break;
588
589 default:
590 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
591 }
592 }
593
594 if (!dir)
595 return 0;
596
597 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598 {
599 if (move_object (op, dir)) /* Can the monster move directly toward player? */
600 { 446 }
601 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
602 if ((op->attack_movement & LO4) == DISTATT) 448 break;
603 op->direction = pre_att_dir;
604
605 return 0;
606 }
607
608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
609 {
610 /* Try move around corners if !close */
611 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
612
613 for (diff = 1; diff <= maxdiff; diff++)
614 {
615 /* try different detours */
616 int m = 1 - rndm (2) * 2; /* Try left or right first? */
617
618 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
619 return 0;
620 }
621 }
622 } /* if monster is not standing still */
623
624 /* elmex: Turn our monster after it moved if it has DISTATT attack */
625 if ((op->attack_movement & LO4) == DISTATT)
626 op->direction = pre_att_dir;
627
628 /*
629 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
630 * direction if they can't move away.
631 */
632 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
633 if (move_randomly (op))
634 return 0;
635
636 /*
637 * Try giving the monster a new enemy - the player that is closest
638 * to it. In this way, it won't just keep trying to get to a target
639 * that is inaccessible.
640 * This could be more clever - it should go through a list of several
641 * enemies, as it is now, you could perhaps get situations where there
642 * are two players flanking the monster at close distance, but which
643 * the monster can't get to, and a third one at a far distance that
644 * the monster could get to - as it is, the monster won't look at that
645 * third one.
646 */
647 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
648 { 449 }
649 object *nearest_player = get_nearest_player (op);
650
651 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
652 {
653 op->enemy = 0;
654 enemy = nearest_player;
655 }
656 }
657
658 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
659 {
660 /* The adjustement to wc that was here before looked totally bogus -
661 * since wc can in fact get negative, that would mean by adding
662 * the current wc, the creature gets better? Instead, just
663 * add a fixed amount - nasty creatures that are runny away should
664 * still be pretty nasty.
665 */
666 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
667 {
668 part->stats.wc += 10;
669 skill_attack (enemy, part, 0, NULL, NULL);
670 part->stats.wc -= 10;
671 }
672 else
673 skill_attack (enemy, part, 0, NULL, NULL);
674 } /* if monster is in attack range */
675
676 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
677 return 1;
678
679 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
680 {
681 op->drop_and_destroy ();
682 return 1;
683 }
684
685 return 0;
686}
687
688int
689can_hit (object *ob1, object *ob2, rv_vector * rv)
690{
691 object *more;
692 rv_vector rv1;
693
694 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
695 return 0;
696
697 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
698 return 1;
699
700 /* check all the parts of ob2 - just because we can't get to
701 * its head doesn't mean we don't want to pound its feet
702 */
703 for (more = ob2->more; more != NULL; more = more->more)
704 {
705 get_rangevector (ob1, more, &rv1, 0);
706 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
707 return 1;
708 }
709
710 return 0;
711} 450}
712 451
713/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
714 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
715 * 454 *
723 * 462 *
724 * 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,
725 * 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,
726 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
727 */ 466 */
728
729static int 467static int
730monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
731{ 469{
732 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
733 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
738 return 1; 476 return 1;
739 477
740 return 0; 478 return 0;
741} 479}
742 480
743#define MAX_KNOWN_SPELLS 20
744
745/* Returns a randomly selected spell. This logic is still
746 * less than ideal. This code also only seems to deal with
747 * wizard spells, as the check is against sp, and not grace.
748 * can mosnters know cleric spells?
749 */
750object *
751monster_choose_random_spell (object *monster)
752{
753 object *altern[MAX_KNOWN_SPELLS];
754 int i = 0;
755
756 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758 {
759 /* Check and see if it's actually a useful spell.
760 * If its a spellbook, the spell is actually the inventory item.
761 * if it is a spell, then it is just the object itself.
762 */
763 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
764 {
765 altern [i++] = tmp;
766
767 if (i == MAX_KNOWN_SPELLS)
768 break;
769 }
770 }
771
772 return i ? altern [rndm (i)] : 0;
773}
774
775/* This checks to see if the monster should cast a spell/ability.
776 * it returns true if the monster casts a spell, 0 if he doesn't.
777 * head is the head of the monster.
778 * part is the part of the monster we are checking against.
779 * pl is the target.
780 * dir is the direction to case.
781 * rv is the vector which describes where the enemy is.
782 */
783int
784monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
785{
786 object *spell_item;
787 object *owner;
788 rv_vector rv1;
789
790 /* If you want monsters to cast spells over friends, this spell should
791 * be removed. It probably should be in most cases, since monsters still
792 * don't care about residual effects (ie, casting a cone which may have a
793 * clear path to the player, the side aspects of the code will still hit
794 * other monsters)
795 */
796 if (!(dir = path_to_player (part, pl, 0)))
797 return 0;
798
799 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
800 {
801 get_rangevector (head, owner, &rv1, 0x1);
802 if (dirdiff (dir, rv1.direction) < 2)
803 return 0; /* Might hit owner with spell */
804 }
805
806 if (QUERY_FLAG (head, FLAG_CONFUSED))
807 dir = absdir (dir + rndm (3) + rndm (3) - 2);
808
809 /* If the monster hasn't already chosen a spell, choose one
810 * I'm not sure if it really make sense to pre-select spells (events
811 * could be different by the time the monster goes again).
812 */
813 if (head->spellitem == NULL)
814 {
815 if ((spell_item = monster_choose_random_spell (head)) == NULL)
816 {
817 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
818 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
819 return 0;
820 }
821
822 if (spell_item->type == SPELLBOOK)
823 {
824 if (!spell_item->inv)
825 {
826 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
827 return 0;
828 }
829
830 spell_item = spell_item->inv;
831 }
832 }
833 else
834 spell_item = head->spellitem;
835
836 if (!spell_item)
837 return 0;
838
839 /* Best guess this is a defensive/healing spell */
840 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
841 dir = 0;
842
843 /* Monster doesn't have enough spell-points */
844 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
845 return 0;
846
847 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
848 return 0;
849
850 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
851 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
852
853 /* set this to null, so next time monster will choose something different */
854 head->spellitem = NULL;
855
856 return cast_spell (part, part, dir, spell_item, NULL);
857}
858
859int
860monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
861{
862 object *scroll;
863 object *owner;
864 rv_vector rv1;
865
866 /* If you want monsters to cast spells over friends, this spell should
867 * be removed. It probably should be in most cases, since monsters still
868 * don't care about residual effects (ie, casting a cone which may have a
869 * clear path to the player, the side aspects of the code will still hit
870 * other monsters)
871 */
872 if (!(dir = path_to_player (part, pl, 0)))
873 return 0;
874
875 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
876 {
877 get_rangevector (head, owner, &rv1, 0x1);
878 if (dirdiff (dir, rv1.direction) < 2)
879 {
880 return 0; /* Might hit owner with spell */
881 }
882 }
883
884 if (QUERY_FLAG (head, FLAG_CONFUSED))
885 dir = absdir (dir + rndm (3) + rndm (3) - 2);
886
887 for (scroll = head->inv; scroll; scroll = scroll->below)
888 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
889 break;
890
891 /* Used up all his scrolls, so nothing do to */
892 if (!scroll)
893 {
894 CLEAR_FLAG (head, FLAG_READY_SCROLL);
895 return 0;
896 }
897
898 /* Spell should be cast on caster (ie, heal, strength) */
899 if (scroll->inv->range == 0)
900 dir = 0;
901
902 apply_scroll (part, scroll, dir);
903 return 1;
904}
905
906/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
907 * Note that monsters do not need the skills SK_MELEE_WEAPON and
908 * SK_MISSILE_WEAPON to make those respective attacks, if we
909 * required that we would drastically increase the memory
910 * requirements of CF!!
911 *
912 * The skills we are treating here are all but those. -b.t.
913 *
914 * At the moment this is only useful for throwing, perhaps for
915 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
916 */
917int
918monster_use_skill (object *head, object *part, object *pl, int dir)
919{
920 object *skill, *owner;
921
922 if (!(dir = path_to_player (part, pl, 0)))
923 return 0;
924
925 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
926 {
927 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
928
929 if (dirdiff (dir, dir2) < 1)
930 return 0; /* Might hit owner with skill -thrown rocks for example ? */
931 }
932
933 if (QUERY_FLAG (head, FLAG_CONFUSED))
934 dir = absdir (dir + rndm (3) + rndm (3) - 2);
935
936 /* skill selection - monster will use the next unused skill.
937 * well...the following scenario will allow the monster to
938 * toggle between 2 skills. One day it would be nice to make
939 * more skills available to monsters.
940 */
941 for (skill = head->inv; skill; skill = skill->below)
942 if (skill->type == SKILL && skill != head->chosen_skill)
943 {
944 head->chosen_skill = skill;
945 break;
946 }
947
948 if (!skill && !head->chosen_skill)
949 {
950 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
951 CLEAR_FLAG (head, FLAG_READY_SKILL);
952 return 0;
953 }
954
955 /* use skill */
956 return do_skill (head, part, head->chosen_skill, dir, NULL);
957}
958
959/* Monster will use a ranged spell attack. */
960int
961monster_use_range (object *head, object *part, object *pl, int dir)
962{
963 object *wand, *owner;
964 int at_least_one = 0;
965
966 if (!(dir = path_to_player (part, pl, 0)))
967 return 0;
968
969 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
970 {
971 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
972
973 if (dirdiff (dir, dir2) < 2)
974 return 0; /* Might hit owner with spell */
975 }
976
977 if (QUERY_FLAG (head, FLAG_CONFUSED))
978 dir = absdir (dir + rndm (3) + rndm (3) - 2);
979
980 for (wand = head->inv; wand; wand = wand->below)
981 {
982 if (wand->type == WAND)
983 {
984 /* Found a wand, let's see if it has charges left */
985 at_least_one = 1;
986 if (wand->stats.food <= 0)
987 continue;
988
989 cast_spell (head, wand, dir, wand->inv, NULL);
990
991 if (!(--wand->stats.food))
992 {
993 if (wand->arch)
994 {
995 CLEAR_FLAG (wand, FLAG_ANIMATE);
996 wand->face = wand->arch->face;
997 wand->set_speed (0);
998 }
999 }
1000 /* Success */
1001 return 1;
1002 }
1003 else if (wand->type == ROD || wand->type == HORN)
1004 {
1005 /* Found rod/horn, let's use it if possible */
1006 at_least_one = 1;
1007 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1008 continue;
1009
1010 /* drain charge before casting spell - can be a case where the
1011 * spell destroys the monster, and rod, so if done after, results
1012 * in crash.
1013 */
1014 drain_rod_charge (wand);
1015 cast_spell (head, wand, dir, wand->inv, NULL);
1016
1017 /* Success */
1018 return 1;
1019 }
1020 }
1021
1022 if (at_least_one)
1023 return 0;
1024
1025 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1026 CLEAR_FLAG (head, FLAG_READY_RANGE);
1027 return 0;
1028}
1029
1030int
1031monster_use_bow (object *head, object *part, object *pl, int dir)
1032{
1033 object *owner;
1034
1035 if (!(dir = path_to_player (part, pl, 0)))
1036 return 0;
1037
1038 if (QUERY_FLAG (head, FLAG_CONFUSED))
1039 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1040
1041 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1042 {
1043 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1044
1045 if (dirdiff (dir, dir2) < 1)
1046 return 0; /* Might hit owner with arrow */
1047 }
1048
1049 /* in server/player.c */
1050 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1051
1052}
1053
1054/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1055 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1056 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1057 * 484 *
1058 * return true if item is a better object. 485 * return true if item is a better object.
1059 */ 486 */
1060int 487static int
1061check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1062{ 489{
1063 object *other_weap; 490 object *other_weap;
1064 int val = 0, i; 491 int val = 0, i;
1065 492
1088 return 1; 515 return 1;
1089 else 516 else
1090 return 0; 517 return 0;
1091} 518}
1092 519
1093int 520static int
1094check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1095{ 522{
1096 object *other_armour; 523 object *other_armour;
1097 int val = 0, i; 524 int val = 0, i;
1098 525
1126 553
1127 if (val > 0) 554 if (val > 0)
1128 return 1; 555 return 1;
1129 else 556 else
1130 return 0; 557 return 0;
1131}
1132
1133/*
1134 * monster_check_pickup(): checks for items that monster can pick up.
1135 *
1136 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1137 * Each time the blob passes over some treasure, it will
1138 * grab it a.s.a.p.
1139 *
1140 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1141 * to handle this.
1142 *
1143 * This function was seen be continueing looping at one point (tmp->below
1144 * became a recursive loop. It may be better to call monster_check_apply
1145 * after we pick everything up, since that function may call others which
1146 * affect stacking on this space.
1147 */
1148void
1149monster_check_pickup (object *monster)
1150{
1151 object *tmp, *next;
1152
1153 for (tmp = monster->below; tmp != NULL; tmp = next)
1154 {
1155 next = tmp->below;
1156 if (monster_can_pick (monster, tmp))
1157 {
1158 tmp->remove ();
1159 tmp = insert_ob_in_ob (tmp, monster);
1160 (void) monster_check_apply (monster, tmp);
1161 }
1162 /* We could try to re-establish the cycling, of the space, but probably
1163 * not a big deal to just bail out.
1164 */
1165 if (next && next->destroyed ())
1166 return;
1167 }
1168}
1169
1170/*
1171 * monster_can_pick(): If the monster is interested in picking up
1172 * the item, then return 0. Otherwise 0.
1173 * Instead of pick_up, flags for "greed", etc, should be used.
1174 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175 */
1176int
1177monster_can_pick (object *monster, object *item)
1178{
1179 int flag = 0;
1180 int i;
1181
1182 if (!can_pick (monster, item))
1183 return 0;
1184
1185 if (QUERY_FLAG (item, FLAG_UNPAID))
1186 return 0;
1187
1188 if (monster->pick_up & 64) /* All */
1189 flag = 1;
1190
1191 else
1192 switch (item->type)
1193 {
1194 case MONEY:
1195 case GEM:
1196 flag = monster->pick_up & 2;
1197 break;
1198
1199 case FOOD:
1200 flag = monster->pick_up & 4;
1201 break;
1202
1203 case WEAPON:
1204 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1205 break;
1206
1207 case ARMOUR:
1208 case SHIELD:
1209 case HELMET:
1210 case BOOTS:
1211 case GLOVES:
1212 case GIRDLE:
1213 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1214 break;
1215
1216 case SKILL:
1217 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1218 break;
1219
1220 case RING:
1221 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1222 break;
1223
1224 case WAND:
1225 case HORN:
1226 case ROD:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1228 break;
1229
1230 case SPELLBOOK:
1231 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1232 break;
1233
1234 case SCROLL:
1235 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1236 break;
1237
1238 case BOW:
1239 case ARROW:
1240 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1241 break;
1242 }
1243
1244 /* Simplistic check - if the monster has a location to equip it, he will
1245 * pick it up. Note that this doesn't handle cases where an item may
1246 * use several locations.
1247 */
1248 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249 {
1250 if (monster->slot[i].info && item->slot[i].info)
1251 {
1252 flag = 1;
1253 break;
1254 }
1255 }
1256
1257 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1258 return 1;
1259
1260 return 0;
1261}
1262
1263/*
1264 * monster_apply_below():
1265 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1266 * eager to apply things, encounters something apply-able,
1267 * then make him apply it
1268 */
1269void
1270monster_apply_below (object *monster)
1271{
1272 object *tmp, *next;
1273
1274 for (tmp = monster->below; tmp != NULL; tmp = next)
1275 {
1276 next = tmp->below;
1277 switch (tmp->type)
1278 {
1279 case CF_HANDLE:
1280 case TRIGGER:
1281 if (monster->will_apply & 1)
1282 manual_apply (monster, tmp, 0);
1283 break;
1284
1285 case TREASURE:
1286 if (monster->will_apply & 2)
1287 manual_apply (monster, tmp, 0);
1288 break;
1289
1290 }
1291 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1292 break;
1293 }
1294} 558}
1295 559
1296/* 560/*
1297 * 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
1298 * inserted in a monster. 562 * inserted in a monster.
1409 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1410 */ 674 */
1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1412} 676}
1413 677
1414void 678static int
1415npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1416{ 680{
1417 int x, y, mflags;
1418 object *npc; 681 object *more;
1419 sint16 sx, sy; 682 rv_vector rv1;
1420 maptile *m;
1421 683
1422 for (x = -3; x < 4; x++) 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1423 for (y = -3; y < 4; y++) 685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
1424 { 694 {
1425 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1426 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1427 sy = op->y + y; 697 return 1;
1428 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429 /* If nothing alive on this space, no need to search the space. */
1430 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1431 continue;
1432
1433 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435 npc->enemy = op->enemy;
1436 } 698 }
1437}
1438 699
1439int 700 return 0;
701}
702
703static int
1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1441{ 705{
1442 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1443 return dir; 707 return dir;
1444 708
1445 if (rv->distance < 10) 709 if (rv->distance < 10)
1448 return dir; 712 return dir;
1449 713
1450 return 0; 714 return 0;
1451} 715}
1452 716
1453int 717static int
1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1455{ 719{
1456 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1457 {
1458 ob->move_status++;
1459 return (dir); 721 return dir;
1460 } 722 else
1461 else if (ob->move_status > 20)
1462 ob->move_status = 0;
1463
1464 return absdir (dir + 4); 723 return absdir (dir + 4);
1465} 724}
1466 725
1467int 726static int
1468hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1469{ 728{
1470 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1471 return dir; 730 return dir;
1472 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1475 ob->move_status = 0; 734 ob->move_status = 0;
1476 735
1477 return absdir (dir + 4); 736 return absdir (dir + 4);
1478} 737}
1479 738
1480int 739static int
1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{ 741{
1483
1484 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1485 743
1486 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1487 ob->move_status++; 745 ob->move_status++;
1488 746
1495 753
1496 ob->move_status = 0; 754 ob->move_status = 0;
1497 return 0; 755 return 0;
1498} 756}
1499 757
1500int 758static int
1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502{ 760{
1503
1504 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1505 * happen is that if the creatures hp percentage falls below run_away, 762 * happen is that if the creatures hp percentage falls below run_away,
1506 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1507 * I think its wrong for a creature to have a zero maxhp value, but 764 * I think its wrong for a creature to have a zero maxhp value, but
1508 * at least one map has this set, and whatever the map contains, the 765 * at least one map has this set, and whatever the map contains, the
1509 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1510 */ 767 */
1511 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1512 return absdir (dir + 4); 769 return absdir (dir + 4);
1513 770
1514 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1515} 772}
1516 773
1517int 774static int
1518wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1519{ 776{
1520 if (rv->distance < 9) 777 if (rv->distance < 9)
1521 return absdir (dir + 4); 778 return absdir (dir + 4);
1522 779
1523 return 0; 780 return 0;
1524} 781}
1525 782
1526void 783static void
1527circ1_move (object *ob) 784circ1_move (object *ob)
1528{ 785{
1529 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530 787
1531 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1532 ob->move_status = 0; 789 ob->move_status = 0;
1533 790
1534 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(ob->move (circle[ob->move_status])))
1535 move_object (ob, rndm (8) + 1); 792 ob->move (rndm (8) + 1);
1536} 793}
1537 794
1538void 795static void
1539circ2_move (object *ob) 796circ2_move (object *ob)
1540{ 797{
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 }; 798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542 799
1543 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1544 ob->move_status = 0; 801 ob->move_status = 0;
1545 802
1546 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(ob->move (circle[ob->move_status])))
1547 move_object (ob, rndm (8) + 1); 804 ob->move (rndm (8) + 1);
1548} 805}
1549 806
1550void 807static void
1551pace_movev (object *ob) 808pace_movev (object *ob)
1552{ 809{
1553 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1554 ob->move_status = 0; 811 ob->move_status = 0;
1555 812
1556 if (ob->move_status < 4) 813 if (ob->move_status < 4)
1557 move_object (ob, 5); 814 ob->move (5);
1558 else 815 else
1559 move_object (ob, 1); 816 ob->move (1);
1560} 817}
1561 818
1562void 819static void
1563pace_moveh (object *ob) 820pace_moveh (object *ob)
1564{ 821{
1565 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1566 ob->move_status = 0; 823 ob->move_status = 0;
1567 824
1568 if (ob->move_status < 4) 825 if (ob->move_status < 4)
1569 move_object (ob, 3); 826 ob->move (3);
1570 else 827 else
1571 move_object (ob, 7); 828 ob->move (7);
1572} 829}
1573 830
1574void 831static void
1575pace2_movev (object *ob) 832pace2_movev (object *ob)
1576{ 833{
1577 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1578 ob->move_status = 0; 835 ob->move_status = 0;
1579 836
1580 if (ob->move_status < 6) 837 if (ob->move_status < 6)
1581 move_object (ob, 5); 838 ob->move (5);
1582 else if (ob->move_status < 8) 839 else if (ob->move_status < 8)
1583 return; 840 return;
1584 else if (ob->move_status < 13) 841 else if (ob->move_status < 13)
1585 move_object (ob, 1); 842 ob->move (1);
1586 else 843 else
1587 return; 844 return;
1588} 845}
1589 846
1590void 847static void
1591pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1592{ 849{
1593 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1594 ob->move_status = 0; 851 ob->move_status = 0;
1595 852
1596 if (ob->move_status < 6) 853 if (ob->move_status < 6)
1597 move_object (ob, 3); 854 ob->move (3);
1598 else if (ob->move_status < 8) 855 else if (ob->move_status < 8)
1599 return; 856 return;
1600 else if (ob->move_status < 13) 857 else if (ob->move_status < 13)
1601 move_object (ob, 7); 858 ob->move (7);
1602 else 859 else
1603 return; 860 return;
1604} 861}
1605 862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870}
871
872#define MAX_KNOWN_SPELLS 20
873
874/* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879static object *
880monster_choose_random_spell (object *monster)
881{
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902}
903
904/* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912static int
913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914{
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 return 0;
949 }
950
951 if (spell_item->type == SPELLBOOK)
952 {
953 if (!spell_item->inv)
954 {
955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
956 return 0;
957 }
958
959 spell_item = spell_item->inv;
960 }
961 }
962 else
963 spell_item = head->spellitem;
964
965 if (!spell_item)
966 return 0;
967
968 /* Best guess this is a defensive/healing spell */
969 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
970 dir = 0;
971
972 /* Monster doesn't have enough spell-points */
973 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
974 return 0;
975
976 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
977 return 0;
978
979 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
980 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
981
982 /* set this to null, so next time monster will choose something different */
983 head->spellitem = NULL;
984
985 return cast_spell (part, part, dir, spell_item, NULL);
986}
987
988static int
989monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
990{
991 object *scroll;
992 object *owner;
993 rv_vector rv1;
994
995 /* If you want monsters to cast spells over friends, this spell should
996 * be removed. It probably should be in most cases, since monsters still
997 * don't care about residual effects (ie, casting a cone which may have a
998 * clear path to the player, the side aspects of the code will still hit
999 * other monsters)
1000 */
1001 if (!(dir = path_to_player (part, pl, 0)))
1002 return 0;
1003
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 {
1006 get_rangevector (head, owner, &rv1, 0x1);
1007 if (dirdiff (dir, rv1.direction) < 2)
1008 {
1009 return 0; /* Might hit owner with spell */
1010 }
1011 }
1012
1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015
1016 for (scroll = head->inv; scroll; scroll = scroll->below)
1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018 break;
1019
1020 /* Used up all his scrolls, so nothing do to */
1021 if (!scroll)
1022 {
1023 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1024 return 0;
1025 }
1026
1027 /* Spell should be cast on caster (ie, heal, strength) */
1028 if (scroll->inv->range == 0)
1029 dir = 0;
1030
1031 apply_scroll (part, scroll, dir);
1032 return 1;
1033}
1034
1035/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1036 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1037 * SK_MISSILE_WEAPON to make those respective attacks, if we
1038 * required that we would drastically increase the memory
1039 * requirements of CF!!
1040 *
1041 * The skills we are treating here are all but those. -b.t.
1042 *
1043 * At the moment this is only useful for throwing, perhaps for
1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1045 */
1046static int
1047monster_use_skill (object *head, object *part, object *pl, int dir)
1048{
1049 object *skill, *owner;
1050
1051 if (!(dir = path_to_player (part, pl, 0)))
1052 return 0;
1053
1054 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1055 {
1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1057
1058 if (dirdiff (dir, dir2) < 1)
1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060 }
1061
1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064
1065 /* skill selection - monster will use the next unused skill.
1066 * well...the following scenario will allow the monster to
1067 * toggle between 2 skills. One day it would be nice to make
1068 * more skills available to monsters.
1069 */
1070 for (skill = head->inv; skill; skill = skill->below)
1071 if (skill->type == SKILL && skill != head->chosen_skill)
1072 {
1073 head->chosen_skill = skill;
1074 break;
1075 }
1076
1077 if (!skill && !head->chosen_skill)
1078 {
1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1080 CLEAR_FLAG (head, FLAG_READY_SKILL);
1081 return 0;
1082 }
1083
1084 /* use skill */
1085 return do_skill (head, part, head->chosen_skill, dir, NULL);
1086}
1087
1088/* Monster will use a ranged spell attack. */
1089static int
1090monster_use_range (object *head, object *part, object *pl, int dir)
1091{
1092 object *wand, *owner;
1093 int at_least_one = 0;
1094
1095 if (!(dir = path_to_player (part, pl, 0)))
1096 return 0;
1097
1098 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1099 {
1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1101
1102 if (dirdiff (dir, dir2) < 2)
1103 return 0; /* Might hit owner with spell */
1104 }
1105
1106 if (QUERY_FLAG (head, FLAG_CONFUSED))
1107 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1108
1109 for (wand = head->inv; wand; wand = wand->below)
1110 {
1111 if (wand->type == WAND)
1112 {
1113 /* Found a wand, let's see if it has charges left */
1114 at_least_one = 1;
1115 if (wand->stats.food <= 0)
1116 continue;
1117
1118 cast_spell (head, wand, dir, wand->inv, NULL);
1119
1120 if (!(--wand->stats.food))
1121 {
1122 if (wand->arch)
1123 {
1124 CLEAR_FLAG (wand, FLAG_ANIMATE);
1125 wand->face = wand->arch->face;
1126 wand->set_speed (0);
1127 }
1128 }
1129 /* Success */
1130 return 1;
1131 }
1132 else if (wand->type == ROD || wand->type == HORN)
1133 {
1134 /* Found rod/horn, let's use it if possible */
1135 at_least_one = 1;
1136 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1137 continue;
1138
1139 /* drain charge before casting spell - can be a case where the
1140 * spell destroys the monster, and rod, so if done after, results
1141 * in crash.
1142 */
1143 drain_rod_charge (wand);
1144 cast_spell (head, wand, dir, wand->inv, NULL);
1145
1146 /* Success */
1147 return 1;
1148 }
1149 }
1150
1151 if (at_least_one)
1152 return 0;
1153
1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1155 CLEAR_FLAG (head, FLAG_READY_RANGE);
1156 return 0;
1157}
1158
1159static int
1160monster_use_bow (object *head, object *part, object *pl, int dir)
1161{
1162 object *owner;
1163
1164 if (!(dir = path_to_player (part, pl, 0)))
1165 return 0;
1166
1167 if (QUERY_FLAG (head, FLAG_CONFUSED))
1168 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1169
1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1171 {
1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1173
1174 if (dirdiff (dir, dir2) < 1)
1175 return 0; /* Might hit owner with arrow */
1176 }
1177
1178 /* in server/player.c */
1179 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1180
1181}
1182
1606void 1183void
1607rand_move (object *ob) 1184npc_call_help (object *op)
1608{ 1185{
1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1186 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1610 for (int i = 0; i < 5; i++) 1187 {
1611 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1188 mapspace &ms = m->at (nx, ny);
1612 return; 1189
1190 /* If nothing alive on this space, no need to search the space. */
1191 if (!(ms.flags () & P_IS_ALIVE))
1192 continue;
1193
1194 for (object *npc = ms.bot; npc; npc = npc->above)
1195 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1196 npc->enemy = op->enemy;
1197 }
1613} 1198}
1614 1199
1615void 1200void
1616check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1617{ 1202{
1668#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1669 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1254 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1670#endif 1255#endif
1671 1256
1672 return tmp; 1257 return tmp;
1258}
1259
1260/*
1261 * Move-monster returns 1 if the object has been freed, otherwise 0.
1262 */
1263int
1264move_monster (object *op)
1265{
1266 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1267 object *owner, *enemy, *part, *oph = op;
1268 rv_vector rv;
1269
1270 /* Monsters not on maps don't do anything. These monsters are things
1271 * Like royal guards in city dwellers inventories.
1272 */
1273 if (!op->map)
1274 return 0;
1275
1276 /* for target facing, we copy this value here for fast access */
1277 if (oph->head) /* force update the head - one arch one pic */
1278 oph = oph->head;
1279
1280 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1281 enemy = op->enemy = NULL;
1282 else if ((enemy = find_enemy (op, &rv)))
1283 /* we have an enemy, just tell him we want him dead */
1284 enemy->attacked_by = op; /* our ptr */
1285
1286 /* generate hp, if applicable */
1287 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1288 {
1289 /* last heal is in funny units. Dividing by speed puts
1290 * the regeneration rate on a basis of time instead of
1291 * #moves the monster makes. The scaling by 8 is
1292 * to capture 8th's of a hp fraction regens
1293 *
1294 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1295 * overflow might produce monsters with negative hp.
1296 */
1297
1298 op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed);
1299 op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1300 op->last_heal %= 32;
1301
1302 /* So if the monster has gained enough HP that they are no longer afraid */
1303 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1304 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1305
1306 if (op->stats.hp > op->stats.maxhp)
1307 op->stats.hp = op->stats.maxhp;
1308 }
1309
1310 /* generate sp, if applicable */
1311 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1312 {
1313 /* last_sp is in funny units. Dividing by speed puts
1314 * the regeneration rate on a basis of time instead of
1315 * #moves the monster makes. The scaling by 8 is
1316 * to capture 8th's of a sp fraction regens
1317 *
1318 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1319 * overflow might produce monsters with negative sp.
1320 */
1321
1322 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed);
1323 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1324 op->last_sp %= 128;
1325 }
1326
1327 /* this should probably get modified by many more values.
1328 * (eg, creatures resistance to fear, level, etc. )
1329 */
1330 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1331 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1332
1333 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1334 return QUERY_FLAG (op, FLAG_FREED);
1335
1336 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1337 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1338 if (!check_wakeup (op, enemy, &rv))
1339 return 0;
1340
1341 /* check if monster pops out of hidden spot */
1342 if (op->flag [FLAG_HIDDEN])
1343 do_hidden_move (op);
1344
1345 if (op->pick_up)
1346 monster_check_pickup (op);
1347
1348 if (op->will_apply)
1349 monster_apply_below (op); /* Check for items to apply below */
1350
1351 /* If we don't have an enemy, do special movement or the like */
1352 if (!enemy)
1353 {
1354 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1355 {
1356 op->drop_and_destroy ();
1357 return 1;
1358 }
1359
1360 /* Probably really a bug for a creature to have both
1361 * stand still and a movement type set.
1362 */
1363 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1364 {
1365 if (op->attack_movement & HI4)
1366 {
1367 switch (op->attack_movement & HI4)
1368 {
1369 case PETMOVE:
1370 pet_move (op);
1371 break;
1372
1373 case CIRCLE1:
1374 circ1_move (op);
1375 break;
1376
1377 case CIRCLE2:
1378 circ2_move (op);
1379 break;
1380
1381 case PACEV:
1382 pace_movev (op);
1383 break;
1384
1385 case PACEH:
1386 pace_moveh (op);
1387 break;
1388
1389 case PACEV2:
1390 pace2_movev (op);
1391 break;
1392
1393 case PACEH2:
1394 pace2_moveh (op);
1395 break;
1396
1397 case RANDO:
1398 rand_move (op);
1399 break;
1400
1401 case RANDO2:
1402 move_randomly (op);
1403 break;
1404 }
1405
1406 return 0;
1407 }
1408 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1409 move_randomly (op);
1410 } /* stand still */
1411
1412 return 0;
1413 } /* no enemy */
1414
1415 /* We have an enemy. Block immediately below is for pets */
1416 if ((op->attack_movement & HI4) == PETMOVE
1417 && (owner = op->owner) != NULL
1418 && !on_same_map (op, owner)
1419 && !owner->flag [FLAG_REMOVED])
1420 return follow_owner (op, owner);
1421
1422 /* doppleganger code to change monster facing to that of the nearest
1423 * player. Hmm. The code is here, but no monster in the current
1424 * arch set uses it.
1425 */
1426 if (op->race == shstr_doppleganger)
1427 {
1428 op->face = enemy->face;
1429 op->name = enemy->name;
1430 }
1431
1432 /* Calculate range information for closest body part - this
1433 * is used for the 'skill' code, which isn't that smart when
1434 * it comes to figuring it out - otherwise, giants throw boulders
1435 * into themselves.
1436 */
1437 get_rangevector (op, enemy, &rv, 0);
1438
1439 /* Move the check for scared up here - if the monster was scared,
1440 * we were not doing any of the logic below, so might as well save
1441 * a few cpu cycles.
1442 */
1443 if (!QUERY_FLAG (op, FLAG_SCARED))
1444 {
1445 rv_vector rv1;
1446
1447 /* now we test every part of an object .... this is a real ugly piece of code */
1448 for (part = op; part; part = part->more)
1449 {
1450 get_rangevector (part, enemy, &rv1, 0x1);
1451 dir = rv1.direction;
1452
1453 /* hm, not sure about this part - in original was a scared flag here too
1454 * but that we test above... so can be old code here
1455 */
1456 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1457 dir = absdir (dir + 4);
1458
1459 if (QUERY_FLAG (op, FLAG_CONFUSED))
1460 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1461
1462 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1463 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1464 return 0;
1465
1466 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1467 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1468 return 0;
1469
1470 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1471 if (monster_use_range (op, part, enemy, dir))
1472 return 0;
1473
1474 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1475 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1476 return 0;
1477
1478 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1479 if (monster_use_bow (op, part, enemy, dir))
1480 return 0;
1481 } /* for processing of all parts */
1482 } /* If not scared */
1483
1484 part = rv.part;
1485 dir = rv.direction;
1486
1487//-GPL
1488
1489 // if the enemy is a player, we have los. if los says we
1490 // can directly reach the player, we do not deviate.
1491 // for non-players, we never deviate
1492 if (op->stats.Wis >= 8
1493 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1494 {
1495 int sdir = 0;
1496 uint32_t &smell = op->ms ().smell;
1497
1498 for (int ndir = 1; ndir <= 8; ++ndir)
1499 {
1500 mapxy pos (op); pos.move (ndir);
1501
1502 if (pos.normalise ())
1503 {
1504 mapspace &ms = pos.ms ();
1505
1506 if (ms.smell > smell)
1507 {
1508 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1509 if (op->stats.Wis >= 10)
1510 smell = ms.smell - 1; // smarter: tell others
1511
1512 sdir = ndir;
1513
1514 // perturbing the path might let the monster lose track,
1515 // but it will also widen the actual path, spreading information
1516 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1517 sdir = absdir (sdir + 1 - rndm (2) * 2);
1518 }
1519 }
1520 }
1521
1522 if (sdir)
1523 dir = sdir;
1524 else if (smell)
1525 {
1526 // no better smell found, so assume the player jumped, and erase this smell
1527 //printf ("erasing smell %d\n", op->ms ().smell);//D
1528 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1529 m->at (nx, ny).smell = 0;
1530 }
1531 }
1532
1533//+GPL
1534
1535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1536 dir = absdir (dir + 4);
1537
1538 if (QUERY_FLAG (op, FLAG_CONFUSED))
1539 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1540
1541 pre_att_dir = dir; /* remember the original direction */
1542
1543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1544 {
1545 switch (op->attack_movement & LO4)
1546 {
1547 case DISTATT:
1548 dir = dist_att (dir, op, enemy, part, &rv);
1549 break;
1550
1551 case RUNATT:
1552 dir = run_att (dir, op, enemy, part, &rv);
1553 break;
1554
1555 case HITRUN:
1556 dir = hitrun_att (dir, op, enemy);
1557 break;
1558
1559 case WAITATT:
1560 dir = wait_att (dir, op, enemy, part, &rv);
1561 break;
1562
1563 case RUSH: /* default - monster normally moves towards player */
1564 case ALLRUN:
1565 break;
1566
1567 case DISTHIT:
1568 dir = disthit_att (dir, op, enemy, part, &rv);
1569 break;
1570
1571 case WAIT2:
1572 dir = wait_att2 (dir, op, enemy, part, &rv);
1573 break;
1574
1575 default:
1576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1577 }
1578 }
1579
1580 if (!dir)
1581 return 0;
1582
1583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1584 {
1585 if (op->move (dir)) /* Can the monster move directly toward player? */
1586 {
1587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1588 if ((op->attack_movement & LO4) == DISTATT)
1589 op->direction = pre_att_dir;
1590
1591 return 0;
1592 }
1593
1594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1595 {
1596 /* Try move around corners if !close */
1597 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1598
1599 for (diff = 1; diff <= maxdiff; diff++)
1600 {
1601 /* try different detours */
1602 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1603
1604 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1605 return 0;
1606 }
1607 }
1608 } /* if monster is not standing still */
1609
1610 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1611 if ((op->attack_movement & LO4) == DISTATT)
1612 op->direction = pre_att_dir;
1613
1614 /*
1615 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1616 * direction if they can't move away.
1617 */
1618 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1619 if (move_randomly (op))
1620 return 0;
1621
1622 /*
1623 * Try giving the monster a new enemy - the player that is closest
1624 * to it. In this way, it won't just keep trying to get to a target
1625 * that is inaccessible.
1626 * This could be more clever - it should go through a list of several
1627 * enemies, as it is now, you could perhaps get situations where there
1628 * are two players flanking the monster at close distance, but which
1629 * the monster can't get to, and a third one at a far distance that
1630 * the monster could get to - as it is, the monster won't look at that
1631 * third one.
1632 */
1633 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1634 {
1635 object *nearest_player = get_nearest_player (op);
1636
1637 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1638 {
1639 op->enemy = 0;
1640 enemy = nearest_player;
1641 }
1642 }
1643
1644 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1645 {
1646 /* The adjustement to wc that was here before looked totally bogus -
1647 * since wc can in fact get negative, that would mean by adding
1648 * the current wc, the creature gets better? Instead, just
1649 * add a fixed amount - nasty creatures that are runny away should
1650 * still be pretty nasty.
1651 */
1652 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1653 {
1654 part->stats.wc += 10;
1655 skill_attack (enemy, part, 0, NULL, NULL);
1656 part->stats.wc -= 10;
1657 }
1658 else
1659 skill_attack (enemy, part, 0, NULL, NULL);
1660 } /* if monster is in attack range */
1661
1662 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1663 return 1;
1664
1665 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1666 {
1667 op->drop_and_destroy ();
1668 return 1;
1669 }
1670
1671 return 0;
1673} 1672}
1674 1673
1675/* determine if we can 'detect' the enemy. Check for walls blocking the 1674/* determine if we can 'detect' the enemy. Check for walls blocking the
1676 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1675 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1677 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1676 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1682 * Returns 0 if enemy can not be detected, 1 if it is detected 1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1683 */ 1682 */
1684int 1683int
1685can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1686{ 1685{
1687 int radius = MIN_MON_RADIUS, hide_discovery;
1688
1689 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1690 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1691 return 0; 1688 return 0;
1692 1689
1693 /* If the monster (op) has no way to get to the enemy, do nothing */ 1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1695 return 0; 1692 return 0;
1696 1693
1697 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1698 1695
1699 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1701 return 0; 1698 return 0;
1702 1699
1703 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1704 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1705 return 1; 1702 return 1;
1706 1703
1707 /* The rest of this is for monsters. Players are on their own for 1704 /* The rest of this is for monsters. Players are on their own for
1708 * finding enemies! 1705 * finding enemies!
1709 */ 1706 */
1710 if (op->type == PLAYER) 1707 if (op->is_player ())
1711 return 0; 1708 return 0;
1712 1709
1713 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1714 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1715 */ 1712 */
1716 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1717 return 0; 1714 return 0;
1718 1715
1716 int radius = MIN_MON_RADIUS;
1717
1719 /* use this for invis also */ 1718 /* use this for invis also */
1720 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1721 1720
1722 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1723 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1724 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1725 else 1724 else
1726 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1727 int bonus = op->level / 2 + op->stats.Int / 5; 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1728 1727
1729 if (enemy->is_player ()) 1728 if (enemy->is_player ())
1751 radius /= 2; 1750 radius /= 2;
1752 hide_discovery /= 3; 1751 hide_discovery /= 3;
1753 } 1752 }
1754 1753
1755 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1757 { 1756 {
1758 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1759 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1760 */ 1759 */
1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1764 radius -= op->map->darklevel () / 2; 1763 radius -= op->map->darklevel () / 2;
1765 1764
1766 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1767 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1768 */ 1767 */
1769 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1770 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1771 } /* if on dark map */ 1770 } /* if on dark map */
1772 1771
1773 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1774 * radii, we only need to worry here about things the player can 1773 * radii, we only need to worry here about things the player can
1822 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1823 return 0; 1822 return 0;
1824} 1823}
1825 1824
1826/* determine if op stands in a lighted square. This is not a very 1825/* determine if op stands in a lighted square. This is not a very
1827 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1828 * is possible for a bright light to illuminate a player on the 1827 * is possible for a bright light to illuminate a player on the
1829 * other side of a wall (!). 1828 * other side of a wall (!).
1830 */ 1829 */
1831int 1830int
1832stand_in_light (object *op) 1831stand_in_light (object *op)
1833{ 1832{
1834 if (op) 1833 if (op)
1835 { 1834 {
1835 if (!op->is_on_map ())
1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1836 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1837 return 1; 1842 return 1;
1838 1843
1839 if (op->map) 1844 if (op->map)
1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1841 { 1846 {
1842 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1843 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1844 */ 1849 */
1845 int light = m->at (nx, ny).light; 1850 int light = m->at (nx, ny).light;
1878 { 1883 {
1879 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1881 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1882 1887
1883 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1884 { 1889 {
1885 if (enemy->flag [FLAG_HIDDEN]) 1890 if (enemy->flag [FLAG_HIDDEN])
1886 { 1891 {
1887 make_visible (enemy); 1892 make_visible (enemy);
1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1912 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1913 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1914 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1915 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1916 */ 1921 */
1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 return 0; 1924 return 0;
1921 1925
1922 return 1; 1926 return 1;
1923} 1927}
1924 1928
1929//-GPL

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