ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.56 by root, Sat Dec 27 08:41:44 2008 UTC vs.
Revision 1.100 by root, Sat Nov 17 23:40:04 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 5 * 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 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
7 * 8 *
8 * Deliantra is free software: you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 12 * option) any later version.
12 * 13 *
13 * This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 17 * GNU General Public License for more details.
17 * 18 *
18 * You should have received a copy of the GNU General Public License 19 * 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/>. 20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
20 * 22 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 23 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 24 */
25
26//+GPL
23 27
24#include <global.h> 28#include <global.h>
25#include <sproto.h> 29#include <sproto.h>
26#include <spells.h> 30#include <spells.h>
27#include <skills.h> 31#include <skills.h>
46 npc->enemy = NULL; 50 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 51 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 52 npc->enemy = npc->owner->enemy;
49 } 53 }
50 54
51 /* periodically, a monster mayu change its target. Also, if the object 55 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 56 * has been destroyed, etc, clear the enemy.
53 * TODO: this should be changed, because it invokes to attack forced or 57 * TODO: this should be changed, because it invokes to attack forced or
54 * attacked monsters to leave the attacker alone, before it is destroyed 58 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 59 */
56 /* i had removed the random target leave, this invokes problems with friendly 60 /* 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 61 * objects, getting attacked and defending herself - they don't try to attack
58 * again then but perhaps get attack on and on 62 * 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 63 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */ 64 * too. */
61 65
62 if (npc->enemy) 66 if (npc->enemy)
63 { 67 {
64 /* I broke these if's apart to better be able to see what 68 /* I broke these if's apart to better be able to see what
65 * the grouping checks are. Code is the same. 69 * the grouping checks are. Code is the same.
66 */ 70 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 71 if (npc->enemy->flag [FLAG_REMOVED] ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 72 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)) 73 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
70 npc->enemy = NULL; 74 npc->enemy = 0;
71 75
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 76 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 78 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner)) 79 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 80 npc->enemy = 0;
77 81
78 82
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 83 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
80 npc->enemy = NULL; 84 npc->enemy = 0;
81 85
82 /* I've noticed that pets could sometimes get an arrow as the 86 /* I've noticed that pets could sometimes get an arrow as the
83 * target enemy - this code below makes sure the enemy is something 87 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 88 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 89 * the creature/owner, and so the creature then takes that
86 * as the enemy to attack. 90 * as the enemy to attack.
87 */ 91 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 92 else if (!npc->enemy->flag [FLAG_MONSTER]
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 93 && !npc->enemy->flag [FLAG_GENERATOR]
90 && npc->enemy->type != PLAYER 94 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 95 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 96 npc->enemy = 0;
93
94 } 97 }
95 98
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 99 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 100}
98 101
99/* Returns the nearest living creature (monster or generator). 102/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 103 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 104 * Also fixed logic so that monsters in the lower directions were more
103 * of direction, revisit them after looking at all the other spaces. 106 * of direction, revisit them after looking at all the other spaces.
104 * 107 *
105 * Note that being this may skip some number of spaces, it will 108 * Note that being this may skip some number of spaces, it will
106 * not necessarily find the nearest living creature - it basically 109 * not necessarily find the nearest living creature - it basically
107 * chooses one from within a 3 space radius, and since it skips 110 * chooses one from within a 3 space radius, and since it skips
108 * the first few directions, it could very well choose something 111 * the first few directions, it could very well choose something
109 * 3 spaces away even though something directly north is closer. 112 * 3 spaces away even though something directly north is closer.
110 * 113 *
111 * this function is map tile aware. 114 * this function is map tile aware.
112 */ 115 */
113object * 116object *
123 for (i = 0; i < SIZEOFFREE; i++) 126 for (i = 0; i < SIZEOFFREE; i++)
124 { 127 {
125 /* modified to implement smart searching using search_arr 128 /* modified to implement smart searching using search_arr
126 * guidance array to determine direction of search order 129 * guidance array to determine direction of search order
127 */ 130 */
128 nx = npc->x + freearr_x[search_arr[i]]; 131 nx = npc->x + DIRX (search_arr[i]);
129 ny = npc->y + freearr_y[search_arr[i]]; 132 ny = npc->y + DIRY (search_arr[i]);
130 m = npc->map; 133 m = npc->map;
131 134
132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 135 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133 136
134 if (mflags & P_OUT_OF_MAP) 137 if (mflags & P_OUT_OF_MAP)
151 * Currently, only move_monster calls this function. 154 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 155 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 156 * if we have a valid target - function as not doing so in
154 * many cases. 157 * many cases.
155 */ 158 */
156object * 159static object *
157find_enemy (object *npc, rv_vector * rv) 160find_enemy (object *npc, rv_vector * rv)
158{ 161{
159 object *attacker, *tmp = NULL; 162 object *attacker, *tmp = NULL;
160 163
161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 164 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
162 npc->attacked_by = 0; /* always clear the attacker entry */ 165 npc->attacked_by = 0; /* always clear the attacker entry */
163 166
164 /* if we berserk, we don't care about others - we attack all we can find */ 167 /* if we berserk, we don't care about others - we attack all we can find */
165 if (QUERY_FLAG (npc, FLAG_BERSERK)) 168 if (npc->flag [FLAG_BERSERK])
166 { 169 {
167 tmp = find_nearest_living_creature (npc); 170 tmp = find_nearest_living_creature (npc);
168 171
169 if (tmp) 172 if (tmp)
170 get_rangevector (npc, tmp, rv, 0); 173 get_rangevector (npc, tmp, rv, 0);
171 174
172 return tmp; 175 return tmp;
173 } 176 }
174 177
175 /* Here is the main enemy selection. 178 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 179 * We want this: if there is an enemy, attack him until its not possible or
177 * one of both is dead. 180 * one of both is dead.
178 * If we have no enemy and we are... 181 * If we have no enemy and we are...
179 * a monster: try to find a player, a pet or a friendly monster 182 * 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 183 * 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 184 * a neutral: fight a attacker (but there should be none), then do nothing
199 if (attacker) /* if we have an attacker, check him */ 202 if (attacker) /* if we have an attacker, check him */
200 { 203 {
201 /* TODO: that's not finished */ 204 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 205 /* we don't want a fight evil vs evil or good against non evil */
203 206
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 207 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 208 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 209 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 210 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... */ 211 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 212 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 213 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 214 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 215 return attacker; /* yes, we face our attacker! */
213 } 216 }
214 } 217 }
215 218
216 /* we have no legal enemy or attacker, so we try to target a new one */ 219 /* 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)) 220 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
218 { 221 {
219 npc->enemy = get_nearest_player (npc); 222 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy) 223 if (npc->enemy)
221 tmp = check_enemy (npc, rv); 224 tmp = check_enemy (npc, rv);
222 } 225 }
229/* Sees if this monster should wake up. 232/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 233 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 234 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 235 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 236 */
234int 237static int
235check_wakeup (object *op, object *enemy, rv_vector *rv) 238check_wakeup (object *op, object *enemy, rv_vector *rv)
236{ 239{
237 /* Trim work - if no enemy, no need to do anything below */ 240 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 241 if (!enemy)
239 return 0; 242 return 0;
243
244 if (!op->flag [FLAG_SLEEP])
245 return 1;
240 246
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 247 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 248
243 if (op->flag [FLAG_BLIND]) 249 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 250 /* blinded monsters can only find nearby objects to attack */
245 radius = MIN_MON_RADIUS; 251 radius = MIN_MON_RADIUS;
246 else if (op->map 252 else if (op->map
247 && !enemy->invisible 253 && !enemy->invisible
248 && !stand_in_light (enemy) 254 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) 255 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 256 /* 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 257 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 258 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 259 * Remember we already checked to see if the monster can see in
254 * the dark. */ 260 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 261 min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 262
259 if (enemy->flag [FLAG_STEALTH]) 263 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 264 radius = radius / 2 + 1;
261 265
262 /* enemy should already be on this map, so don't really need to check 266 /* enemy should already be on this map, so don't really need to check
263 * for that. 267 * for that.
264 */ 268 */
265 if (rv->distance <= radius) 269 if (rv->distance <= radius)
266 { 270 {
267 CLEAR_FLAG (op, FLAG_SLEEP); 271 op->clr_flag (FLAG_SLEEP);
268 return 1; 272 return 1;
269 } 273 }
270 274
271 return 0; 275 return 0;
272} 276}
273 277
274int 278static int
275move_randomly (object *op) 279move_randomly (object *op)
276{ 280{
277 /* Give up to 15 chances for a monster to move randomly */ 281 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++) 282 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1)) 283 if (op->move (rndm (8) + 1))
280 return 1; 284 return 1;
281 285
282 return 0; 286 return 0;
283} 287}
284 288
285/* 289/*
286 * Move-monster returns 1 if the object has been freed, otherwise 0. 290 * monster_can_pick(): If the monster is interested in picking up
291 * the item, then return 0. Otherwise 0.
292 * Instead of pick_up, flags for "greed", etc, should be used.
293 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
287 */ 294 */
288int 295static int
289move_monster (object *op) 296monster_can_pick (object *monster, object *item)
290{ 297{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 298 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 299 int i;
293 rv_vector rv;
294 300
295 /* Monsters not on maps don't do anything. These monsters are things 301 if (!can_pick (monster, item))
296 * Like royal guards in city dwellers inventories. 302 return 0;
303
304 if (item->flag [FLAG_UNPAID])
305 return 0;
306
307 if (monster->pick_up & 64) /* All */
308 flag = 1;
309
310 else
311 switch (item->type)
312 {
313 case MONEY:
314 case GEM:
315 flag = monster->pick_up & 2;
316 break;
317
318 case FOOD:
319 flag = monster->pick_up & 4;
320 break;
321
322 case WEAPON:
323 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
324 break;
325
326 case ARMOUR:
327 case SHIELD:
328 case HELMET:
329 case BOOTS:
330 case GLOVES:
331 case GIRDLE:
332 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
333 break;
334
335 case SKILL:
336 flag = monster->flag [FLAG_CAN_USE_SKILL];
337 break;
338
339 case RING:
340 flag = monster->flag [FLAG_USE_RING];
341 break;
342
343 case RANGED:
344 case WAND:
345 case HORN:
346 case ROD:
347 flag = monster->flag [FLAG_USE_RANGE];
348 break;
349
350 case SPELLBOOK:
351 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
352 break;
353
354 case SCROLL:
355 flag = monster->flag [FLAG_USE_SCROLL];
356 break;
357
358 case BOW:
359 case ARROW:
360 flag = monster->flag [FLAG_USE_BOW];
361 break;
362 }
363
364 /* Simplistic check - if the monster has a location to equip it, he will
365 * pick it up. Note that this doesn't handle cases where an item may
366 * use several locations.
297 */ 367 */
298 if (!op->map) 368 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
369 {
370 if (monster->slot[i].info && item->slot[i].info)
371 {
372 flag = 1;
373 break;
374 }
375 }
376
377 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
299 return 0; 378 return 1;
300 379
301 /* for target facing, we copy this value here for fast access */ 380 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 381}
303 oph = oph->head;
304 382
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 383/*
306 enemy = op->enemy = NULL; 384 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 385 *
308 /* we have an enemy, just tell him we want him dead */ 386 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
309 enemy->attacked_by = op; /* our ptr */ 387 * Each time the blob passes over some treasure, it will
310 388 * grab it a.s.a.p.
311 /* generate hp, if applicable */ 389 *
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) 390 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
391 * to handle this.
392 *
393 * This function was seen be continueing looping at one point (tmp->below
394 * became a recursive loop. It may be better to call monster_check_apply
395 * after we pick everything up, since that function may call others which
396 * affect stacking on this space.
397 */
398static void
399monster_check_pickup (object *monster)
400{
401 for (object *next, *tmp = monster->below; tmp; tmp = next)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404
316 * #moves the monster makes. The scaling by 8 is 405 if (monster_can_pick (monster, tmp))
317 * to capture 8th's of a hp fraction regens
318 * 406 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
320 * overflow might produce monsters with negative hp. 408 tmp = insert_ob_in_ob (tmp, monster);
409 monster_check_apply (monster, tmp);
410 }
411
412 /* We could try to re-establish the cycling, of the space, but probably
413 * not a big deal to just bail out.
321 */ 414 */
322 415 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; 416 return;
417 }
418}
419
420/*
421 * monster_apply_below():
422 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423 * eager to apply things, encounters something apply-able,
424 * then make him apply it
425 */
426static void
427monster_apply_below (object *monster)
428{
429 object *tmp, *next;
430
431 for (tmp = monster->below; tmp != NULL; tmp = next)
432 {
433 next = tmp->below;
434 switch (tmp->type)
383 } 435 {
384 436 case T_HANDLE:
385 /* Probably really a bug for a creature to have both 437 case TRIGGER:
386 * stand still and a movement type set. 438 if (monster->will_apply & 1)
387 */ 439 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 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int dir = 1; dir <= 8; ++dir)
521 {
522 mapxy pos (op); pos.move (dir);
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1;
531 sdir = dir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also wide the actual path, spreading information
535 if (!rndm (20))
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else
544 // no better smell found, so assume the player jumped, and erase this smell
545 {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
546 ordered_mapwalk_begin (op, -1, -1, 1, 1)
547 if (m)
548 m->at (nx, ny).smell = 0;
549 ordered_mapwalk_end
550 }//D
551 }
552
553#endif
554
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4);
557
558 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560
561 pre_att_dir = dir; /* remember the original direction */
562
563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564 {
565 switch (op->attack_movement & LO4)
566 {
567 case DISTATT:
568 dir = dist_att (dir, op, enemy, part, &rv);
569 break; 440 break;
570 441
571 case RUNATT: 442 case TREASURE:
572 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
573 break; 445 break;
574 446
575 case HITRUN:
576 dir = hitrun_att (dir, op, enemy);
577 break;
578
579 case WAITATT:
580 dir = wait_att (dir, op, enemy, part, &rv);
581 break;
582
583 case RUSH: /* default - monster normally moves towards player */
584 case ALLRUN:
585 break;
586
587 case DISTHIT:
588 dir = disthit_att (dir, op, enemy, part, &rv);
589 break;
590
591 case WAIT2:
592 dir = wait_att2 (dir, op, enemy, part, &rv);
593 break;
594
595 default:
596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 }
598 }
599
600 if (!dir)
601 return 0;
602
603 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604 {
605 if (move_object (op, dir)) /* Can the monster move directly toward player? */
606 { 447 }
607 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
608 if ((op->attack_movement & LO4) == DISTATT) 449 break;
609 op->direction = pre_att_dir;
610
611 return 0;
612 }
613
614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615 {
616 /* Try move around corners if !close */
617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618
619 for (diff = 1; diff <= maxdiff; diff++)
620 {
621 /* try different detours */
622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623
624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
625 return 0;
626 }
627 }
628 } /* if monster is not standing still */
629
630 /* elmex: Turn our monster after it moved if it has DISTATT attack */
631 if ((op->attack_movement & LO4) == DISTATT)
632 op->direction = pre_att_dir;
633
634 /*
635 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
636 * direction if they can't move away.
637 */
638 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
639 if (move_randomly (op))
640 return 0;
641
642 /*
643 * Try giving the monster a new enemy - the player that is closest
644 * to it. In this way, it won't just keep trying to get to a target
645 * that is inaccessible.
646 * This could be more clever - it should go through a list of several
647 * enemies, as it is now, you could perhaps get situations where there
648 * are two players flanking the monster at close distance, but which
649 * the monster can't get to, and a third one at a far distance that
650 * the monster could get to - as it is, the monster won't look at that
651 * third one.
652 */
653 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
654 { 450 }
655 object *nearest_player = get_nearest_player (op);
656
657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658 {
659 op->enemy = 0;
660 enemy = nearest_player;
661 }
662 }
663
664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665 {
666 /* The adjustement to wc that was here before looked totally bogus -
667 * since wc can in fact get negative, that would mean by adding
668 * the current wc, the creature gets better? Instead, just
669 * add a fixed amount - nasty creatures that are runny away should
670 * still be pretty nasty.
671 */
672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
673 {
674 part->stats.wc += 10;
675 skill_attack (enemy, part, 0, NULL, NULL);
676 part->stats.wc -= 10;
677 }
678 else
679 skill_attack (enemy, part, 0, NULL, NULL);
680 } /* if monster is in attack range */
681
682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
683 return 1;
684
685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 {
687 op->drop_and_destroy ();
688 return 1;
689 }
690
691 return 0;
692}
693
694int
695can_hit (object *ob1, object *ob2, rv_vector * rv)
696{
697 object *more;
698 rv_vector rv1;
699
700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 return 0;
702
703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704 return 1;
705
706 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet
708 */
709 for (more = ob2->more; more != NULL; more = more->more)
710 {
711 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713 return 1;
714 }
715
716 return 0;
717} 451}
718 452
719/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
720 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
721 * 455 *
729 * 463 *
730 * This could be a lot smarter - if there are few monsters around, 464 * This could be a lot smarter - if there are few monsters around,
731 * then disease might not be as bad. Likewise, if the monster is damaged, 465 * then disease might not be as bad. Likewise, if the monster is damaged,
732 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
733 */ 467 */
734
735static int 468static int
736monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
737{ 470{
738 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
744 return 1; 477 return 1;
745 478
746 return 0; 479 return 0;
747} 480}
748 481
749#define MAX_KNOWN_SPELLS 20
750
751/* Returns a randomly selected spell. This logic is still
752 * less than ideal. This code also only seems to deal with
753 * wizard spells, as the check is against sp, and not grace.
754 * can mosnters know cleric spells?
755 */
756object *
757monster_choose_random_spell (object *monster)
758{
759 object *altern[MAX_KNOWN_SPELLS];
760 int i = 0;
761
762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
764 {
765 /* Check and see if it's actually a useful spell.
766 * If its a spellbook, the spell is actually the inventory item.
767 * if it is a spell, then it is just the object itself.
768 */
769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
770 {
771 altern [i++] = tmp;
772
773 if (i == MAX_KNOWN_SPELLS)
774 break;
775 }
776 }
777
778 return i ? altern [rndm (i)] : 0;
779}
780
781/* This checks to see if the monster should cast a spell/ability.
782 * it returns true if the monster casts a spell, 0 if he doesn't.
783 * head is the head of the monster.
784 * part is the part of the monster we are checking against.
785 * pl is the target.
786 * dir is the direction to case.
787 * rv is the vector which describes where the enemy is.
788 */
789int
790monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
791{
792 object *spell_item;
793 object *owner;
794 rv_vector rv1;
795
796 /* If you want monsters to cast spells over friends, this spell should
797 * be removed. It probably should be in most cases, since monsters still
798 * don't care about residual effects (ie, casting a cone which may have a
799 * clear path to the player, the side aspects of the code will still hit
800 * other monsters)
801 */
802 if (!(dir = path_to_player (part, pl, 0)))
803 return 0;
804
805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
806 {
807 get_rangevector (head, owner, &rv1, 0x1);
808 if (dirdiff (dir, rv1.direction) < 2)
809 return 0; /* Might hit owner with spell */
810 }
811
812 if (QUERY_FLAG (head, FLAG_CONFUSED))
813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
814
815 /* If the monster hasn't already chosen a spell, choose one
816 * I'm not sure if it really make sense to pre-select spells (events
817 * could be different by the time the monster goes again).
818 */
819 if (head->spellitem == NULL)
820 {
821 if ((spell_item = monster_choose_random_spell (head)) == NULL)
822 {
823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
825 return 0;
826 }
827
828 if (spell_item->type == SPELLBOOK)
829 {
830 if (!spell_item->inv)
831 {
832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833 return 0;
834 }
835
836 spell_item = spell_item->inv;
837 }
838 }
839 else
840 spell_item = head->spellitem;
841
842 if (!spell_item)
843 return 0;
844
845 /* Best guess this is a defensive/healing spell */
846 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
847 dir = 0;
848
849 /* Monster doesn't have enough spell-points */
850 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
851 return 0;
852
853 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
854 return 0;
855
856 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
857 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
858
859 /* set this to null, so next time monster will choose something different */
860 head->spellitem = NULL;
861
862 return cast_spell (part, part, dir, spell_item, NULL);
863}
864
865int
866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867{
868 object *scroll;
869 object *owner;
870 rv_vector rv1;
871
872 /* If you want monsters to cast spells over friends, this spell should
873 * be removed. It probably should be in most cases, since monsters still
874 * don't care about residual effects (ie, casting a cone which may have a
875 * clear path to the player, the side aspects of the code will still hit
876 * other monsters)
877 */
878 if (!(dir = path_to_player (part, pl, 0)))
879 return 0;
880
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
882 {
883 get_rangevector (head, owner, &rv1, 0x1);
884 if (dirdiff (dir, rv1.direction) < 2)
885 {
886 return 0; /* Might hit owner with spell */
887 }
888 }
889
890 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 dir = absdir (dir + rndm (3) + rndm (3) - 2);
892
893 for (scroll = head->inv; scroll; scroll = scroll->below)
894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
896
897 /* Used up all his scrolls, so nothing do to */
898 if (!scroll)
899 {
900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
901 return 0;
902 }
903
904 /* Spell should be cast on caster (ie, heal, strength) */
905 if (scroll->inv->range == 0)
906 dir = 0;
907
908 apply_scroll (part, scroll, dir);
909 return 1;
910}
911
912/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
914 * SK_MISSILE_WEAPON to make those respective attacks, if we
915 * required that we would drastically increase the memory
916 * requirements of CF!!
917 *
918 * The skills we are treating here are all but those. -b.t.
919 *
920 * At the moment this is only useful for throwing, perhaps for
921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 */
923int
924monster_use_skill (object *head, object *part, object *pl, int dir)
925{
926 object *skill, *owner;
927
928 if (!(dir = path_to_player (part, pl, 0)))
929 return 0;
930
931 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
932 {
933 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
934
935 if (dirdiff (dir, dir2) < 1)
936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
937 }
938
939 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
941
942 /* skill selection - monster will use the next unused skill.
943 * well...the following scenario will allow the monster to
944 * toggle between 2 skills. One day it would be nice to make
945 * more skills available to monsters.
946 */
947 for (skill = head->inv; skill; skill = skill->below)
948 if (skill->type == SKILL && skill != head->chosen_skill)
949 {
950 head->chosen_skill = skill;
951 break;
952 }
953
954 if (!skill && !head->chosen_skill)
955 {
956 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
957 CLEAR_FLAG (head, FLAG_READY_SKILL);
958 return 0;
959 }
960
961 /* use skill */
962 return do_skill (head, part, head->chosen_skill, dir, NULL);
963}
964
965/* Monster will use a ranged spell attack. */
966int
967monster_use_range (object *head, object *part, object *pl, int dir)
968{
969 object *wand, *owner;
970 int at_least_one = 0;
971
972 if (!(dir = path_to_player (part, pl, 0)))
973 return 0;
974
975 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
976 {
977 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
978
979 if (dirdiff (dir, dir2) < 2)
980 return 0; /* Might hit owner with spell */
981 }
982
983 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
985
986 for (wand = head->inv; wand; wand = wand->below)
987 {
988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
998 {
999 if (wand->arch)
1000 {
1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 wand->face = wand->arch->face;
1003 wand->set_speed (0);
1004 }
1005 }
1006 /* Success */
1007 return 1;
1008 }
1009 else if (wand->type == ROD || wand->type == HORN)
1010 {
1011 /* Found rod/horn, let's use it if possible */
1012 at_least_one = 1;
1013 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1014 continue;
1015
1016 /* drain charge before casting spell - can be a case where the
1017 * spell destroys the monster, and rod, so if done after, results
1018 * in crash.
1019 */
1020 drain_rod_charge (wand);
1021 cast_spell (head, wand, dir, wand->inv, NULL);
1022
1023 /* Success */
1024 return 1;
1025 }
1026 }
1027
1028 if (at_least_one)
1029 return 0;
1030
1031 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1033 return 0;
1034}
1035
1036int
1037monster_use_bow (object *head, object *part, object *pl, int dir)
1038{
1039 object *owner;
1040
1041 if (!(dir = path_to_player (part, pl, 0)))
1042 return 0;
1043
1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1046
1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 {
1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
1051 if (dirdiff (dir, dir2) < 1)
1052 return 0; /* Might hit owner with arrow */
1053 }
1054
1055 /* in server/player.c */
1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057
1058}
1059
1060/* Checks if putting on 'item' will make 'who' do more 482/* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things 483 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant. 484 * like speed and ac are also relevant.
1063 * 485 *
1064 * return true if item is a better object. 486 * return true if item is a better object.
1065 */ 487 */
1066int 488static int
1067check_good_weapon (object *who, object *item) 489check_good_weapon (object *who, object *item)
1068{ 490{
1069 object *other_weap; 491 object *other_weap;
1070 int val = 0, i; 492 int val = 0, i;
1071 493
1072 for (other_weap = who->inv; other_weap; other_weap = other_weap->below) 494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1073 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
1074 break; 496 break;
1075 497
1076 if (!other_weap) /* No other weapons */ 498 if (!other_weap) /* No other weapons */
1077 return 1; 499 return 1;
1078 500
1094 return 1; 516 return 1;
1095 else 517 else
1096 return 0; 518 return 0;
1097} 519}
1098 520
1099int 521static int
1100check_good_armour (object *who, object *item) 522check_good_armour (object *who, object *item)
1101{ 523{
1102 object *other_armour; 524 object *other_armour;
1103 int val = 0, i; 525 int val = 0, i;
1104 526
1105 for (other_armour = who->inv; other_armour; other_armour = other_armour->below) 527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1106 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
1107 break; 529 break;
1108 530
1109 if (other_armour == NULL) /* No other armour, use the new */ 531 if (other_armour == NULL) /* No other armour, use the new */
1110 return 1; 532 return 1;
1111 533
1114 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; 536 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1115 val += (item->magic - other_armour->magic) * 3; 537 val += (item->magic - other_armour->magic) * 3;
1116 538
1117 /* for the other protections, do weigh them very much in the equation - 539 /* for the other protections, do weigh them very much in the equation -
1118 * it is the armor protection which is most important, because there is 540 * it is the armor protection which is most important, because there is
1119 * no good way to know what the player may attack the monster with. 541 * no good way to know what the player may attack the monster with.
1120 * So if the new item has better protection than the old, give that higher 542 * So if the new item has better protection than the old, give that higher
1121 * value. If the reverse, then decrease the value of this item some. 543 * value. If the reverse, then decrease the value of this item some.
1122 */ 544 */
1123 for (i = 1; i < NROFATTACKS; i++) 545 for (i = 1; i < NROFATTACKS; i++)
1124 { 546 {
1132 554
1133 if (val > 0) 555 if (val > 0)
1134 return 1; 556 return 1;
1135 else 557 else
1136 return 0; 558 return 0;
1137}
1138
1139/*
1140 * monster_check_pickup(): checks for items that monster can pick up.
1141 *
1142 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1143 * Each time the blob passes over some treasure, it will
1144 * grab it a.s.a.p.
1145 *
1146 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1147 * to handle this.
1148 *
1149 * This function was seen be continueing looping at one point (tmp->below
1150 * became a recursive loop. It may be better to call monster_check_apply
1151 * after we pick everything up, since that function may call others which
1152 * affect stacking on this space.
1153 */
1154void
1155monster_check_pickup (object *monster)
1156{
1157 object *tmp, *next;
1158
1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1160 {
1161 next = tmp->below;
1162 if (monster_can_pick (monster, tmp))
1163 {
1164 tmp->remove ();
1165 tmp = insert_ob_in_ob (tmp, monster);
1166 (void) monster_check_apply (monster, tmp);
1167 }
1168 /* We could try to re-establish the cycling, of the space, but probably
1169 * not a big deal to just bail out.
1170 */
1171 if (next && next->destroyed ())
1172 return;
1173 }
1174}
1175
1176/*
1177 * monster_can_pick(): If the monster is interested in picking up
1178 * the item, then return 0. Otherwise 0.
1179 * Instead of pick_up, flags for "greed", etc, should be used.
1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1181 */
1182int
1183monster_can_pick (object *monster, object *item)
1184{
1185 int flag = 0;
1186 int i;
1187
1188 if (!can_pick (monster, item))
1189 return 0;
1190
1191 if (QUERY_FLAG (item, FLAG_UNPAID))
1192 return 0;
1193
1194 if (monster->pick_up & 64) /* All */
1195 flag = 1;
1196
1197 else
1198 switch (item->type)
1199 {
1200 case MONEY:
1201 case GEM:
1202 flag = monster->pick_up & 2;
1203 break;
1204
1205 case FOOD:
1206 flag = monster->pick_up & 4;
1207 break;
1208
1209 case WEAPON:
1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 break;
1212
1213 case ARMOUR:
1214 case SHIELD:
1215 case HELMET:
1216 case BOOTS:
1217 case GLOVES:
1218 case GIRDLE:
1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 break;
1221
1222 case SKILL:
1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 break;
1225
1226 case RING:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 break;
1229
1230 case WAND:
1231 case HORN:
1232 case ROD:
1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 break;
1235
1236 case SPELLBOOK:
1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 break;
1239
1240 case SCROLL:
1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 break;
1243
1244 case BOW:
1245 case ARROW:
1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 break;
1248 }
1249
1250 /* Simplistic check - if the monster has a location to equip it, he will
1251 * pick it up. Note that this doesn't handle cases where an item may
1252 * use several locations.
1253 */
1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1255 {
1256 if (monster->slot[i].info && item->slot[i].info)
1257 {
1258 flag = 1;
1259 break;
1260 }
1261 }
1262
1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1264 return 1;
1265
1266 return 0;
1267}
1268
1269/*
1270 * monster_apply_below():
1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1272 * eager to apply things, encounters something apply-able,
1273 * then make him apply it
1274 */
1275void
1276monster_apply_below (object *monster)
1277{
1278 object *tmp, *next;
1279
1280 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 {
1282 next = tmp->below;
1283 switch (tmp->type)
1284 {
1285 case CF_HANDLE:
1286 case TRIGGER:
1287 if (monster->will_apply & 1)
1288 manual_apply (monster, tmp, 0);
1289 break;
1290
1291 case TREASURE:
1292 if (monster->will_apply & 2)
1293 manual_apply (monster, tmp, 0);
1294 break;
1295
1296 }
1297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298 break;
1299 }
1300} 559}
1301 560
1302/* 561/*
1303 * monster_check_apply() is meant to be called after an item is 562 * monster_check_apply() is meant to be called after an item is
1304 * inserted in a monster. 563 * inserted in a monster.
1312void 571void
1313monster_check_apply (object *mon, object *item) 572monster_check_apply (object *mon, object *item)
1314{ 573{
1315 int flag = 0; 574 int flag = 0;
1316 575
1317 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) 576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
1318 { 577 {
1319 SET_FLAG (mon, FLAG_CAST_SPELL); 578 mon->set_flag (FLAG_CAST_SPELL);
1320 return; 579 return;
1321 } 580 }
1322 581
1323 /* If for some reason, this item is already applied, no more work to do */ 582 /* If for some reason, this item is already applied, no more work to do */
1324 if (QUERY_FLAG (item, FLAG_APPLIED)) 583 if (item->flag [FLAG_APPLIED])
1325 return; 584 return;
1326 585
1327 /* Might be better not to do this - if the monster can fire a bow, 586 /* Might be better not to do this - if the monster can fire a bow,
1328 * it is possible in his wanderings, he will find one to use. In 587 * it is possible in his wanderings, he will find one to use. In
1329 * which case, it would be nice to have ammo for it. 588 * which case, it would be nice to have ammo for it.
1330 */ 589 */
1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
1332 { 591 {
1333 /* Check for the right kind of bow */ 592 /* Check for the right kind of bow */
1334 object *bow; 593 object *bow;
1335 594
1336 for (bow = mon->inv; bow; bow = bow->below) 595 for (bow = mon->inv; bow; bow = bow->below)
1337 if (bow->type == BOW && bow->race == item->race) 596 if (bow->type == BOW && bow->race == item->race)
1338 { 597 {
1339 SET_FLAG (mon, FLAG_READY_BOW); 598 mon->set_flag (FLAG_READY_BOW);
1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1341 return; /* nothing more to do for arrows */ 599 return; /* nothing more to do for arrows */
1342 } 600 }
1343 } 601 }
1344 602
1345 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1346 flag = 1; 604 flag = 1;
1347 /* Eating food gets hp back */ 605 /* Eating food gets hp back */
1348 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1349 flag = 1; 607 flag = 1;
1350 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
1351 { 609 {
1352 if (!item->inv) 610 if (!item->inv)
1353 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); 611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1354 else if (monster_should_cast_spell (mon, item->inv)) 612 else if (monster_should_cast_spell (mon, item->inv))
1355 SET_FLAG (mon, FLAG_READY_SCROLL); 613 mon->set_flag (FLAG_READY_SCROLL);
1356 /* Don't use it right now */ 614 /* Don't use it right now */
1357 return; 615 return;
1358 } 616 }
1359 else if (item->type == WEAPON) 617 else if (item->type == WEAPON)
1360 flag = check_good_weapon (mon, item); 618 flag = check_good_weapon (mon, item);
1368 /* We never really 'ready' the wand/rod/horn, because that would mean the 626 /* We never really 'ready' the wand/rod/horn, because that would mean the
1369 * weapon would get undone. 627 * weapon would get undone.
1370 */ 628 */
1371 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1372 { 630 {
1373 SET_FLAG (mon, FLAG_READY_RANGE); 631 mon->set_flag (FLAG_READY_RANGE);
1374 SET_FLAG (item, FLAG_APPLIED); 632 item->set_flag (FLAG_APPLIED);
1375 } 633 }
1376 return; 634 return;
1377 } 635 }
1378 else if (item->type == BOW) 636 else if (item->type == BOW)
1379 { 637 {
1380 /* We never really 'ready' the bow, because that would mean the 638 /* We never really 'ready' the bow, because that would mean the
1381 * weapon would get undone. 639 * weapon would get undone.
1382 */ 640 */
1383 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1384 SET_FLAG (mon, FLAG_READY_BOW); 642 mon->set_flag (FLAG_READY_BOW);
1385 return; 643 return;
1386 } 644 }
1387 else if (item->type == SKILL) 645 else if (item->type == SKILL)
1388 { 646 {
1389 /* 647 /*
1390 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, 648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1391 * else they can't use the skill... 649 * else they can't use the skill...
1392 * Skills also don't need to get applied, so return now. 650 * Skills also don't need to get applied, so return now.
1393 */ 651 */
1394 SET_FLAG (mon, FLAG_READY_SKILL); 652 mon->set_flag (FLAG_READY_SKILL);
1395 return; 653 return;
1396 } 654 }
1397 655
1398 /* if we don't match one of the above types, return now. 656 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh, 657 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the 658 * bolts, and whatever else, because it only checks against the
1401 * body_info locations. 659 * body_info locations.
1402 */ 660 */
1403 if (!flag) 661 if (!flag)
1404 return; 662 return;
1412 670
1413 /* should only be applying this item, not unapplying it. 671 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour. 672 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1416 */ 674 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
1418} 676}
1419 677
1420void 678static int
1421npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1422{ 680{
1423 int x, y, mflags;
1424 object *npc; 681 object *more;
1425 sint16 sx, sy; 682 rv_vector rv1;
1426 maptile *m;
1427 683
1428 for (x = -3; x < 4; x++) 684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
1429 for (y = -3; y < 4; y++) 685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
1430 { 694 {
1431 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1432 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1433 sy = op->y + y; 697 return 1;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue;
1438
1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy;
1442 } 698 }
1443}
1444 699
1445int 700 return 0;
701}
702
703static int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1447{ 705{
1448 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1449 return dir; 707 return dir;
1450 708
1451 if (rv->distance < 10) 709 if (rv->distance < 10)
1454 return dir; 712 return dir;
1455 713
1456 return 0; 714 return 0;
1457} 715}
1458 716
1459int 717static int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1461{ 719{
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1463 {
1464 ob->move_status++;
1465 return (dir); 721 return dir;
1466 } 722 else
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4); 723 return absdir (dir + 4);
1471} 724}
1472 725
1473int 726static int
1474hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1475{ 728{
1476 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1477 return dir; 730 return dir;
1478 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1481 ob->move_status = 0; 734 ob->move_status = 0;
1482 735
1483 return absdir (dir + 4); 736 return absdir (dir + 4);
1484} 737}
1485 738
1486int 739static int
1487wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488{ 741{
1489
1490 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1491 743
1492 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1493 ob->move_status++; 745 ob->move_status++;
1494 746
1501 753
1502 ob->move_status = 0; 754 ob->move_status = 0;
1503 return 0; 755 return 0;
1504} 756}
1505 757
1506int 758static int
1507disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508{ 760{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away, 762 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but 764 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the 765 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1516 */ 767 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1518 return absdir (dir + 4); 769 return absdir (dir + 4);
1519 770
1520 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1521} 772}
1522 773
1523int 774static int
1524wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1525{ 776{
1526 if (rv->distance < 9) 777 if (rv->distance < 9)
1527 return absdir (dir + 4); 778 return absdir (dir + 4);
1528 779
1529 return 0; 780 return 0;
1530} 781}
1531 782
1532void 783static void
1533circ1_move (object *ob) 784circ1_move (object *ob)
1534{ 785{
1535 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536 787
1537 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1538 ob->move_status = 0; 789 ob->move_status = 0;
1539 790
1540 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(ob->move (circle[ob->move_status])))
1541 move_object (ob, rndm (8) + 1); 792 ob->move (rndm (8) + 1);
1542} 793}
1543 794
1544void 795static void
1545circ2_move (object *ob) 796circ2_move (object *ob)
1546{ 797{
1547 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1548 799
1549 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1550 ob->move_status = 0; 801 ob->move_status = 0;
1551 802
1552 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(ob->move (circle[ob->move_status])))
1553 move_object (ob, rndm (8) + 1); 804 ob->move (rndm (8) + 1);
1554} 805}
1555 806
1556void 807static void
1557pace_movev (object *ob) 808pace_movev (object *ob)
1558{ 809{
1559 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1560 ob->move_status = 0; 811 ob->move_status = 0;
1561 812
1562 if (ob->move_status < 4) 813 if (ob->move_status < 4)
1563 move_object (ob, 5); 814 ob->move (5);
1564 else 815 else
1565 move_object (ob, 1); 816 ob->move (1);
1566} 817}
1567 818
1568void 819static void
1569pace_moveh (object *ob) 820pace_moveh (object *ob)
1570{ 821{
1571 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1572 ob->move_status = 0; 823 ob->move_status = 0;
1573 824
1574 if (ob->move_status < 4) 825 if (ob->move_status < 4)
1575 move_object (ob, 3); 826 ob->move (3);
1576 else 827 else
1577 move_object (ob, 7); 828 ob->move (7);
1578} 829}
1579 830
1580void 831static void
1581pace2_movev (object *ob) 832pace2_movev (object *ob)
1582{ 833{
1583 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1584 ob->move_status = 0; 835 ob->move_status = 0;
1585 836
1586 if (ob->move_status < 6) 837 if (ob->move_status < 6)
1587 move_object (ob, 5); 838 ob->move (5);
1588 else if (ob->move_status < 8) 839 else if (ob->move_status < 8)
1589 return; 840 return;
1590 else if (ob->move_status < 13) 841 else if (ob->move_status < 13)
1591 move_object (ob, 1); 842 ob->move (1);
1592 else 843 else
1593 return; 844 return;
1594} 845}
1595 846
1596void 847static void
1597pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1598{ 849{
1599 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1600 ob->move_status = 0; 851 ob->move_status = 0;
1601 852
1602 if (ob->move_status < 6) 853 if (ob->move_status < 6)
1603 move_object (ob, 3); 854 ob->move (3);
1604 else if (ob->move_status < 8) 855 else if (ob->move_status < 8)
1605 return; 856 return;
1606 else if (ob->move_status < 13) 857 else if (ob->move_status < 13)
1607 move_object (ob, 7); 858 ob->move (7);
1608 else 859 else
1609 return; 860 return;
1610} 861}
1611 862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870}
871
872#define MAX_KNOWN_SPELLS 20
873
874/* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879static object *
880monster_choose_random_spell (object *monster)
881{
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902}
903
904/* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912static int
913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914{
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (head->flag [FLAG_CONFUSED])
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985}
986
987static int
988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989{
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
994 /* If you want monsters to cast spells over friends, this spell should
995 * be removed. It probably should be in most cases, since monsters still
996 * don't care about residual effects (ie, casting a cone which may have a
997 * clear path to the player, the side aspects of the code will still hit
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (head->flag [FLAG_CONFUSED])
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 head->clr_flag (FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032}
1033
1034/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
1042 * At the moment this is only useful for throwing, perhaps for
1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 */
1045static int
1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
1066 // skill selection - monster will use the last unused skill
1067 // and rotate, eventually cycling through all skills.
1068 for (skill = head->inv; skill; skill = skill->below)
1069 if (skill->type == SKILL && skill != head->chosen_skill)
1070 new_skill = skill;
1071
1072 if (new_skill)
1073 splay (head->chosen_skill = new_skill);
1074 else if (!head->chosen_skill)
1075 {
1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1077 head->clr_flag (FLAG_READY_SKILL);
1078 return 0;
1079 }
1080
1081 /* use skill */
1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
1083}
1084
1085/* Monster will use a ranged spell attack. */
1086static int
1087monster_use_range (object *head, object *part, object *pl, int dir)
1088{
1089 object *wand, *owner;
1090 int at_least_one = 0;
1091
1092 if (!(dir = path_to_player (part, pl, 0)))
1093 return 0;
1094
1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1096 {
1097 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1098
1099 if (dirdiff (dir, dir2) < 2)
1100 return 0; /* Might hit owner with spell */
1101 }
1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
1106 for (wand = head->inv; wand; wand = wand->below)
1107 {
1108 if (wand->type == WAND)
1109 {
1110 /* Found a wand, let's see if it has charges left */
1111 at_least_one = 1;
1112 if (wand->stats.food <= 0)
1113 continue;
1114
1115 cast_spell (head, wand, dir, wand->inv, NULL);
1116
1117 if (!(--wand->stats.food))
1118 {
1119 if (wand->arch)
1120 {
1121 wand->clr_flag (FLAG_ANIMATE);
1122 wand->face = wand->arch->face;
1123 wand->set_speed (0);
1124 }
1125 }
1126 /* Success */
1127 return 1;
1128 }
1129 else if (wand->type == ROD || wand->type == HORN)
1130 {
1131 /* Found rod/horn, let's use it if possible */
1132 at_least_one = 1;
1133 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1134 continue;
1135
1136 /* drain charge before casting spell - can be a case where the
1137 * spell destroys the monster, and rod, so if done after, results
1138 * in crash.
1139 */
1140 drain_rod_charge (wand);
1141 cast_spell (head, wand, dir, wand->inv, NULL);
1142
1143 /* Success */
1144 return 1;
1145 }
1146 }
1147
1148 if (at_least_one)
1149 return 0;
1150
1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1152 head->clr_flag (FLAG_READY_RANGE);
1153 return 0;
1154}
1155
1156static int
1157monster_use_bow (object *head, object *part, object *pl, int dir)
1158{
1159 object *owner;
1160
1161 if (!(dir = path_to_player (part, pl, 0)))
1162 return 0;
1163
1164 if (head->flag [FLAG_CONFUSED])
1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166
1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1168 {
1169 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1170
1171 if (dirdiff (dir, dir2) < 1)
1172 return 0; /* Might hit owner with arrow */
1173 }
1174
1175 /* in server/player.c */
1176 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1177
1178}
1179
1612void 1180void
1613rand_move (object *ob) 1181npc_call_help (object *op)
1614{ 1182{
1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1616 for (int i = 0; i < 5; i++) 1184 {
1617 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1185 mapspace &ms = m->at (nx, ny);
1618 return; 1186
1187 /* If nothing alive on this space, no need to search the space. */
1188 if (!(ms.flags () & P_IS_ALIVE))
1189 continue;
1190
1191 for (object *npc = ms.bot; npc; npc = npc->above)
1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1193 npc->enemy = op->enemy;
1194 }
1619} 1195}
1620 1196
1621void 1197void
1622check_earthwalls (object *op, maptile *m, int x, int y) 1198check_earthwalls (object *op, maptile *m, int x, int y)
1623{ 1199{
1661 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1662 */ 1238 */
1663 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1664 { 1240 {
1665 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1667 continue; 1243 continue;
1668 1244
1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1670 break; 1246 break;
1671 1247
1672 } 1248 }
1673 1249
1674#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1676#endif 1252#endif
1677 1253
1678 return tmp; 1254 return tmp;
1679} 1255}
1680 1256
1257/*
1258 * Move-monster returns 1 if the object has been freed, otherwise 0.
1259 */
1260int
1261move_monster (object *op)
1262{
1263 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1264 object *owner, *enemy, *part, *oph = op;
1265 rv_vector rv;
1266
1267 /* Monsters not on maps don't do anything. These monsters are things
1268 * Like royal guards in city dwellers inventories.
1269 */
1270 if (!op->map)
1271 return 0;
1272
1273 /* for target facing, we copy this value here for fast access */
1274 if (oph->head) /* force update the head - one arch one pic */
1275 oph = oph->head;
1276
1277 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1278 enemy = op->enemy = 0;
1279 else if ((enemy = find_enemy (op, &rv)))
1280 /* we have an enemy, just tell him we want him dead */
1281 enemy->attacked_by = op; /* our ptr */
1282
1283 /* generate hp, if applicable */
1284 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1285 {
1286 /* last heal is in funny units. Dividing by speed puts
1287 * the regeneration rate on a basis of time instead of
1288 * #moves the monster makes. The scaling by 8 is
1289 * to capture 8th's of a hp fraction regens
1290 */
1291 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1292 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1293 op->last_heal = last_heal % 32;
1294
1295 /* So if the monster has gained enough HP that they are no longer afraid */
1296 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1297 op->flag [FLAG_RUN_AWAY] = false;
1298 }
1299
1300 /* generate sp, if applicable */
1301 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1302 {
1303 /* last_sp is in funny units. Dividing by speed puts
1304 * the regeneration rate on a basis of time instead of
1305 * #moves the monster makes. The scaling by 8 is
1306 * to capture 8th's of a sp fraction regens
1307 */
1308
1309 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1310 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1311 op->last_sp = last_sp % 128;
1312 }
1313
1314 /* this should probably get modified by many more values.
1315 * (eg, creatures resistance to fear, level, etc. )
1316 */
1317 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1318 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1319
1320 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1321 return op->flag [FLAG_FREED];
1322
1323 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1324 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1325 if (!check_wakeup (op, enemy, &rv))
1326 return 0;
1327
1328 /* check if monster pops out of hidden spot */
1329 if (op->flag [FLAG_HIDDEN])
1330 do_hidden_move (op);
1331
1332 if (op->pick_up)
1333 monster_check_pickup (op);
1334
1335 if (op->will_apply)
1336 monster_apply_below (op); /* Check for items to apply below */
1337
1338 /* If we don't have an enemy, do special movement or the like */
1339 if (!enemy)
1340 {
1341 if (op->flag [FLAG_ONLY_ATTACK])
1342 {
1343 op->drop_and_destroy ();
1344 return 1;
1345 }
1346
1347 /* Probably really a bug for a creature to have both
1348 * stand still and a movement type set.
1349 */
1350 if (!op->flag [FLAG_STAND_STILL])
1351 {
1352 if (op->attack_movement & HI4)
1353 {
1354 switch (op->attack_movement & HI4)
1355 {
1356 case PETMOVE:
1357 pet_move (op);
1358 break;
1359
1360 case CIRCLE1:
1361 circ1_move (op);
1362 break;
1363
1364 case CIRCLE2:
1365 circ2_move (op);
1366 break;
1367
1368 case PACEV:
1369 pace_movev (op);
1370 break;
1371
1372 case PACEH:
1373 pace_moveh (op);
1374 break;
1375
1376 case PACEV2:
1377 pace2_movev (op);
1378 break;
1379
1380 case PACEH2:
1381 pace2_moveh (op);
1382 break;
1383
1384 case RANDO:
1385 rand_move (op);
1386 break;
1387
1388 case RANDO2:
1389 move_randomly (op);
1390 break;
1391 }
1392
1393 return 0;
1394 }
1395 else if (op->flag [FLAG_RANDOM_MOVE])
1396 move_randomly (op);
1397 } /* stand still */
1398
1399 return 0;
1400 } /* no enemy */
1401
1402 /* We have an enemy. Block immediately below is for pets */
1403 if ((op->attack_movement & HI4) == PETMOVE
1404 && (owner = op->owner) != NULL
1405 && !on_same_map (op, owner)
1406 && !owner->flag [FLAG_REMOVED])
1407 return follow_owner (op, owner);
1408
1409 /* doppleganger code to change monster facing to that of the nearest
1410 * player. Hmm. The code is here, but no monster in the current
1411 * arch set uses it.
1412 */
1413 if (op->race == shstr_doppleganger)
1414 {
1415 op->face = enemy->face;
1416 op->name = enemy->name;
1417 }
1418
1419 /* Calculate range information for closest body part - this
1420 * is used for the 'skill' code, which isn't that smart when
1421 * it comes to figuring it out - otherwise, giants throw boulders
1422 * into themselves.
1423 */
1424 get_rangevector (op, enemy, &rv, 0);
1425
1426 /* Move the check for scared up here - if the monster was scared,
1427 * we were not doing any of the logic below, so might as well save
1428 * a few cpu cycles.
1429 */
1430 if (!op->flag [FLAG_SCARED])
1431 {
1432 rv_vector rv1;
1433
1434 /* now we test every part of an object .... this is a real ugly piece of code */
1435 for (part = op; part; part = part->more)
1436 {
1437 get_rangevector (part, enemy, &rv1, 0x1);
1438 dir = rv1.direction;
1439
1440 /* hm, not sure about this part - in original was a scared flag here too
1441 * but that we test above... so can be old code here
1442 */
1443 if (op->flag [FLAG_RUN_AWAY])
1444 dir = absdir (dir + 4);
1445
1446 if (op->flag [FLAG_CONFUSED])
1447 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1448
1449 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1450 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1451 return 0;
1452
1453 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1454 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1455 return 0;
1456
1457 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1458 if (monster_use_range (op, part, enemy, dir))
1459 return 0;
1460
1461 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1462 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1463 return 0;
1464
1465 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1466 if (monster_use_bow (op, part, enemy, dir))
1467 return 0;
1468 } /* for processing of all parts */
1469 } /* If not scared */
1470
1471 part = rv.part;
1472 dir = rv.direction;
1473
1474//-GPL
1475
1476 // if the enemy is a player, we have los. if los says we
1477 // can directly reach the player, we do not deviate.
1478 // for non-players, we never deviate
1479 if (op->stats.Wis >= 8
1480 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1481 {
1482 int sdir = 0;
1483 uint32_t &smell = op->ms ().smell;
1484
1485 for (int ndir = 1; ndir <= 8; ++ndir)
1486 {
1487 mapxy pos (op); pos.move (ndir);
1488
1489 if (pos.normalise ())
1490 {
1491 mapspace &ms = pos.ms ();
1492
1493 if (ms.smell > smell)
1494 {
1495 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1496 if (op->stats.Wis >= 10)
1497 smell = ms.smell - 1; // smarter: tell others
1498
1499 sdir = ndir;
1500
1501 // perturbing the path might let the monster lose track,
1502 // but it will also widen the actual path, spreading information
1503 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1504 sdir = absdir (sdir + 1 - rndm (2) * 2);
1505 }
1506 }
1507 }
1508
1509 if (sdir)
1510 dir = sdir;
1511 else if (smell)
1512 {
1513 // no better smell found, so assume the player jumped, and erase this smell
1514 //printf ("erasing smell %d\n", op->ms ().smell);//D
1515 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1516 m->at (nx, ny).smell = 0;
1517 }
1518 }
1519
1520//+GPL
1521
1522 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1523 dir = absdir (dir + 4);
1524
1525 if (op->flag [FLAG_CONFUSED])
1526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1527
1528 pre_att_dir = dir; /* remember the original direction */
1529
1530 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1531 {
1532 switch (op->attack_movement & LO4)
1533 {
1534 case DISTATT:
1535 dir = dist_att (dir, op, enemy, part, &rv);
1536 break;
1537
1538 case RUNATT:
1539 dir = run_att (dir, op, enemy, part, &rv);
1540 break;
1541
1542 case HITRUN:
1543 dir = hitrun_att (dir, op, enemy);
1544 break;
1545
1546 case WAITATT:
1547 dir = wait_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUSH: /* default - monster normally moves towards player */
1551 case ALLRUN:
1552 break;
1553
1554 case DISTHIT:
1555 dir = disthit_att (dir, op, enemy, part, &rv);
1556 break;
1557
1558 case WAIT2:
1559 dir = wait_att2 (dir, op, enemy, part, &rv);
1560 break;
1561
1562 default:
1563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1564 }
1565 }
1566
1567 if (!dir)
1568 return 0;
1569
1570 if (!op->flag [FLAG_STAND_STILL])
1571 {
1572 if (op->move (dir)) /* Can the monster move directly toward player? */
1573 {
1574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1575 if ((op->attack_movement & LO4) == DISTATT)
1576 op->direction = pre_att_dir;
1577
1578 return 0;
1579 }
1580
1581 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1582 {
1583 /* Try move around corners if !close */
1584 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1585
1586 for (diff = 1; diff <= maxdiff; diff++)
1587 {
1588 /* try different detours */
1589 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1590
1591 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1592 return 0;
1593 }
1594 }
1595 } /* if monster is not standing still */
1596
1597 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1598 if ((op->attack_movement & LO4) == DISTATT)
1599 op->direction = pre_att_dir;
1600
1601 /*
1602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1603 * direction if they can't move away.
1604 */
1605 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1606 if (move_randomly (op))
1607 return 0;
1608
1609 /*
1610 * Try giving the monster a new enemy - the player that is closest
1611 * to it. In this way, it won't just keep trying to get to a target
1612 * that is inaccessible.
1613 * This could be more clever - it should go through a list of several
1614 * enemies, as it is now, you could perhaps get situations where there
1615 * are two players flanking the monster at close distance, but which
1616 * the monster can't get to, and a third one at a far distance that
1617 * the monster could get to - as it is, the monster won't look at that
1618 * third one.
1619 */
1620 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1621 {
1622 object *nearest_player = get_nearest_player (op);
1623
1624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1625 {
1626 op->enemy = 0;
1627 enemy = nearest_player;
1628 }
1629 }
1630
1631 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1632 {
1633 /* The adjustement to wc that was here before looked totally bogus -
1634 * since wc can in fact get negative, that would mean by adding
1635 * the current wc, the creature gets better? Instead, just
1636 * add a fixed amount - nasty creatures that are runny away should
1637 * still be pretty nasty.
1638 */
1639 if (op->flag [FLAG_RUN_AWAY])
1640 {
1641 part->stats.wc += 10;
1642 skill_attack (enemy, part, 0, NULL, NULL);
1643 part->stats.wc -= 10;
1644 }
1645 else
1646 skill_attack (enemy, part, 0, NULL, NULL);
1647 } /* if monster is in attack range */
1648
1649 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1650 return 1;
1651
1652 if (op->flag [FLAG_ONLY_ATTACK])
1653 {
1654 op->drop_and_destroy ();
1655 return 1;
1656 }
1657
1658 return 0;
1659}
1660
1681/* determine if we can 'detect' the enemy. Check for walls blocking the 1661/* determine if we can 'detect' the enemy. Check for walls blocking the
1682 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1662 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1663 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1684 * modified by MSW to use the get_rangevector so that map tiling works 1664 * modified by MSW to use the get_rangevector so that map tiling works
1685 * properly. I also so odd code in place that checked for x distance 1665 * properly. I also so odd code in place that checked for x distance
1686 * OR y distance being within some range - that seemed wrong - both should 1666 * OR y distance being within some range - that seemed wrong - both should
1687 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1688 * Returns 0 if enemy can not be detected, 1 if it is detected 1668 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */ 1669 */
1690int 1670int
1691can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1692{ 1672{
1693 int radius = MIN_MON_RADIUS, hide_discovery;
1694
1695 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1696 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1697 return 0; 1675 return 0;
1698 1676
1699 /* If the monster (op) has no way to get to the enemy, do nothing */ 1677 /* If the monster (op) has no way to get to the enemy, do nothing */
1701 return 0; 1679 return 0;
1702 1680
1703 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1704 1682
1705 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1707 return 0; 1685 return 0;
1708 1686
1709 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1710 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1711 return 1; 1689 return 1;
1712 1690
1713 /* The rest of this is for monsters. Players are on their own for 1691 /* The rest of this is for monsters. Players are on their own for
1714 * finding enemies! 1692 * finding enemies!
1715 */ 1693 */
1716 if (op->type == PLAYER) 1694 if (op->is_player ())
1717 return 0; 1695 return 0;
1718 1696
1719 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1720 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1698 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1721 */ 1699 */
1722 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1700 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1723 return 0; 1701 return 0;
1724 1702
1703 int radius = MIN_MON_RADIUS;
1704
1725 /* use this for invis also */ 1705 /* use this for invis also */
1726 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1727 1707
1728 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1709 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1710 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 else 1711 else
1732 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1733 int bonus = op->level / 2 + op->stats.Int / 5; 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1734 1714
1735 if (enemy->is_player ()) 1715 if (enemy->is_player ())
1748 1728
1749 radius += bonus / 5; 1729 radius += bonus / 5;
1750 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1751 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1752 1732
1753 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1754 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1755 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1756 { 1736 {
1757 radius /= 2; 1737 radius /= 2;
1758 hide_discovery /= 3; 1738 hide_discovery /= 3;
1759 } 1739 }
1760 1740
1761 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1763 { 1743 {
1764 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1766 */ 1746 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1768 radius += op->map->darklevel () / 2; 1748 radius += op->map->darklevel () / 2;
1769 else 1749 else
1770 radius -= op->map->darklevel () / 2; 1750 radius -= op->map->darklevel () / 2;
1771 1751
1772 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1774 */ 1754 */
1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1755 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1776 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */ 1757 } /* if on dark map */
1778 1758
1779 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1780 * radii, we only need to worry here about things the player can 1760 * radii, we only need to worry here about things the player can
1784 * vector is real distance, so in theory this should be 18 to 1764 * vector is real distance, so in theory this should be 18 to
1785 * find that. 1765 * find that.
1786 */ 1766 */
1787 // note that the above reasoning was utter bullshit even at the time it was written 1767 // note that the above reasoning was utter bullshit even at the time it was written
1788 // we use 25, lets see if we have the cpu time for it 1768 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius); 1769 min_it (radius, 25);
1790 1770
1791 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1792 if (rv->distance <= radius) 1772 if (rv->distance <= radius)
1793 { 1773 {
1794 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1828 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1829 return 0; 1809 return 0;
1830} 1810}
1831 1811
1832/* determine if op stands in a lighted square. This is not a very 1812/* determine if op stands in a lighted square. This is not a very
1833 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the 1814 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!). 1815 * other side of a wall (!).
1836 */ 1816 */
1837int 1817int
1838stand_in_light (object *op) 1818stand_in_light (object *op)
1839{ 1819{
1840 if (op) 1820 if (op)
1841 { 1821 {
1822 if (!op->is_on_map ())
1823 return 0;
1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1842 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1843 return 1; 1829 return 1;
1844 1830
1845 if (op->map) 1831 if (op->map)
1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1847 { 1833 {
1834 mapspace &ms = m->at (nx, ny);
1835
1836 ms.update ();
1837
1848 /* Check the spaces with the max light radius to see if any of them 1838 /* Check the spaces with the max light radius to see if any of them
1849 * have lights, and if any of them light the player enough, then return 1. 1839 * have lights, and if any of them light the player enough, then return 1.
1850 */ 1840 */
1851 int light = m->at (nx, ny).light; 1841 int light = ms.light;
1852 1842
1853 if (expect_false (light > 0) && idistance (dx, dy) <= light) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1854 return 1; 1844 return 1;
1855 } 1845 }
1856 } 1846 }
1857 1847
1858 return 0; 1848 return 0;
1859} 1849}
1860 1850
1861/* assuming no walls/barriers, lets check to see if its *possible* 1851/* assuming no walls/barriers, lets check to see if its *possible*
1862 * to see an enemy. Note, "detection" is different from "seeing". 1852 * to see an enemy. Note, "detection" is different from "seeing".
1863 * See can_detect_enemy() for more details. -b.t. 1853 * See can_detect_enemy() for more details. -b.t.
1864 * return 0 if can't be seen, 1 if can be 1854 * return 0 if can't be seen, 1 if can be
1865 */ 1855 */
1866int 1856int
1867can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1868{ 1858{
1869 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1870 1860
1871 /* safety */ 1861 /* safety */
1872 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1873 return 0; 1863 return 0;
1874 1864
1875 /* we dont give a full treatment of xrays here (shorter range than normal, 1865 /* we dont give a full treatment of xrays here (shorter range than normal,
1876 * see through walls). Should we change the code elsewhere to make you 1866 * see through walls). Should we change the code elsewhere to make you
1877 * blind even if you can xray? 1867 * blind even if you can xray?
1878 */ 1868 */
1879 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1880 return 0; 1870 return 0;
1881 1871
1882 /* checking for invisible things */ 1872 /* checking for invisible things */
1883 if (enemy->invisible) 1873 if (enemy->invisible)
1884 { 1874 {
1885 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1886 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1887 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1888 1878
1889 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1890 { 1880 {
1891 if (enemy->flag [FLAG_HIDDEN]) 1881 if (enemy->flag [FLAG_HIDDEN])
1892 { 1882 {
1893 make_visible (enemy); 1883 make_visible (enemy);
1894 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 1891
1902 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1903 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1893 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1904 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1905 */ 1895 */
1906 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1907 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1908 return 0; 1898 return 0;
1909 } 1899 }
1910 else if (looker->is_player ()) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1911 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1912 return 1; 1902 return 1;
1913 1903
1914 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1915 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1916 * inhibit the undead per se (but we should give their archs 1906 * inhibit the undead per se (but we should give their archs
1917 * CAN_SEE_IN_DARK, this is just a safety 1907 * CAN_SEE_IN_DARK, this is just a safety
1918 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1919 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1920 * enemy is on a bright map and the looker on a dark - in that 1910 * enemy is on a bright map and the looker on a dark - in that
1921 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1922 */ 1912 */
1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1925 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1926 return 0; 1915 return 0;
1927 1916
1928 return 1; 1917 return 1;
1929} 1918}
1930 1919
1920//-GPL

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines