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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 1.99 by root, Sat Sep 16 22:17:42 2017 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * 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
62 if (npc->enemy) 65 if (npc->enemy)
63 { 66 {
64 /* I broke these if's apart to better be able to see what 67 /* I broke these if's apart to better be able to see what
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 (npc->enemy->flag [FLAG_REMOVED] ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [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 || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [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 (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [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 (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [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
86 * as the enemy to attack. 89 * as the enemy to attack.
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!npc->enemy->flag [FLAG_MONSTER]
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !npc->enemy->flag [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
103 * of direction, revisit them after looking at all the other spaces. 105 * of direction, revisit them after looking at all the other spaces.
104 * 106 *
105 * Note that being this may skip some number of spaces, it will 107 * Note that being this may skip some number of spaces, it will
106 * not necessarily find the nearest living creature - it basically 108 * not necessarily find the nearest living creature - it basically
107 * chooses one from within a 3 space radius, and since it skips 109 * chooses one from within a 3 space radius, and since it skips
108 * the first few directions, it could very well choose something 110 * the first few directions, it could very well choose something
109 * 3 spaces away even though something directly north is closer. 111 * 3 spaces away even though something directly north is closer.
110 * 112 *
111 * this function is map tile aware. 113 * this function is map tile aware.
112 */ 114 */
113object * 115object *
123 for (i = 0; i < SIZEOFFREE; i++) 125 for (i = 0; i < SIZEOFFREE; i++)
124 { 126 {
125 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
126 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
127 */ 129 */
128 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + DIRX (search_arr[i]);
129 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + DIRY (search_arr[i]);
130 m = npc->map; 132 m = npc->map;
131 133
132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133 135
134 if (mflags & P_OUT_OF_MAP) 136 if (mflags & P_OUT_OF_MAP)
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. */
162 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
163 165
164 /* if we berserk, we don't care about others - we attack all we can find */ 166 /* if we berserk, we don't care about others - we attack all we can find */
165 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
166 { 168 {
167 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
168 170
169 if (tmp) 171 if (tmp)
170 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
171 173
172 return tmp; 174 return tmp;
173 } 175 }
174 176
175 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
177 * one of both is dead. 179 * one of both is dead.
178 * If we have no enemy and we are... 180 * If we have no enemy and we are...
179 * a monster: try to find a player, a pet or a friendly monster 181 * a monster: try to find a player, a pet or a friendly monster
180 * a friendly: only target a monster which is targeting you first or targeting a player 182 * a friendly: only target a monster which is targeting you first or targeting a player
181 * a neutral: fight a attacker (but there should be none), then do nothing 183 * a neutral: fight a attacker (but there should be none), then do nothing
199 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
200 { 202 {
201 /* TODO: that's not finished */ 203 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
203 205
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 211 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 213 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
213 } 215 }
214 } 216 }
215 217
216 /* we have no legal enemy or attacker, so we try to target a new one */ 218 /* we have no legal enemy or attacker, so we try to target a new one */
217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) 219 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
218 { 220 {
219 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy) 222 if (npc->enemy)
221 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
222 } 224 }
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 */
245 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
246 else if (op->map 251 else if (op->map
247 && !enemy->invisible 252 && !enemy->invisible
248 && !stand_in_light (enemy) 253 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) 254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
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 min_it (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
263 * for that. 266 * for that.
264 */ 267 */
265 if (rv->distance <= radius) 268 if (rv->distance <= radius)
266 { 269 {
267 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
268 return 1; 271 return 1;
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 (item->flag [FLAG_UNPAID])
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
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) || monster->flag [FLAG_USE_WEAPON];
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
297 */ 366 */
298 if (!op->map) 367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
299 return 0; 377 return 1;
300 378
301 /* for target facing, we copy this value here for fast access */ 379 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 380}
303 oph = oph->head;
304 381
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 382/*
306 enemy = op->enemy = NULL; 383 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 384 *
308 /* we have an enemy, just tell him we want him dead */ 385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
309 enemy->attacked_by = op; /* our ptr */ 386 * Each time the blob passes over some treasure, it will
310 387 * grab it a.s.a.p.
311 /* generate hp, if applicable */ 388 *
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
396 */
397static void
398monster_check_pickup (object *monster)
399{
400 for (object *next, *tmp = monster->below; tmp; tmp = next)
313 { 401 {
314 /* last heal is in funny units. Dividing by speed puts 402 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 403
316 * #moves the monster makes. The scaling by 8 is 404 if (monster_can_pick (monster, tmp))
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 monster->apply (tmp);
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 monster->apply (tmp);
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 (tmp->flag [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
1066 for (other_weap = who->inv; other_weap; other_weap = other_weap->below) 493 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1067 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 494 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
1068 break; 495 break;
1069 496
1070 if (!other_weap) /* No other weapons */ 497 if (!other_weap) /* No other weapons */
1071 return 1; 498 return 1;
1072 499
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
1099 for (other_armour = who->inv; other_armour; other_armour = other_armour->below) 526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1100 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 527 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
1101 break; 528 break;
1102 529
1103 if (other_armour == NULL) /* No other armour, use the new */ 530 if (other_armour == NULL) /* No other armour, use the new */
1104 return 1; 531 return 1;
1105 532
1108 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; 535 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1109 val += (item->magic - other_armour->magic) * 3; 536 val += (item->magic - other_armour->magic) * 3;
1110 537
1111 /* for the other protections, do weigh them very much in the equation - 538 /* for the other protections, do weigh them very much in the equation -
1112 * it is the armor protection which is most important, because there is 539 * it is the armor protection which is most important, because there is
1113 * no good way to know what the player may attack the monster with. 540 * no good way to know what the player may attack the monster with.
1114 * So if the new item has better protection than the old, give that higher 541 * So if the new item has better protection than the old, give that higher
1115 * value. If the reverse, then decrease the value of this item some. 542 * value. If the reverse, then decrease the value of this item some.
1116 */ 543 */
1117 for (i = 1; i < NROFATTACKS; i++) 544 for (i = 1; i < NROFATTACKS; i++)
1118 { 545 {
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.
1306void 570void
1307monster_check_apply (object *mon, object *item) 571monster_check_apply (object *mon, object *item)
1308{ 572{
1309 int flag = 0; 573 int flag = 0;
1310 574
1311 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) 575 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
1312 { 576 {
1313 SET_FLAG (mon, FLAG_CAST_SPELL); 577 mon->set_flag (FLAG_CAST_SPELL);
1314 return; 578 return;
1315 } 579 }
1316 580
1317 /* If for some reason, this item is already applied, no more work to do */ 581 /* If for some reason, this item is already applied, no more work to do */
1318 if (QUERY_FLAG (item, FLAG_APPLIED)) 582 if (item->flag [FLAG_APPLIED])
1319 return; 583 return;
1320 584
1321 /* Might be better not to do this - if the monster can fire a bow, 585 /* Might be better not to do this - if the monster can fire a bow,
1322 * it is possible in his wanderings, he will find one to use. In 586 * it is possible in his wanderings, he will find one to use. In
1323 * which case, it would be nice to have ammo for it. 587 * which case, it would be nice to have ammo for it.
1324 */ 588 */
1325 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 589 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
1326 { 590 {
1327 /* Check for the right kind of bow */ 591 /* Check for the right kind of bow */
1328 object *bow; 592 object *bow;
1329 593
1330 for (bow = mon->inv; bow; bow = bow->below) 594 for (bow = mon->inv; bow; bow = bow->below)
1331 if (bow->type == BOW && bow->race == item->race) 595 if (bow->type == BOW && bow->race == item->race)
1332 { 596 {
1333 SET_FLAG (mon, FLAG_READY_BOW); 597 mon->set_flag (FLAG_READY_BOW);
1334 LOG (llevMonster, "Found correct bow for arrows.\n");
1335 return; /* nothing more to do for arrows */ 598 return; /* nothing more to do for arrows */
1336 } 599 }
1337 } 600 }
1338 601
1339 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1340 flag = 1; 603 flag = 1;
1341 /* Eating food gets hp back */ 604 /* Eating food gets hp back */
1342 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1343 flag = 1; 606 flag = 1;
1344 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 607 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
1345 { 608 {
1346 if (!item->inv) 609 if (!item->inv)
1347 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); 610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1348 else if (monster_should_cast_spell (mon, item->inv)) 611 else if (monster_should_cast_spell (mon, item->inv))
1349 SET_FLAG (mon, FLAG_READY_SCROLL); 612 mon->set_flag (FLAG_READY_SCROLL);
1350 /* Don't use it right now */ 613 /* Don't use it right now */
1351 return; 614 return;
1352 } 615 }
1353 else if (item->type == WEAPON) 616 else if (item->type == WEAPON)
1354 flag = check_good_weapon (mon, item); 617 flag = check_good_weapon (mon, item);
1362 /* We never really 'ready' the wand/rod/horn, because that would mean the 625 /* We never really 'ready' the wand/rod/horn, because that would mean the
1363 * weapon would get undone. 626 * weapon would get undone.
1364 */ 627 */
1365 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1366 { 629 {
1367 SET_FLAG (mon, FLAG_READY_RANGE); 630 mon->set_flag (FLAG_READY_RANGE);
1368 SET_FLAG (item, FLAG_APPLIED); 631 item->set_flag (FLAG_APPLIED);
1369 } 632 }
1370 return; 633 return;
1371 } 634 }
1372 else if (item->type == BOW) 635 else if (item->type == BOW)
1373 { 636 {
1374 /* We never really 'ready' the bow, because that would mean the 637 /* We never really 'ready' the bow, because that would mean the
1375 * weapon would get undone. 638 * weapon would get undone.
1376 */ 639 */
1377 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1378 SET_FLAG (mon, FLAG_READY_BOW); 641 mon->set_flag (FLAG_READY_BOW);
1379 return; 642 return;
1380 } 643 }
1381 else if (item->type == SKILL) 644 else if (item->type == SKILL)
1382 { 645 {
1383 /* 646 /*
1384 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, 647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1385 * else they can't use the skill... 648 * else they can't use the skill...
1386 * Skills also don't need to get applied, so return now. 649 * Skills also don't need to get applied, so return now.
1387 */ 650 */
1388 SET_FLAG (mon, FLAG_READY_SKILL); 651 mon->set_flag (FLAG_READY_SKILL);
1389 return; 652 return;
1390 } 653 }
1391 654
1392 /* if we don't match one of the above types, return now. 655 /* if we don't match one of the above types, return now.
1393 * can_apply_object will say that we can apply things like flesh, 656 * can_apply_object will say that we can apply things like flesh,
1394 * bolts, and whatever else, because it only checks against the 657 * bolts, and whatever else, because it only checks against the
1395 * body_info locations. 658 * body_info locations.
1396 */ 659 */
1397 if (!flag) 660 if (!flag)
1398 return; 661 return;
1406 669
1407 /* should only be applying this item, not unapplying it. 670 /* should only be applying this item, not unapplying it.
1408 * also, ignore status of curse so they can take off old armour. 671 * also, ignore status of curse so they can take off old armour.
1409 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1410 */ 673 */
1411 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
1412} 675}
1413 676
1414void 677static int
1415npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1416{ 679{
1417 int x, y, mflags;
1418 object *npc; 680 object *more;
1419 sint16 sx, sy; 681 rv_vector rv1;
1420 maptile *m;
1421 682
1422 for (x = -3; x < 4; x++) 683 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
1423 for (y = -3; y < 4; y++) 684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
1424 { 693 {
1425 m = op->map; 694 get_rangevector (ob1, more, &rv1, 0);
1426 sx = op->x + x; 695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1427 sy = op->y + y; 696 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 } 697 }
1437}
1438 698
1439int 699 return 0;
700}
701
702static int
1440dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1441{ 704{
1442 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1443 return dir; 706 return dir;
1444 707
1445 if (rv->distance < 10) 708 if (rv->distance < 10)
1448 return dir; 711 return dir;
1449 712
1450 return 0; 713 return 0;
1451} 714}
1452 715
1453int 716static int
1454run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1455{ 718{
1456 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 719 if (can_hit (part, enemy, rv))
1457 {
1458 ob->move_status++;
1459 return (dir); 720 return dir;
1460 } 721 else
1461 else if (ob->move_status > 20)
1462 ob->move_status = 0;
1463
1464 return absdir (dir + 4); 722 return absdir (dir + 4);
1465} 723}
1466 724
1467int 725static int
1468hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1469{ 727{
1470 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1471 return dir; 729 return dir;
1472 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1475 ob->move_status = 0; 733 ob->move_status = 0;
1476 734
1477 return absdir (dir + 4); 735 return absdir (dir + 4);
1478} 736}
1479 737
1480int 738static int
1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{ 740{
1483
1484 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1485 742
1486 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1487 ob->move_status++; 744 ob->move_status++;
1488 745
1495 752
1496 ob->move_status = 0; 753 ob->move_status = 0;
1497 return 0; 754 return 0;
1498} 755}
1499 756
1500int 757static int
1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502{ 759{
1503
1504 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1505 * happen is that if the creatures hp percentage falls below run_away, 761 * happen is that if the creatures hp percentage falls below run_away,
1506 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1507 * I think its wrong for a creature to have a zero maxhp value, but 763 * I think its wrong for a creature to have a zero maxhp value, but
1508 * at least one map has this set, and whatever the map contains, the 764 * at least one map has this set, and whatever the map contains, the
1509 * server should try to be resilant enough to avoid the problem 765 * server should try to be resilant enough to avoid the problem
1510 */ 766 */
1511 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1512 return absdir (dir + 4); 768 return absdir (dir + 4);
1513 769
1514 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1515} 771}
1516 772
1517int 773static int
1518wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1519{ 775{
1520 if (rv->distance < 9) 776 if (rv->distance < 9)
1521 return absdir (dir + 4); 777 return absdir (dir + 4);
1522 778
1523 return 0; 779 return 0;
1524} 780}
1525 781
1526void 782static void
1527circ1_move (object *ob) 783circ1_move (object *ob)
1528{ 784{
1529 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530 786
1531 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1532 ob->move_status = 0; 788 ob->move_status = 0;
1533 789
1534 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(ob->move (circle[ob->move_status])))
1535 move_object (ob, rndm (8) + 1); 791 ob->move (rndm (8) + 1);
1536} 792}
1537 793
1538void 794static void
1539circ2_move (object *ob) 795circ2_move (object *ob)
1540{ 796{
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 }; 797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542 798
1543 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1544 ob->move_status = 0; 800 ob->move_status = 0;
1545 801
1546 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(ob->move (circle[ob->move_status])))
1547 move_object (ob, rndm (8) + 1); 803 ob->move (rndm (8) + 1);
1548} 804}
1549 805
1550void 806static void
1551pace_movev (object *ob) 807pace_movev (object *ob)
1552{ 808{
1553 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1554 ob->move_status = 0; 810 ob->move_status = 0;
1555 811
1556 if (ob->move_status < 4) 812 if (ob->move_status < 4)
1557 move_object (ob, 5); 813 ob->move (5);
1558 else 814 else
1559 move_object (ob, 1); 815 ob->move (1);
1560} 816}
1561 817
1562void 818static void
1563pace_moveh (object *ob) 819pace_moveh (object *ob)
1564{ 820{
1565 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1566 ob->move_status = 0; 822 ob->move_status = 0;
1567 823
1568 if (ob->move_status < 4) 824 if (ob->move_status < 4)
1569 move_object (ob, 3); 825 ob->move (3);
1570 else 826 else
1571 move_object (ob, 7); 827 ob->move (7);
1572} 828}
1573 829
1574void 830static void
1575pace2_movev (object *ob) 831pace2_movev (object *ob)
1576{ 832{
1577 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1578 ob->move_status = 0; 834 ob->move_status = 0;
1579 835
1580 if (ob->move_status < 6) 836 if (ob->move_status < 6)
1581 move_object (ob, 5); 837 ob->move (5);
1582 else if (ob->move_status < 8) 838 else if (ob->move_status < 8)
1583 return; 839 return;
1584 else if (ob->move_status < 13) 840 else if (ob->move_status < 13)
1585 move_object (ob, 1); 841 ob->move (1);
1586 else 842 else
1587 return; 843 return;
1588} 844}
1589 845
1590void 846static void
1591pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1592{ 848{
1593 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1594 ob->move_status = 0; 850 ob->move_status = 0;
1595 851
1596 if (ob->move_status < 6) 852 if (ob->move_status < 6)
1597 move_object (ob, 3); 853 ob->move (3);
1598 else if (ob->move_status < 8) 854 else if (ob->move_status < 8)
1599 return; 855 return;
1600 else if (ob->move_status < 13) 856 else if (ob->move_status < 13)
1601 move_object (ob, 7); 857 ob->move (7);
1602 else 858 else
1603 return; 859 return;
1604} 860}
1605 861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (ob->move (ob->move_status = rndm (8) + 1))
868 return;
869}
870
871#define MAX_KNOWN_SPELLS 20
872
873/* Returns a randomly selected spell. This logic is still
874 * less than ideal. This code also only seems to deal with
875 * wizard spells, as the check is against sp, and not grace.
876 * can mosnters know cleric spells?
877 */
878static object *
879monster_choose_random_spell (object *monster)
880{
881 object *altern[MAX_KNOWN_SPELLS];
882 int i = 0;
883
884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
887 /* Check and see if it's actually a useful spell.
888 * If its a spellbook, the spell is actually the inventory item.
889 * if it is a spell, then it is just the object itself.
890 */
891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
893 altern [i++] = tmp;
894
895 if (i == MAX_KNOWN_SPELLS)
896 break;
897 }
898 }
899
900 return i ? altern [rndm (i)] : 0;
901}
902
903/* This checks to see if the monster should cast a spell/ability.
904 * it returns true if the monster casts a spell, 0 if he doesn't.
905 * head is the head of the monster.
906 * part is the part of the monster we are checking against.
907 * pl is the target.
908 * dir is the direction to case.
909 * rv is the vector which describes where the enemy is.
910 */
911static int
912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913{
914 object *spell_item;
915 object *owner;
916 rv_vector rv1;
917
918 /* If you want monsters to cast spells over friends, this spell should
919 * be removed. It probably should be in most cases, since monsters still
920 * don't care about residual effects (ie, casting a cone which may have a
921 * clear path to the player, the side aspects of the code will still hit
922 * other monsters)
923 */
924 if (!(dir = path_to_player (part, pl, 0)))
925 return 0;
926
927 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
928 {
929 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */
932 }
933
934 if (head->flag [FLAG_CONFUSED])
935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936
937 /* If the monster hasn't already chosen a spell, choose one
938 * I'm not sure if it really make sense to pre-select spells (events
939 * could be different by the time the monster goes again).
940 */
941 if (head->spellitem == NULL)
942 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
945 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
946 return 0;
947 }
948
949 if (spell_item->type == SPELLBOOK)
950 {
951 if (!spell_item->inv)
952 {
953 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
954 return 0;
955 }
956
957 spell_item = spell_item->inv;
958 }
959 }
960 else
961 spell_item = head->spellitem;
962
963 if (!spell_item)
964 return 0;
965
966 /* Best guess this is a defensive/healing spell */
967 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
968 dir = 0;
969
970 /* Monster doesn't have enough spell-points */
971 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
972 return 0;
973
974 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
975 return 0;
976
977 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
978 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
979
980 /* set this to null, so next time monster will choose something different */
981 head->spellitem = NULL;
982
983 return cast_spell (part, part, dir, spell_item, NULL);
984}
985
986static int
987monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
988{
989 object *scroll;
990 object *owner;
991 rv_vector rv1;
992
993 /* If you want monsters to cast spells over friends, this spell should
994 * be removed. It probably should be in most cases, since monsters still
995 * don't care about residual effects (ie, casting a cone which may have a
996 * clear path to the player, the side aspects of the code will still hit
997 * other monsters)
998 */
999 if (!(dir = path_to_player (part, pl, 0)))
1000 return 0;
1001
1002 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1003 {
1004 get_rangevector (head, owner, &rv1, 0x1);
1005 if (dirdiff (dir, rv1.direction) < 2)
1006 {
1007 return 0; /* Might hit owner with spell */
1008 }
1009 }
1010
1011 if (head->flag [FLAG_CONFUSED])
1012 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1013
1014 for (scroll = head->inv; scroll; scroll = scroll->below)
1015 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1016 break;
1017
1018 /* Used up all his scrolls, so nothing do to */
1019 if (!scroll)
1020 {
1021 head->clr_flag (FLAG_READY_SCROLL);
1022 return 0;
1023 }
1024
1025 /* Spell should be cast on caster (ie, heal, strength) */
1026 if (scroll->inv->range == 0)
1027 dir = 0;
1028
1029 apply_scroll (part, scroll, dir);
1030 return 1;
1031}
1032
1033/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1034 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1035 * SK_MISSILE_WEAPON to make those respective attacks, if we
1036 * required that we would drastically increase the memory
1037 * requirements of CF!!
1038 *
1039 * The skills we are treating here are all but those. -b.t.
1040 *
1041 * At the moment this is only useful for throwing, perhaps for
1042 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1043 */
1044static int
1045monster_use_skill (object *head, object *part, object *pl, int dir)
1046{
1047 object *skill, *owner;
1048
1049 if (!(dir = path_to_player (part, pl, 0)))
1050 return 0;
1051
1052 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1053 {
1054 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1055
1056 if (dirdiff (dir, dir2) < 1)
1057 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1058 }
1059
1060 if (head->flag [FLAG_CONFUSED])
1061 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1062
1063 object *new_skill = 0;
1064
1065 // skill selection - monster will use the last unused skill
1066 // and rotate, eventually cycling through all skills.
1067 for (skill = head->inv; skill; skill = skill->below)
1068 if (skill->type == SKILL && skill != head->chosen_skill)
1069 new_skill = skill;
1070
1071 if (new_skill)
1072 splay (head->chosen_skill = new_skill);
1073 else if (!head->chosen_skill)
1074 {
1075 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1076 head->clr_flag (FLAG_READY_SKILL);
1077 return 0;
1078 }
1079
1080 /* use skill */
1081 return do_skill (head, part, head->chosen_skill, dir, NULL);
1082}
1083
1084/* Monster will use a ranged spell attack. */
1085static int
1086monster_use_range (object *head, object *part, object *pl, int dir)
1087{
1088 object *wand, *owner;
1089 int at_least_one = 0;
1090
1091 if (!(dir = path_to_player (part, pl, 0)))
1092 return 0;
1093
1094 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1095 {
1096 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1097
1098 if (dirdiff (dir, dir2) < 2)
1099 return 0; /* Might hit owner with spell */
1100 }
1101
1102 if (head->flag [FLAG_CONFUSED])
1103 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1104
1105 for (wand = head->inv; wand; wand = wand->below)
1106 {
1107 if (wand->type == WAND)
1108 {
1109 /* Found a wand, let's see if it has charges left */
1110 at_least_one = 1;
1111 if (wand->stats.food <= 0)
1112 continue;
1113
1114 cast_spell (head, wand, dir, wand->inv, NULL);
1115
1116 if (!(--wand->stats.food))
1117 {
1118 if (wand->arch)
1119 {
1120 wand->clr_flag (FLAG_ANIMATE);
1121 wand->face = wand->arch->face;
1122 wand->set_speed (0);
1123 }
1124 }
1125 /* Success */
1126 return 1;
1127 }
1128 else if (wand->type == ROD || wand->type == HORN)
1129 {
1130 /* Found rod/horn, let's use it if possible */
1131 at_least_one = 1;
1132 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1133 continue;
1134
1135 /* drain charge before casting spell - can be a case where the
1136 * spell destroys the monster, and rod, so if done after, results
1137 * in crash.
1138 */
1139 drain_rod_charge (wand);
1140 cast_spell (head, wand, dir, wand->inv, NULL);
1141
1142 /* Success */
1143 return 1;
1144 }
1145 }
1146
1147 if (at_least_one)
1148 return 0;
1149
1150 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1151 head->clr_flag (FLAG_READY_RANGE);
1152 return 0;
1153}
1154
1155static int
1156monster_use_bow (object *head, object *part, object *pl, int dir)
1157{
1158 object *owner;
1159
1160 if (!(dir = path_to_player (part, pl, 0)))
1161 return 0;
1162
1163 if (head->flag [FLAG_CONFUSED])
1164 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1165
1166 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1167 {
1168 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1169
1170 if (dirdiff (dir, dir2) < 1)
1171 return 0; /* Might hit owner with arrow */
1172 }
1173
1174 /* in server/player.c */
1175 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1176
1177}
1178
1606void 1179void
1607rand_move (object *ob) 1180npc_call_help (object *op)
1608{ 1181{
1609 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1182 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1610 for (int i = 0; i < 5; i++) 1183 {
1611 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1184 mapspace &ms = m->at (nx, ny);
1612 return; 1185
1186 /* If nothing alive on this space, no need to search the space. */
1187 if (!(ms.flags () & P_IS_ALIVE))
1188 continue;
1189
1190 for (object *npc = ms.bot; npc; npc = npc->above)
1191 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1192 npc->enemy = op->enemy;
1193 }
1613} 1194}
1614 1195
1615void 1196void
1616check_earthwalls (object *op, maptile *m, int x, int y) 1197check_earthwalls (object *op, maptile *m, int x, int y)
1617{ 1198{
1655 * marked item and throw it to the enemy. 1236 * marked item and throw it to the enemy.
1656 */ 1237 */
1657 for (tmp = op->inv; tmp; tmp = tmp->below) 1238 for (tmp = op->inv; tmp; tmp = tmp->below)
1658 { 1239 {
1659 /* Can't throw invisible objects or items that are applied */ 1240 /* Can't throw invisible objects or items that are applied */
1660 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1241 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1661 continue; 1242 continue;
1662 1243
1663 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1244 if (tmp->flag [FLAG_IS_THROWN])
1664 break; 1245 break;
1665 1246
1666 } 1247 }
1667 1248
1668#ifdef DEBUG_THROW 1249#ifdef DEBUG_THROW
1670#endif 1251#endif
1671 1252
1672 return tmp; 1253 return tmp;
1673} 1254}
1674 1255
1256/*
1257 * Move-monster returns 1 if the object has been freed, otherwise 0.
1258 */
1259int
1260move_monster (object *op)
1261{
1262 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1263 object *owner, *enemy, *part, *oph = op;
1264 rv_vector rv;
1265
1266 /* Monsters not on maps don't do anything. These monsters are things
1267 * Like royal guards in city dwellers inventories.
1268 */
1269 if (!op->map)
1270 return 0;
1271
1272 /* for target facing, we copy this value here for fast access */
1273 if (oph->head) /* force update the head - one arch one pic */
1274 oph = oph->head;
1275
1276 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1277 enemy = op->enemy = 0;
1278 else if ((enemy = find_enemy (op, &rv)))
1279 /* we have an enemy, just tell him we want him dead */
1280 enemy->attacked_by = op; /* our ptr */
1281
1282 /* generate hp, if applicable */
1283 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1284 {
1285 /* last heal is in funny units. Dividing by speed puts
1286 * the regeneration rate on a basis of time instead of
1287 * #moves the monster makes. The scaling by 8 is
1288 * to capture 8th's of a hp fraction regens
1289 */
1290 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1291 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1292 op->last_heal = last_heal % 32;
1293
1294 /* So if the monster has gained enough HP that they are no longer afraid */
1295 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1296 op->flag [FLAG_RUN_AWAY] = false;
1297 }
1298
1299 /* generate sp, if applicable */
1300 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1301 {
1302 /* last_sp is in funny units. Dividing by speed puts
1303 * the regeneration rate on a basis of time instead of
1304 * #moves the monster makes. The scaling by 8 is
1305 * to capture 8th's of a sp fraction regens
1306 */
1307
1308 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1309 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1310 op->last_sp = last_sp % 128;
1311 }
1312
1313 /* this should probably get modified by many more values.
1314 * (eg, creatures resistance to fear, level, etc. )
1315 */
1316 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1317 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1318
1319 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1320 return op->flag [FLAG_FREED];
1321
1322 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1323 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1324 if (!check_wakeup (op, enemy, &rv))
1325 return 0;
1326
1327 /* check if monster pops out of hidden spot */
1328 if (op->flag [FLAG_HIDDEN])
1329 do_hidden_move (op);
1330
1331 if (op->pick_up)
1332 monster_check_pickup (op);
1333
1334 if (op->will_apply)
1335 monster_apply_below (op); /* Check for items to apply below */
1336
1337 /* If we don't have an enemy, do special movement or the like */
1338 if (!enemy)
1339 {
1340 if (op->flag [FLAG_ONLY_ATTACK])
1341 {
1342 op->drop_and_destroy ();
1343 return 1;
1344 }
1345
1346 /* Probably really a bug for a creature to have both
1347 * stand still and a movement type set.
1348 */
1349 if (!op->flag [FLAG_STAND_STILL])
1350 {
1351 if (op->attack_movement & HI4)
1352 {
1353 switch (op->attack_movement & HI4)
1354 {
1355 case PETMOVE:
1356 pet_move (op);
1357 break;
1358
1359 case CIRCLE1:
1360 circ1_move (op);
1361 break;
1362
1363 case CIRCLE2:
1364 circ2_move (op);
1365 break;
1366
1367 case PACEV:
1368 pace_movev (op);
1369 break;
1370
1371 case PACEH:
1372 pace_moveh (op);
1373 break;
1374
1375 case PACEV2:
1376 pace2_movev (op);
1377 break;
1378
1379 case PACEH2:
1380 pace2_moveh (op);
1381 break;
1382
1383 case RANDO:
1384 rand_move (op);
1385 break;
1386
1387 case RANDO2:
1388 move_randomly (op);
1389 break;
1390 }
1391
1392 return 0;
1393 }
1394 else if (op->flag [FLAG_RANDOM_MOVE])
1395 move_randomly (op);
1396 } /* stand still */
1397
1398 return 0;
1399 } /* no enemy */
1400
1401 /* We have an enemy. Block immediately below is for pets */
1402 if ((op->attack_movement & HI4) == PETMOVE
1403 && (owner = op->owner) != NULL
1404 && !on_same_map (op, owner)
1405 && !owner->flag [FLAG_REMOVED])
1406 return follow_owner (op, owner);
1407
1408 /* doppleganger code to change monster facing to that of the nearest
1409 * player. Hmm. The code is here, but no monster in the current
1410 * arch set uses it.
1411 */
1412 if (op->race == shstr_doppleganger)
1413 {
1414 op->face = enemy->face;
1415 op->name = enemy->name;
1416 }
1417
1418 /* Calculate range information for closest body part - this
1419 * is used for the 'skill' code, which isn't that smart when
1420 * it comes to figuring it out - otherwise, giants throw boulders
1421 * into themselves.
1422 */
1423 get_rangevector (op, enemy, &rv, 0);
1424
1425 /* Move the check for scared up here - if the monster was scared,
1426 * we were not doing any of the logic below, so might as well save
1427 * a few cpu cycles.
1428 */
1429 if (!op->flag [FLAG_SCARED])
1430 {
1431 rv_vector rv1;
1432
1433 /* now we test every part of an object .... this is a real ugly piece of code */
1434 for (part = op; part; part = part->more)
1435 {
1436 get_rangevector (part, enemy, &rv1, 0x1);
1437 dir = rv1.direction;
1438
1439 /* hm, not sure about this part - in original was a scared flag here too
1440 * but that we test above... so can be old code here
1441 */
1442 if (op->flag [FLAG_RUN_AWAY])
1443 dir = absdir (dir + 4);
1444
1445 if (op->flag [FLAG_CONFUSED])
1446 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1447
1448 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1449 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1450 return 0;
1451
1452 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1453 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1454 return 0;
1455
1456 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1457 if (monster_use_range (op, part, enemy, dir))
1458 return 0;
1459
1460 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1461 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1462 return 0;
1463
1464 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1465 if (monster_use_bow (op, part, enemy, dir))
1466 return 0;
1467 } /* for processing of all parts */
1468 } /* If not scared */
1469
1470 part = rv.part;
1471 dir = rv.direction;
1472
1473//-GPL
1474
1475 // if the enemy is a player, we have los. if los says we
1476 // can directly reach the player, we do not deviate.
1477 // for non-players, we never deviate
1478 if (op->stats.Wis >= 8
1479 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1480 {
1481 int sdir = 0;
1482 uint32_t &smell = op->ms ().smell;
1483
1484 for (int ndir = 1; ndir <= 8; ++ndir)
1485 {
1486 mapxy pos (op); pos.move (ndir);
1487
1488 if (pos.normalise ())
1489 {
1490 mapspace &ms = pos.ms ();
1491
1492 if (ms.smell > smell)
1493 {
1494 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1495 if (op->stats.Wis >= 10)
1496 smell = ms.smell - 1; // smarter: tell others
1497
1498 sdir = ndir;
1499
1500 // perturbing the path might let the monster lose track,
1501 // but it will also widen the actual path, spreading information
1502 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1503 sdir = absdir (sdir + 1 - rndm (2) * 2);
1504 }
1505 }
1506 }
1507
1508 if (sdir)
1509 dir = sdir;
1510 else if (smell)
1511 {
1512 // no better smell found, so assume the player jumped, and erase this smell
1513 //printf ("erasing smell %d\n", op->ms ().smell);//D
1514 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1515 m->at (nx, ny).smell = 0;
1516 }
1517 }
1518
1519//+GPL
1520
1521 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1522 dir = absdir (dir + 4);
1523
1524 if (op->flag [FLAG_CONFUSED])
1525 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1526
1527 pre_att_dir = dir; /* remember the original direction */
1528
1529 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1530 {
1531 switch (op->attack_movement & LO4)
1532 {
1533 case DISTATT:
1534 dir = dist_att (dir, op, enemy, part, &rv);
1535 break;
1536
1537 case RUNATT:
1538 dir = run_att (dir, op, enemy, part, &rv);
1539 break;
1540
1541 case HITRUN:
1542 dir = hitrun_att (dir, op, enemy);
1543 break;
1544
1545 case WAITATT:
1546 dir = wait_att (dir, op, enemy, part, &rv);
1547 break;
1548
1549 case RUSH: /* default - monster normally moves towards player */
1550 case ALLRUN:
1551 break;
1552
1553 case DISTHIT:
1554 dir = disthit_att (dir, op, enemy, part, &rv);
1555 break;
1556
1557 case WAIT2:
1558 dir = wait_att2 (dir, op, enemy, part, &rv);
1559 break;
1560
1561 default:
1562 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1563 }
1564 }
1565
1566 if (!dir)
1567 return 0;
1568
1569 if (!op->flag [FLAG_STAND_STILL])
1570 {
1571 if (op->move (dir)) /* Can the monster move directly toward player? */
1572 {
1573 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1574 if ((op->attack_movement & LO4) == DISTATT)
1575 op->direction = pre_att_dir;
1576
1577 return 0;
1578 }
1579
1580 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1581 {
1582 /* Try move around corners if !close */
1583 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1584
1585 for (diff = 1; diff <= maxdiff; diff++)
1586 {
1587 /* try different detours */
1588 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1589
1590 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1591 return 0;
1592 }
1593 }
1594 } /* if monster is not standing still */
1595
1596 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1597 if ((op->attack_movement & LO4) == DISTATT)
1598 op->direction = pre_att_dir;
1599
1600 /*
1601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1602 * direction if they can't move away.
1603 */
1604 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1605 if (move_randomly (op))
1606 return 0;
1607
1608 /*
1609 * Try giving the monster a new enemy - the player that is closest
1610 * to it. In this way, it won't just keep trying to get to a target
1611 * that is inaccessible.
1612 * This could be more clever - it should go through a list of several
1613 * enemies, as it is now, you could perhaps get situations where there
1614 * are two players flanking the monster at close distance, but which
1615 * the monster can't get to, and a third one at a far distance that
1616 * the monster could get to - as it is, the monster won't look at that
1617 * third one.
1618 */
1619 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1620 {
1621 object *nearest_player = get_nearest_player (op);
1622
1623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1624 {
1625 op->enemy = 0;
1626 enemy = nearest_player;
1627 }
1628 }
1629
1630 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1631 {
1632 /* The adjustement to wc that was here before looked totally bogus -
1633 * since wc can in fact get negative, that would mean by adding
1634 * the current wc, the creature gets better? Instead, just
1635 * add a fixed amount - nasty creatures that are runny away should
1636 * still be pretty nasty.
1637 */
1638 if (op->flag [FLAG_RUN_AWAY])
1639 {
1640 part->stats.wc += 10;
1641 skill_attack (enemy, part, 0, NULL, NULL);
1642 part->stats.wc -= 10;
1643 }
1644 else
1645 skill_attack (enemy, part, 0, NULL, NULL);
1646 } /* if monster is in attack range */
1647
1648 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1649 return 1;
1650
1651 if (op->flag [FLAG_ONLY_ATTACK])
1652 {
1653 op->drop_and_destroy ();
1654 return 1;
1655 }
1656
1657 return 0;
1658}
1659
1675/* determine if we can 'detect' the enemy. Check for walls blocking the 1660/* determine if we can 'detect' the enemy. Check for walls blocking the
1676 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1661 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1677 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1662 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1678 * modified by MSW to use the get_rangevector so that map tiling works 1663 * modified by MSW to use the get_rangevector so that map tiling works
1679 * properly. I also so odd code in place that checked for x distance 1664 * properly. I also so odd code in place that checked for x distance
1680 * OR y distance being within some range - that seemed wrong - both should 1665 * OR y distance being within some range - that seemed wrong - both should
1681 * be within the valid range. MSW 2001-08-05 1666 * be within the valid range. MSW 2001-08-05
1682 * Returns 0 if enemy can not be detected, 1 if it is detected 1667 * Returns 0 if enemy can not be detected, 1 if it is detected
1683 */ 1668 */
1684int 1669int
1685can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1670can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1686{ 1671{
1687 int radius = MIN_MON_RADIUS, hide_discovery;
1688
1689 /* null detection for any of these condtions always */ 1672 /* null detection for any of these condtions always */
1690 if (!op || !enemy || !op->map || !enemy->map) 1673 if (!op || !enemy || !op->map || !enemy->map)
1691 return 0; 1674 return 0;
1692 1675
1693 /* If the monster (op) has no way to get to the enemy, do nothing */ 1676 /* If the monster (op) has no way to get to the enemy, do nothing */
1695 return 0; 1678 return 0;
1696 1679
1697 get_rangevector (op, enemy, rv, 0); 1680 get_rangevector (op, enemy, rv, 0);
1698 1681
1699 /* Monsters always ignore the DM */ 1682 /* Monsters always ignore the DM */
1700 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1683 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1701 return 0; 1684 return 0;
1702 1685
1703 /* simple check. Should probably put some range checks in here. */ 1686 /* simple check. Should probably put some range checks in here. */
1704 if (can_see_enemy (op, enemy)) 1687 if (can_see_enemy (op, enemy))
1705 return 1; 1688 return 1;
1706 1689
1707 /* The rest of this is for monsters. Players are on their own for 1690 /* The rest of this is for monsters. Players are on their own for
1708 * finding enemies! 1691 * finding enemies!
1709 */ 1692 */
1710 if (op->type == PLAYER) 1693 if (op->is_player ())
1711 return 0; 1694 return 0;
1712 1695
1713 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1696 /* 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 1697 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1715 */ 1698 */
1716 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1699 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1717 return 0; 1700 return 0;
1718 1701
1702 int radius = MIN_MON_RADIUS;
1703
1719 /* use this for invis also */ 1704 /* use this for invis also */
1720 hide_discovery = op->stats.Int / 5; 1705 int hide_discovery = op->stats.Int / 5;
1721 1706
1722 /* Determine Detection radii */ 1707 /* Determine Detection radii */
1723 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1708 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1724 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1709 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1725 else 1710 else
1726 { /* a level/INT/Dex adjustment for hiding */ 1711 { /* a level/INT/Dex adjustment for hiding */
1727 int bonus = op->level / 2 + op->stats.Int / 5; 1712 int bonus = op->level / 2 + op->stats.Int / 5;
1728 1713
1729 if (enemy->is_player ()) 1714 if (enemy->is_player ())
1742 1727
1743 radius += bonus / 5; 1728 radius += bonus / 5;
1744 hide_discovery += bonus * 5; 1729 hide_discovery += bonus * 5;
1745 } /* else creature has modifiers for hiding */ 1730 } /* else creature has modifiers for hiding */
1746 1731
1747 /* Radii stealth adjustment. Only if you are stealthy 1732 /* Radii stealth adjustment. Only if you are stealthy
1748 * will you be able to sneak up closer to creatures */ 1733 * will you be able to sneak up closer to creatures */
1749 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1734 if (enemy->flag [FLAG_STEALTH])
1750 { 1735 {
1751 radius /= 2; 1736 radius /= 2;
1752 hide_discovery /= 3; 1737 hide_discovery /= 3;
1753 } 1738 }
1754 1739
1755 /* Radii adjustment for enemy standing in the dark */ 1740 /* Radii adjustment for enemy standing in the dark */
1756 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1741 if (!stand_in_light (enemy))
1757 { 1742 {
1758 /* on dark maps body heat can help indicate location with infravision 1743 /* on dark maps body heat can help indicate location with infravision
1759 * undead don't have body heat, so no benefit detecting them. 1744 * undead don't have body heat, so no benefit detecting them.
1760 */ 1745 */
1761 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1746 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1762 radius += op->map->darklevel () / 2; 1747 radius += op->map->darklevel () / 2;
1763 else 1748 else
1764 radius -= op->map->darklevel () / 2; 1749 radius -= op->map->darklevel () / 2;
1765 1750
1766 /* op next to a monster (and not in complete darkness) 1751 /* op next to a monster (and not in complete darkness)
1767 * the monster should have a chance to see you. 1752 * the monster should have a chance to see you.
1768 */ 1753 */
1769 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1754 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1770 radius = MIN_MON_RADIUS; 1755 radius = MIN_MON_RADIUS;
1771 } /* if on dark map */ 1756 } /* if on dark map */
1772 1757
1773 /* Lets not worry about monsters that have incredible detection 1758 /* Lets not worry about monsters that have incredible detection
1774 * radii, we only need to worry here about things the player can 1759 * radii, we only need to worry here about things the player can
1778 * vector is real distance, so in theory this should be 18 to 1763 * vector is real distance, so in theory this should be 18 to
1779 * find that. 1764 * find that.
1780 */ 1765 */
1781 // note that the above reasoning was utter bullshit even at the time it was written 1766 // note that the above reasoning was utter bullshit even at the time it was written
1782 // we use 25, lets see if we have the cpu time for it 1767 // we use 25, lets see if we have the cpu time for it
1783 radius = min (25, radius); 1768 min_it (radius, 25);
1784 1769
1785 /* Enemy in range! Now test for detection */ 1770 /* Enemy in range! Now test for detection */
1786 if (rv->distance <= radius) 1771 if (rv->distance <= radius)
1787 { 1772 {
1788 /* ah, we are within range, detected? take cases */ 1773 /* ah, we are within range, detected? take cases */
1822 /* Wasn't detected above, so still hidden */ 1807 /* Wasn't detected above, so still hidden */
1823 return 0; 1808 return 0;
1824} 1809}
1825 1810
1826/* determine if op stands in a lighted square. This is not a very 1811/* determine if op stands in a lighted square. This is not a very
1827 * intellegent algorithm. For one thing, we ignore los here, SO it 1812 * intelligent algorithm. For one thing, we ignore los here, SO it
1828 * is possible for a bright light to illuminate a player on the 1813 * is possible for a bright light to illuminate a player on the
1829 * other side of a wall (!). 1814 * other side of a wall (!).
1830 */ 1815 */
1831int 1816int
1832stand_in_light (object *op) 1817stand_in_light (object *op)
1833{ 1818{
1834 if (op) 1819 if (op)
1835 { 1820 {
1821 if (!op->is_on_map ())
1822 return 0;
1823
1824 if (op->map->darklevel () <= 0)
1825 return 1;
1826
1836 if (op->glow_radius > 0) 1827 if (op->glow_radius > 0)
1837 return 1; 1828 return 1;
1838 1829
1839 if (op->map) 1830 if (op->map)
1840 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1831 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1841 { 1832 {
1833 mapspace &ms = m->at (nx, ny);
1834
1835 ms.update ();
1836
1842 /* Check the spaces with the max light radius to see if any of them 1837 /* Check the spaces with the max light radius to see if any of them
1843 * have lights, and if any of them light the player enough, then return 1. 1838 * have lights, and if any of them light the player enough, then return 1.
1844 */ 1839 */
1845 int light = m->at (nx, ny).light; 1840 int light = ms.light;
1846 1841
1847 if (expect_false (light > 0) && idistance (dx, dy) <= light) 1842 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1848 return 1; 1843 return 1;
1849 } 1844 }
1850 } 1845 }
1851 1846
1852 return 0; 1847 return 0;
1853} 1848}
1854 1849
1855/* assuming no walls/barriers, lets check to see if its *possible* 1850/* assuming no walls/barriers, lets check to see if its *possible*
1856 * to see an enemy. Note, "detection" is different from "seeing". 1851 * to see an enemy. Note, "detection" is different from "seeing".
1857 * See can_detect_enemy() for more details. -b.t. 1852 * See can_detect_enemy() for more details. -b.t.
1858 * return 0 if can't be seen, 1 if can be 1853 * return 0 if can't be seen, 1 if can be
1859 */ 1854 */
1860int 1855int
1861can_see_enemy (object *op, object *enemy) 1856can_see_enemy (object *op, object *enemy)
1862{ 1857{
1863 object *looker = op->head ? op->head : op; 1858 object *looker = op->head ? op->head : op;
1864 1859
1865 /* safety */ 1860 /* safety */
1866 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1861 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1867 return 0; 1862 return 0;
1868 1863
1869 /* we dont give a full treatment of xrays here (shorter range than normal, 1864 /* we dont give a full treatment of xrays here (shorter range than normal,
1870 * see through walls). Should we change the code elsewhere to make you 1865 * see through walls). Should we change the code elsewhere to make you
1871 * blind even if you can xray? 1866 * blind even if you can xray?
1872 */ 1867 */
1873 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1868 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1874 return 0; 1869 return 0;
1875 1870
1876 /* checking for invisible things */ 1871 /* checking for invisible things */
1877 if (enemy->invisible) 1872 if (enemy->invisible)
1878 { 1873 {
1879 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880 * However,if you carry any source of light, then the hidden 1875 * However,if you carry any source of light, then the hidden
1881 * creature is seeable (and stupid) */ 1876 * creature is seeable (and stupid) */
1882 1877
1883 if (has_carried_lights (enemy)) 1878 if (enemy->has_carried_lights ())
1884 { 1879 {
1885 if (enemy->flag [FLAG_HIDDEN]) 1880 if (enemy->flag [FLAG_HIDDEN])
1886 { 1881 {
1887 make_visible (enemy); 1882 make_visible (enemy);
1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1895 1890
1896 /* Invisible enemy. Break apart the check for invis undead/invis looker 1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1897 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1898 * and making it a conditional makes the code pretty ugly. 1893 * and making it a conditional makes the code pretty ugly.
1899 */ 1894 */
1900 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1895 if (!looker->flag [FLAG_SEE_INVISIBLE])
1901 if (makes_invisible_to (enemy, looker)) 1896 if (makes_invisible_to (enemy, looker))
1902 return 0; 1897 return 0;
1903 } 1898 }
1904 else if (looker->is_player ()) /* for players, a (possible) shortcut */ 1899 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1905 if (player_can_view (looker, enemy)) 1900 if (player_can_view (looker, enemy))
1906 return 1; 1901 return 1;
1907 1902
1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1909 * unless they carry a light or stand in light. Darkness doesnt 1904 * unless they carry a light or stand in light. Darkness doesnt
1910 * inhibit the undead per se (but we should give their archs 1905 * inhibit the undead per se (but we should give their archs
1911 * CAN_SEE_IN_DARK, this is just a safety 1906 * CAN_SEE_IN_DARK, this is just a safety
1912 * we care about the enemy maps status, not the looker. 1907 * we care about the enemy maps status, not the looker.
1913 * only relevant for tiled maps, but it is possible that the 1908 * 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 1909 * enemy is on a bright map and the looker on a dark - in that
1915 * case, the looker can still see the enemy 1910 * case, the looker can still see the enemy
1916 */ 1911 */
1917 if (enemy->map->darklevel () > 0
1918 && !stand_in_light (enemy) 1912 if (!stand_in_light (enemy)
1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1913 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1920 return 0; 1914 return 0;
1921 1915
1922 return 1; 1916 return 1;
1923} 1917}
1924 1918
1919//-GPL

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