1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
|
|
22 | */ |
22 | */ |
23 | |
23 | |
24 | #include <global.h> |
24 | #include <global.h> |
25 | #ifndef __CEXTRACT__ |
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26 | # include <sproto.h> |
25 | #include <sproto.h> |
27 | # include <spells.h> |
26 | #include <spells.h> |
28 | # include <skills.h> |
27 | #include <skills.h> |
29 | #endif |
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30 | |
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31 | |
28 | |
32 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
29 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
33 | |
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34 | |
30 | |
35 | /* checks npc->enemy and returns that enemy if still valid, |
31 | /* checks npc->enemy and returns that enemy if still valid, |
36 | * NULL otherwise. |
32 | * NULL otherwise. |
37 | * this is map tile aware. |
33 | * this is map tile aware. |
38 | * If this returns an enemy, the range vector rv should also be |
34 | * If this returns an enemy, the range vector rv should also be |
39 | * set to sane values. |
35 | * set to sane values. |
40 | */ |
36 | */ |
41 | object * |
37 | object * |
42 | check_enemy (object *npc, rv_vector * rv) |
38 | check_enemy (object *npc, rv_vector * rv) |
43 | { |
39 | { |
44 | |
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45 | /* if this is pet, let him attack the same enemy as his owner |
40 | /* if this is pet, let him attack the same enemy as his owner |
46 | * TODO: when there is no ower enemy, try to find a target, |
41 | * TODO: when there is no ower enemy, try to find a target, |
47 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
48 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
49 | { |
44 | { |
… | |
… | |
88 | * target enemy - this code below makes sure the enemy is something |
83 | * target enemy - this code below makes sure the enemy is something |
89 | * that should be attacked. My guess is that the arrow hits |
84 | * that should be attacked. My guess is that the arrow hits |
90 | * the creature/owner, and so the creature then takes that |
85 | * the creature/owner, and so the creature then takes that |
91 | * as the enemy to attack. |
86 | * as the enemy to attack. |
92 | */ |
87 | */ |
93 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
88 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
94 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
89 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
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90 | && npc->enemy->type != PLAYER |
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91 | && npc->enemy->type != GOLEM) |
95 | npc->enemy = NULL; |
92 | npc->enemy = NULL; |
96 | |
93 | |
97 | } |
94 | } |
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95 | |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
99 | } |
97 | } |
100 | |
98 | |
101 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
102 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
… | |
… | |
115 | object * |
113 | object * |
116 | find_nearest_living_creature (object *npc) |
114 | find_nearest_living_creature (object *npc) |
117 | { |
115 | { |
118 | int i, mflags; |
116 | int i, mflags; |
119 | sint16 nx, ny; |
117 | sint16 nx, ny; |
120 | mapstruct *m; |
118 | maptile *m; |
121 | object *tmp; |
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122 | int search_arr[SIZEOFFREE]; |
119 | int search_arr[SIZEOFFREE]; |
123 | |
120 | |
124 | get_search_arr (search_arr); |
121 | get_search_arr (search_arr); |
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122 | |
125 | for (i = 0; i < SIZEOFFREE; i++) |
123 | for (i = 0; i < SIZEOFFREE; i++) |
126 | { |
124 | { |
127 | /* modified to implement smart searching using search_arr |
125 | /* modified to implement smart searching using search_arr |
128 | * guidance array to determine direction of search order |
126 | * guidance array to determine direction of search order |
129 | */ |
127 | */ |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
128 | nx = npc->x + freearr_x[search_arr[i]]; |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
129 | ny = npc->y + freearr_y[search_arr[i]]; |
132 | m = npc->map; |
130 | m = npc->map; |
133 | |
131 | |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
132 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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133 | |
135 | if (mflags & P_OUT_OF_MAP) |
134 | if (mflags & P_OUT_OF_MAP) |
136 | continue; |
135 | continue; |
137 | |
136 | |
138 | if (mflags & P_IS_ALIVE) |
137 | if (mflags & P_IS_ALIVE) |
139 | { |
138 | { |
140 | tmp = get_map_ob (m, nx, ny); |
139 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
141 | while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) |
140 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
142 | tmp = tmp->above; |
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143 | |
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144 | if (!tmp) |
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145 | { |
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146 | LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
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147 | m->path, nx, ny); |
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148 | } |
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149 | else |
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150 | { |
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151 | if (can_see_monsterP (m, nx, ny, i)) |
141 | if (can_see_monsterP (m, nx, ny, i)) |
152 | return tmp; |
142 | return tmp; |
153 | } |
143 | } |
154 | } /* is something living on this space */ |
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155 | } |
144 | } |
156 | return NULL; /* nothing found */ |
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157 | } |
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158 | |
145 | |
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146 | return 0; |
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147 | } |
159 | |
148 | |
160 | /* Tries to find an enmy for npc. We pass the range vector since |
149 | /* Tries to find an enemy for npc. We pass the range vector since |
161 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
162 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
163 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
164 | * if we have a valid target - function as not doing so in |
153 | * if we have a valid target - function as not doing so in |
165 | * many cases. |
154 | * many cases. |
166 | */ |
155 | */ |
167 | |
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168 | object * |
156 | object * |
169 | find_enemy (object *npc, rv_vector * rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
170 | { |
158 | { |
171 | object *attacker, *tmp = NULL; |
159 | object *attacker, *tmp = NULL; |
172 | |
160 | |
… | |
… | |
178 | { |
166 | { |
179 | tmp = find_nearest_living_creature (npc); |
167 | tmp = find_nearest_living_creature (npc); |
180 | |
168 | |
181 | if (tmp) |
169 | if (tmp) |
182 | get_rangevector (npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
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171 | |
183 | return tmp; |
172 | return tmp; |
184 | } |
173 | } |
185 | |
174 | |
186 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
187 | * We want this: if there is an enemy, attack him until its not possible or |
176 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
207 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
208 | if (!(tmp = check_enemy (npc, rv))) |
197 | if (!(tmp = check_enemy (npc, rv))) |
209 | { |
198 | { |
210 | if (attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
211 | { |
200 | { |
212 | /* TODO: thats not finished */ |
201 | /* TODO: that's not finished */ |
213 | /* we don't want a fight evil vs evil or good against non evil */ |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
214 | |
203 | |
215 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
216 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
217 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
218 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
219 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
220 | { |
209 | { |
221 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
210 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
222 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
223 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
224 | } |
213 | } |
… | |
… | |
240 | /* Sees if this monster should wake up. |
229 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
230 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
231 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
232 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
233 | */ |
245 | |
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246 | int |
234 | int |
247 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
248 | { |
236 | { |
249 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
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250 | |
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251 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
252 | if (!enemy) |
238 | if (!enemy) |
253 | return 0; |
239 | return 0; |
254 | |
240 | |
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241 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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242 | |
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243 | if (op->flag [FLAG_BLIND]) |
255 | /* blinded monsters can only find nearby objects to attack */ |
244 | /* blinded monsters can only find nearby objects to attack */ |
256 | if (QUERY_FLAG (op, FLAG_BLIND)) |
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257 | radius = MIN_MON_RADIUS; |
245 | radius = MIN_MON_RADIUS; |
258 | |
246 | else if (op->map |
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247 | && !enemy->invisible |
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248 | && !stand_in_light (enemy) |
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249 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
259 | /* This covers the situation where the monster is in the dark |
250 | /* This covers the situation where the monster is in the dark |
260 | * and has an enemy. If the enemy has no carried light (or isnt |
251 | * and has an enemy. If the enemy has no carried light (or isnt |
261 | * glowing!) then the monster has trouble finding the enemy. |
252 | * glowing!) then the monster has trouble finding the enemy. |
262 | * Remember we already checked to see if the monster can see in |
253 | * Remember we already checked to see if the monster can see in |
263 | * the dark. */ |
254 | * the dark. */ |
264 | |
255 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
265 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
256 | else if (!op->flag [FLAG_SLEEP]) |
266 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
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267 | { |
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268 | int dark = radius / (op->map->darkness); |
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269 | |
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270 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
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271 | } |
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272 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
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273 | return 1; |
257 | return 1; |
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258 | |
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259 | if (enemy->flag [FLAG_STEALTH]) |
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260 | radius = radius / 2 + 1; |
274 | |
261 | |
275 | /* enemy should already be on this map, so don't really need to check |
262 | /* enemy should already be on this map, so don't really need to check |
276 | * for that. |
263 | * for that. |
277 | */ |
264 | */ |
278 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
265 | if (rv->distance <= radius) |
279 | { |
266 | { |
280 | CLEAR_FLAG (op, FLAG_SLEEP); |
267 | CLEAR_FLAG (op, FLAG_SLEEP); |
281 | return 1; |
268 | return 1; |
282 | } |
269 | } |
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270 | |
283 | return 0; |
271 | return 0; |
284 | } |
272 | } |
285 | |
273 | |
286 | int |
274 | int |
287 | move_randomly (object *op) |
275 | move_randomly (object *op) |
288 | { |
276 | { |
289 | int i; |
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290 | |
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291 | /* Give up to 15 chances for a monster to move randomly */ |
277 | /* Give up to 15 chances for a monster to move randomly */ |
292 | for (i = 0; i < 15; i++) |
278 | for (int i = 0; i < 15; i++) |
293 | { |
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294 | if (move_object (op, RANDOM () % 8 + 1)) |
279 | if (move_object (op, rndm (8) + 1)) |
295 | return 1; |
280 | return 1; |
296 | } |
281 | |
297 | return 0; |
282 | return 0; |
298 | } |
283 | } |
299 | |
284 | |
300 | /* |
285 | /* |
301 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
286 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
302 | */ |
287 | */ |
303 | |
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304 | int |
288 | int |
305 | move_monster (object *op) |
289 | move_monster (object *op) |
306 | { |
290 | { |
307 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
291 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
308 | object *owner, *enemy, *part, *oph = op; |
292 | object *owner, *enemy, *part, *oph = op; |
… | |
… | |
325 | enemy->attacked_by = op; /* our ptr */ |
309 | enemy->attacked_by = op; /* our ptr */ |
326 | |
310 | |
327 | /* generate hp, if applicable */ |
311 | /* generate hp, if applicable */ |
328 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
312 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
329 | { |
313 | { |
330 | |
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331 | /* last heal is in funny units. Dividing by speed puts |
314 | /* last heal is in funny units. Dividing by speed puts |
332 | * the regeneration rate on a basis of time instead of |
315 | * the regeneration rate on a basis of time instead of |
333 | * #moves the monster makes. The scaling by 8 is |
316 | * #moves the monster makes. The scaling by 8 is |
334 | * to capture 8th's of a hp fraction regens |
317 | * to capture 8th's of a hp fraction regens |
335 | * |
318 | * |
… | |
… | |
340 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
323 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
341 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
324 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
342 | op->last_heal %= 32; |
325 | op->last_heal %= 32; |
343 | |
326 | |
344 | /* So if the monster has gained enough HP that they are no longer afraid */ |
327 | /* So if the monster has gained enough HP that they are no longer afraid */ |
345 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
328 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
346 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
329 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
347 | |
330 | |
348 | if (op->stats.hp > op->stats.maxhp) |
331 | if (op->stats.hp > op->stats.maxhp) |
349 | op->stats.hp = op->stats.maxhp; |
332 | op->stats.hp = op->stats.maxhp; |
350 | } |
333 | } |
351 | |
334 | |
352 | /* generate sp, if applicable */ |
335 | /* generate sp, if applicable */ |
353 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
336 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
354 | { |
337 | { |
355 | |
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|
356 | /* last_sp is in funny units. Dividing by speed puts |
338 | /* last_sp is in funny units. Dividing by speed puts |
357 | * the regeneration rate on a basis of time instead of |
339 | * the regeneration rate on a basis of time instead of |
358 | * #moves the monster makes. The scaling by 8 is |
340 | * #moves the monster makes. The scaling by 8 is |
359 | * to capture 8th's of a sp fraction regens |
341 | * to capture 8th's of a sp fraction regens |
360 | * |
342 | * |
361 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
362 | * overflow might produce monsters with negative sp. |
344 | * overflow might produce monsters with negative sp. |
363 | */ |
345 | */ |
364 | |
346 | |
365 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
347 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
366 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
348 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
367 | op->last_sp %= 128; |
349 | op->last_sp %= 128; |
368 | } |
350 | } |
369 | |
351 | |
370 | /* this should probably get modified by many more values. |
352 | /* this should probably get modified by many more values. |
371 | * (eg, creatures resistance to fear, level, etc. ) |
353 | * (eg, creatures resistance to fear, level, etc. ) |
372 | */ |
354 | */ |
373 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
355 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
374 | { |
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|
375 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
356 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
376 | } |
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|
377 | |
357 | |
378 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
358 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
379 | return QUERY_FLAG (op, FLAG_FREED); |
359 | return QUERY_FLAG (op, FLAG_FREED); |
380 | |
360 | |
381 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
361 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
382 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
362 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
383 | { |
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|
384 | if (!check_wakeup (op, enemy, &rv)) |
363 | if (!check_wakeup (op, enemy, &rv)) |
385 | return 0; |
364 | return 0; |
386 | } |
|
|
387 | |
365 | |
388 | /* check if monster pops out of hidden spot */ |
366 | /* check if monster pops out of hidden spot */ |
389 | if (op->hide) |
367 | if (op->flag [FLAG_HIDDEN]) |
390 | do_hidden_move (op); |
368 | do_hidden_move (op); |
391 | |
369 | |
392 | if (op->pick_up) |
370 | if (op->pick_up) |
393 | monster_check_pickup (op); |
371 | monster_check_pickup (op); |
394 | |
372 | |
… | |
… | |
398 | /* If we don't have an enemy, do special movement or the like */ |
376 | /* If we don't have an enemy, do special movement or the like */ |
399 | if (!enemy) |
377 | if (!enemy) |
400 | { |
378 | { |
401 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
379 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
402 | { |
380 | { |
403 | remove_ob (op); |
381 | op->drop_and_destroy (); |
404 | free_object (op); |
|
|
405 | return 1; |
382 | return 1; |
406 | } |
383 | } |
407 | |
384 | |
408 | /* Probably really a bug for a creature to have both |
385 | /* Probably really a bug for a creature to have both |
409 | * stand still and a movement type set. |
386 | * stand still and a movement type set. |
… | |
… | |
412 | { |
389 | { |
413 | if (op->attack_movement & HI4) |
390 | if (op->attack_movement & HI4) |
414 | { |
391 | { |
415 | switch (op->attack_movement & HI4) |
392 | switch (op->attack_movement & HI4) |
416 | { |
393 | { |
417 | case (PETMOVE): |
394 | case (PETMOVE): |
418 | pet_move (op); |
395 | pet_move (op); |
419 | break; |
396 | break; |
420 | |
397 | |
421 | case (CIRCLE1): |
398 | case (CIRCLE1): |
422 | circ1_move (op); |
399 | circ1_move (op); |
423 | break; |
400 | break; |
424 | |
401 | |
425 | case (CIRCLE2): |
402 | case (CIRCLE2): |
426 | circ2_move (op); |
403 | circ2_move (op); |
427 | break; |
404 | break; |
428 | |
405 | |
429 | case (PACEV): |
406 | case (PACEV): |
430 | pace_movev (op); |
407 | pace_movev (op); |
431 | break; |
408 | break; |
432 | |
409 | |
433 | case (PACEH): |
410 | case (PACEH): |
434 | pace_moveh (op); |
411 | pace_moveh (op); |
435 | break; |
412 | break; |
436 | |
413 | |
437 | case (PACEV2): |
414 | case (PACEV2): |
438 | pace2_movev (op); |
415 | pace2_movev (op); |
439 | break; |
416 | break; |
440 | |
417 | |
441 | case (PACEH2): |
418 | case (PACEH2): |
442 | pace2_moveh (op); |
419 | pace2_moveh (op); |
443 | break; |
420 | break; |
444 | |
421 | |
445 | case (RANDO): |
422 | case (RANDO): |
446 | rand_move (op); |
423 | rand_move (op); |
447 | break; |
424 | break; |
448 | |
425 | |
449 | case (RANDO2): |
426 | case (RANDO2): |
450 | move_randomly (op); |
427 | move_randomly (op); |
451 | break; |
428 | break; |
452 | } |
429 | } |
|
|
430 | |
453 | return 0; |
431 | return 0; |
454 | } |
432 | } |
455 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
433 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
456 | (void) move_randomly (op); |
434 | move_randomly (op); |
457 | |
|
|
458 | } /* stand still */ |
435 | } /* stand still */ |
|
|
436 | |
459 | return 0; |
437 | return 0; |
460 | } /* no enemy */ |
438 | } /* no enemy */ |
461 | |
439 | |
462 | /* We have an enemy. Block immediately below is for pets */ |
440 | /* We have an enemy. Block immediately below is for pets */ |
463 | if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) |
441 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
442 | && (owner = op->owner) != NULL |
|
|
443 | && !on_same_map (op, owner) |
|
|
444 | && !owner->flag [FLAG_REMOVED]) |
464 | return follow_owner (op, owner); |
445 | return follow_owner (op, owner); |
465 | |
446 | |
466 | /* doppleganger code to change monster facing to that of the nearest |
447 | /* doppleganger code to change monster facing to that of the nearest |
467 | * player. Hmm. The code is here, but no monster in the current |
448 | * player. Hmm. The code is here, but no monster in the current |
468 | * arch set uses it. |
449 | * arch set uses it. |
469 | */ |
450 | */ |
470 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
451 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
471 | { |
452 | { |
472 | op->face = enemy->face; |
453 | op->face = enemy->face; |
473 | op->name = enemy->name; |
454 | op->name = enemy->name; |
474 | } |
455 | } |
475 | |
456 | |
… | |
… | |
487 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
468 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
488 | { |
469 | { |
489 | rv_vector rv1; |
470 | rv_vector rv1; |
490 | |
471 | |
491 | /* now we test every part of an object .... this is a real ugly piece of code */ |
472 | /* now we test every part of an object .... this is a real ugly piece of code */ |
492 | for (part = op; part != NULL; part = part->more) |
473 | for (part = op; part; part = part->more) |
493 | { |
474 | { |
494 | get_rangevector (part, enemy, &rv1, 0x1); |
475 | get_rangevector (part, enemy, &rv1, 0x1); |
495 | dir = rv1.direction; |
476 | dir = rv1.direction; |
496 | |
477 | |
497 | /* hm, not sure about this part - in original was a scared flag here too |
478 | /* hm, not sure about this part - in original was a scared flag here too |
498 | * but that we test above... so can be old code here |
479 | * but that we test above... so can be old code here |
499 | */ |
480 | */ |
500 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
481 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
501 | dir = absdir (dir + 4); |
482 | dir = absdir (dir + 4); |
|
|
483 | |
502 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
484 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
503 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
485 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
504 | |
486 | |
505 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
487 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
506 | { |
|
|
507 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
488 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
508 | return 0; |
489 | return 0; |
509 | } |
|
|
510 | |
490 | |
511 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
491 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
512 | { |
|
|
513 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
492 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
514 | return 0; |
493 | return 0; |
515 | } |
|
|
516 | |
494 | |
517 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
495 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
518 | { |
|
|
519 | if (monster_use_range (op, part, enemy, dir)) |
496 | if (monster_use_range (op, part, enemy, dir)) |
520 | return 0; |
497 | return 0; |
521 | } |
498 | |
522 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
499 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
523 | { |
|
|
524 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
500 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
525 | return 0; |
501 | return 0; |
526 | } |
502 | |
527 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
503 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
528 | { |
|
|
529 | if (monster_use_bow (op, part, enemy, dir)) |
504 | if (monster_use_bow (op, part, enemy, dir)) |
530 | return 0; |
505 | return 0; |
531 | } |
|
|
532 | } /* for processing of all parts */ |
506 | } /* for processing of all parts */ |
533 | } /* If not scared */ |
507 | } /* If not scared */ |
534 | |
508 | |
535 | |
|
|
536 | part = rv.part; |
509 | part = rv.part; |
537 | dir = rv.direction; |
510 | dir = rv.direction; |
538 | |
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 | |
539 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
555 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
540 | dir = absdir (dir + 4); |
556 | dir = absdir (dir + 4); |
541 | |
557 | |
542 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
558 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
543 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
559 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
544 | |
560 | |
545 | pre_att_dir = dir; /* remember the original direction */ |
561 | pre_att_dir = dir; /* remember the original direction */ |
546 | |
562 | |
547 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
563 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
548 | { |
564 | { |
549 | switch (op->attack_movement & LO4) |
565 | switch (op->attack_movement & LO4) |
550 | { |
566 | { |
551 | case DISTATT: |
567 | case DISTATT: |
552 | dir = dist_att (dir, op, enemy, part, &rv); |
568 | dir = dist_att (dir, op, enemy, part, &rv); |
553 | break; |
569 | break; |
554 | |
570 | |
555 | case RUNATT: |
571 | case RUNATT: |
556 | dir = run_att (dir, op, enemy, part, &rv); |
572 | dir = run_att (dir, op, enemy, part, &rv); |
557 | break; |
573 | break; |
558 | |
574 | |
559 | case HITRUN: |
575 | case HITRUN: |
560 | dir = hitrun_att (dir, op, enemy); |
576 | dir = hitrun_att (dir, op, enemy); |
561 | break; |
577 | break; |
562 | |
578 | |
563 | case WAITATT: |
579 | case WAITATT: |
564 | dir = wait_att (dir, op, enemy, part, &rv); |
580 | dir = wait_att (dir, op, enemy, part, &rv); |
565 | break; |
581 | break; |
566 | |
582 | |
567 | case RUSH: /* default - monster normally moves towards player */ |
583 | case RUSH: /* default - monster normally moves towards player */ |
568 | case ALLRUN: |
584 | case ALLRUN: |
569 | break; |
585 | break; |
570 | |
586 | |
571 | case DISTHIT: |
587 | case DISTHIT: |
572 | dir = disthit_att (dir, op, enemy, part, &rv); |
588 | dir = disthit_att (dir, op, enemy, part, &rv); |
573 | break; |
589 | break; |
574 | |
590 | |
575 | case WAIT2: |
591 | case WAIT2: |
576 | dir = wait_att2 (dir, op, enemy, part, &rv); |
592 | dir = wait_att2 (dir, op, enemy, part, &rv); |
577 | break; |
593 | break; |
578 | |
594 | |
579 | default: |
595 | default: |
580 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
596 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
581 | } |
597 | } |
582 | } |
598 | } |
583 | |
599 | |
584 | if (!dir) |
600 | if (!dir) |
585 | return 0; |
601 | return 0; |
… | |
… | |
595 | return 0; |
611 | return 0; |
596 | } |
612 | } |
597 | |
613 | |
598 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
614 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
599 | { |
615 | { |
600 | |
|
|
601 | /* Try move around corners if !close */ |
616 | /* Try move around corners if !close */ |
602 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
617 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
603 | |
618 | |
604 | for (diff = 1; diff <= maxdiff; diff++) |
619 | for (diff = 1; diff <= maxdiff; diff++) |
605 | { |
620 | { |
606 | /* try different detours */ |
621 | /* try different detours */ |
607 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
622 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
608 | |
623 | |
609 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
624 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
610 | return 0; |
625 | return 0; |
611 | } |
626 | } |
612 | } |
627 | } |
… | |
… | |
639 | { |
654 | { |
640 | object *nearest_player = get_nearest_player (op); |
655 | object *nearest_player = get_nearest_player (op); |
641 | |
656 | |
642 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
657 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
643 | { |
658 | { |
644 | op->enemy = NULL; |
659 | op->enemy = 0; |
645 | enemy = nearest_player; |
660 | enemy = nearest_player; |
646 | } |
661 | } |
647 | } |
662 | } |
648 | |
663 | |
649 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
664 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
… | |
… | |
655 | * still be pretty nasty. |
670 | * still be pretty nasty. |
656 | */ |
671 | */ |
657 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
672 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
658 | { |
673 | { |
659 | part->stats.wc += 10; |
674 | part->stats.wc += 10; |
660 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
675 | skill_attack (enemy, part, 0, NULL, NULL); |
661 | part->stats.wc -= 10; |
676 | part->stats.wc -= 10; |
662 | } |
677 | } |
663 | else |
678 | else |
664 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
679 | skill_attack (enemy, part, 0, NULL, NULL); |
665 | } /* if monster is in attack range */ |
680 | } /* if monster is in attack range */ |
666 | |
681 | |
667 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
682 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
668 | return 1; |
683 | return 1; |
669 | |
684 | |
670 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
685 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
671 | { |
686 | { |
672 | remove_ob (op); |
687 | op->drop_and_destroy (); |
673 | free_object (op); |
|
|
674 | return 1; |
688 | return 1; |
675 | } |
689 | } |
|
|
690 | |
676 | return 0; |
691 | return 0; |
677 | } |
692 | } |
678 | |
693 | |
679 | int |
694 | int |
680 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
695 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
681 | { |
696 | { |
682 | object *more; |
697 | object *more; |
683 | rv_vector rv1; |
698 | rv_vector rv1; |
684 | |
699 | |
685 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
700 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
686 | return 0; |
701 | return 0; |
687 | |
702 | |
688 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
703 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
689 | return 1; |
704 | return 1; |
690 | |
705 | |
… | |
… | |
695 | { |
710 | { |
696 | get_rangevector (ob1, more, &rv1, 0); |
711 | get_rangevector (ob1, more, &rv1, 0); |
697 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
712 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
698 | return 1; |
713 | return 1; |
699 | } |
714 | } |
|
|
715 | |
700 | return 0; |
716 | return 0; |
701 | |
|
|
702 | } |
717 | } |
703 | |
718 | |
704 | /* Returns 1 is monster should cast spell sp at an enemy |
719 | /* Returns 1 is monster should cast spell sp at an enemy |
705 | * Returns 0 if the monster should not cast this spell. |
720 | * Returns 0 if the monster should not cast this spell. |
706 | * |
721 | * |
… | |
… | |
724 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
739 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
725 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
740 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
726 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
741 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
727 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
742 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
728 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
743 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
729 | |
|
|
730 | return 1; |
744 | return 1; |
731 | |
745 | |
732 | return 0; |
746 | return 0; |
733 | } |
747 | } |
734 | |
|
|
735 | |
748 | |
736 | #define MAX_KNOWN_SPELLS 20 |
749 | #define MAX_KNOWN_SPELLS 20 |
737 | |
750 | |
738 | /* Returns a randomly selected spell. This logic is still |
751 | /* Returns a randomly selected spell. This logic is still |
739 | * less than ideal. This code also only seems to deal with |
752 | * less than ideal. This code also only seems to deal with |
… | |
… | |
742 | */ |
755 | */ |
743 | object * |
756 | object * |
744 | monster_choose_random_spell (object *monster) |
757 | monster_choose_random_spell (object *monster) |
745 | { |
758 | { |
746 | object *altern[MAX_KNOWN_SPELLS]; |
759 | object *altern[MAX_KNOWN_SPELLS]; |
747 | object *tmp; |
|
|
748 | int i = 0; |
760 | int i = 0; |
749 | |
761 | |
750 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
762 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
751 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
763 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
752 | { |
764 | { |
753 | /* Check and see if it's actually a useful spell. |
765 | /* Check and see if it's actually a useful spell. |
754 | * If its a spellbook, the spell is actually the inventory item. |
766 | * If its a spellbook, the spell is actually the inventory item. |
755 | * if it is a spell, then it is just the object itself. |
767 | * if it is a spell, then it is just the object itself. |
756 | */ |
768 | */ |
757 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
769 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
758 | { |
770 | { |
759 | altern[i++] = tmp; |
771 | altern [i++] = tmp; |
|
|
772 | |
760 | if (i == MAX_KNOWN_SPELLS) |
773 | if (i == MAX_KNOWN_SPELLS) |
761 | break; |
774 | break; |
762 | } |
775 | } |
763 | } |
776 | } |
764 | if (!i) |
777 | |
765 | return NULL; |
778 | return i ? altern [rndm (i)] : 0; |
766 | return altern[RANDOM () % i]; |
|
|
767 | } |
779 | } |
768 | |
780 | |
769 | /* This checks to see if the monster should cast a spell/ability. |
781 | /* This checks to see if the monster should cast a spell/ability. |
770 | * it returns true if the monster casts a spell, 0 if he doesn't. |
782 | * it returns true if the monster casts a spell, 0 if he doesn't. |
771 | * head is the head of the monster. |
783 | * head is the head of the monster. |
772 | * part is the part of the monster we are checking against. |
784 | * part is the part of the monster we are checking against. |
773 | * pl is the target. |
785 | * pl is the target. |
774 | * dir is the direction to case. |
786 | * dir is the direction to case. |
775 | * rv is the vector which describes where the enemy is. |
787 | * rv is the vector which describes where the enemy is. |
776 | */ |
788 | */ |
777 | |
|
|
778 | int |
789 | int |
779 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
790 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
780 | { |
791 | { |
781 | object *spell_item; |
792 | object *spell_item; |
782 | object *owner; |
793 | object *owner; |
… | |
… | |
789 | * other monsters) |
800 | * other monsters) |
790 | */ |
801 | */ |
791 | if (!(dir = path_to_player (part, pl, 0))) |
802 | if (!(dir = path_to_player (part, pl, 0))) |
792 | return 0; |
803 | return 0; |
793 | |
804 | |
794 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
805 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
795 | { |
806 | { |
796 | get_rangevector (head, owner, &rv1, 0x1); |
807 | get_rangevector (head, owner, &rv1, 0x1); |
797 | if (dirdiff (dir, rv1.direction) < 2) |
808 | if (dirdiff (dir, rv1.direction) < 2) |
798 | { |
|
|
799 | return 0; /* Might hit owner with spell */ |
809 | return 0; /* Might hit owner with spell */ |
800 | } |
|
|
801 | } |
810 | } |
802 | |
811 | |
803 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
812 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
804 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
813 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
805 | |
814 | |
806 | /* If the monster hasn't already chosen a spell, choose one |
815 | /* If the monster hasn't already chosen a spell, choose one |
807 | * I'm not sure if it really make sense to pre-select spells (events |
816 | * I'm not sure if it really make sense to pre-select spells (events |
808 | * could be different by the time the monster goes again). |
817 | * could be different by the time the monster goes again). |
809 | */ |
818 | */ |
… | |
… | |
813 | { |
822 | { |
814 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
823 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
815 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
824 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
816 | return 0; |
825 | return 0; |
817 | } |
826 | } |
|
|
827 | |
818 | if (spell_item->type == SPELLBOOK) |
828 | if (spell_item->type == SPELLBOOK) |
819 | { |
829 | { |
820 | if (!spell_item->inv) |
830 | if (!spell_item->inv) |
821 | { |
831 | { |
822 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
832 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
823 | return 0; |
833 | return 0; |
824 | } |
834 | } |
|
|
835 | |
825 | spell_item = spell_item->inv; |
836 | spell_item = spell_item->inv; |
826 | } |
837 | } |
827 | } |
838 | } |
828 | else |
839 | else |
829 | spell_item = head->spellitem; |
840 | spell_item = head->spellitem; |
… | |
… | |
848 | /* set this to null, so next time monster will choose something different */ |
859 | /* set this to null, so next time monster will choose something different */ |
849 | head->spellitem = NULL; |
860 | head->spellitem = NULL; |
850 | |
861 | |
851 | return cast_spell (part, part, dir, spell_item, NULL); |
862 | return cast_spell (part, part, dir, spell_item, NULL); |
852 | } |
863 | } |
853 | |
|
|
854 | |
864 | |
855 | int |
865 | int |
856 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
866 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
857 | { |
867 | { |
858 | object *scroll; |
868 | object *scroll; |
… | |
… | |
866 | * other monsters) |
876 | * other monsters) |
867 | */ |
877 | */ |
868 | if (!(dir = path_to_player (part, pl, 0))) |
878 | if (!(dir = path_to_player (part, pl, 0))) |
869 | return 0; |
879 | return 0; |
870 | |
880 | |
871 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
881 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
872 | { |
882 | { |
873 | get_rangevector (head, owner, &rv1, 0x1); |
883 | get_rangevector (head, owner, &rv1, 0x1); |
874 | if (dirdiff (dir, rv1.direction) < 2) |
884 | if (dirdiff (dir, rv1.direction) < 2) |
875 | { |
885 | { |
876 | return 0; /* Might hit owner with spell */ |
886 | return 0; /* Might hit owner with spell */ |
877 | } |
887 | } |
878 | } |
888 | } |
879 | |
889 | |
880 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
890 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
881 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
891 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
882 | |
892 | |
883 | for (scroll = head->inv; scroll; scroll = scroll->below) |
893 | for (scroll = head->inv; scroll; scroll = scroll->below) |
884 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
894 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
885 | break; |
895 | break; |
886 | |
896 | |
… | |
… | |
908 | * The skills we are treating here are all but those. -b.t. |
918 | * The skills we are treating here are all but those. -b.t. |
909 | * |
919 | * |
910 | * At the moment this is only useful for throwing, perhaps for |
920 | * At the moment this is only useful for throwing, perhaps for |
911 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
921 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
912 | */ |
922 | */ |
913 | |
|
|
914 | int |
923 | int |
915 | monster_use_skill (object *head, object *part, object *pl, int dir) |
924 | monster_use_skill (object *head, object *part, object *pl, int dir) |
916 | { |
925 | { |
917 | object *skill, *owner; |
926 | object *skill, *owner; |
918 | |
927 | |
919 | if (!(dir = path_to_player (part, pl, 0))) |
928 | if (!(dir = path_to_player (part, pl, 0))) |
920 | return 0; |
929 | return 0; |
921 | |
930 | |
922 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
931 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
923 | { |
932 | { |
924 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
933 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
925 | |
934 | |
926 | if (dirdiff (dir, dir2) < 1) |
935 | if (dirdiff (dir, dir2) < 1) |
927 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
936 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
928 | } |
937 | } |
|
|
938 | |
929 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
939 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
930 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
940 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
931 | |
941 | |
932 | /* skill selection - monster will use the next unused skill. |
942 | /* skill selection - monster will use the next unused skill. |
933 | * well...the following scenario will allow the monster to |
943 | * well...the following scenario will allow the monster to |
934 | * toggle between 2 skills. One day it would be nice to make |
944 | * toggle between 2 skills. One day it would be nice to make |
935 | * more skills available to monsters. |
945 | * more skills available to monsters. |
936 | */ |
946 | */ |
937 | |
|
|
938 | for (skill = head->inv; skill != NULL; skill = skill->below) |
947 | for (skill = head->inv; skill; skill = skill->below) |
939 | if (skill->type == SKILL && skill != head->chosen_skill) |
948 | if (skill->type == SKILL && skill != head->chosen_skill) |
940 | { |
949 | { |
941 | head->chosen_skill = skill; |
950 | head->chosen_skill = skill; |
942 | break; |
951 | break; |
943 | } |
952 | } |
… | |
… | |
946 | { |
955 | { |
947 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
956 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
948 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
957 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
949 | return 0; |
958 | return 0; |
950 | } |
959 | } |
|
|
960 | |
951 | /* use skill */ |
961 | /* use skill */ |
952 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
962 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
953 | } |
963 | } |
954 | |
964 | |
955 | /* Monster will use a ranged spell attack. */ |
965 | /* Monster will use a ranged spell attack. */ |
956 | |
|
|
957 | int |
966 | int |
958 | monster_use_range (object *head, object *part, object *pl, int dir) |
967 | monster_use_range (object *head, object *part, object *pl, int dir) |
959 | { |
968 | { |
960 | object *wand, *owner; |
969 | object *wand, *owner; |
961 | int at_least_one = 0; |
970 | int at_least_one = 0; |
962 | |
971 | |
963 | if (!(dir = path_to_player (part, pl, 0))) |
972 | if (!(dir = path_to_player (part, pl, 0))) |
964 | return 0; |
973 | return 0; |
965 | |
974 | |
966 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
975 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
967 | { |
976 | { |
968 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
977 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
969 | |
978 | |
970 | if (dirdiff (dir, dir2) < 2) |
979 | if (dirdiff (dir, dir2) < 2) |
971 | return 0; /* Might hit owner with spell */ |
980 | return 0; /* Might hit owner with spell */ |
972 | } |
981 | } |
|
|
982 | |
973 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
983 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
974 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
984 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
975 | |
985 | |
976 | for (wand = head->inv; wand != NULL; wand = wand->below) |
986 | for (wand = head->inv; wand; wand = wand->below) |
977 | { |
987 | { |
978 | if (wand->type == WAND) |
988 | if (wand->type == WAND) |
979 | { |
989 | { |
980 | /* Found a wand, let's see if it has charges left */ |
990 | /* Found a wand, let's see if it has charges left */ |
981 | at_least_one = 1; |
991 | at_least_one = 1; |
… | |
… | |
987 | if (!(--wand->stats.food)) |
997 | if (!(--wand->stats.food)) |
988 | { |
998 | { |
989 | if (wand->arch) |
999 | if (wand->arch) |
990 | { |
1000 | { |
991 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1001 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
992 | wand->face = wand->arch->clone.face; |
1002 | wand->face = wand->arch->face; |
993 | wand->speed = 0; |
1003 | wand->set_speed (0); |
994 | update_ob_speed (wand); |
|
|
995 | } |
1004 | } |
996 | } |
1005 | } |
997 | /* Success */ |
1006 | /* Success */ |
998 | return 1; |
1007 | return 1; |
999 | } |
1008 | } |
… | |
… | |
1017 | } |
1026 | } |
1018 | |
1027 | |
1019 | if (at_least_one) |
1028 | if (at_least_one) |
1020 | return 0; |
1029 | return 0; |
1021 | |
1030 | |
1022 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1031 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1023 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1032 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1024 | return 0; |
1033 | return 0; |
1025 | } |
1034 | } |
1026 | |
1035 | |
1027 | int |
1036 | int |
… | |
… | |
1029 | { |
1038 | { |
1030 | object *owner; |
1039 | object *owner; |
1031 | |
1040 | |
1032 | if (!(dir = path_to_player (part, pl, 0))) |
1041 | if (!(dir = path_to_player (part, pl, 0))) |
1033 | return 0; |
1042 | return 0; |
|
|
1043 | |
1034 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1044 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1035 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1045 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1036 | |
1046 | |
1037 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1047 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1038 | { |
1048 | { |
1039 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1049 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1040 | |
1050 | |
1041 | if (dirdiff (dir, dir2) < 1) |
1051 | if (dirdiff (dir, dir2) < 1) |
1042 | return 0; /* Might hit owner with arrow */ |
1052 | return 0; /* Might hit owner with arrow */ |
… | |
… | |
1046 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1056 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1047 | |
1057 | |
1048 | } |
1058 | } |
1049 | |
1059 | |
1050 | /* Checks if putting on 'item' will make 'who' do more |
1060 | /* Checks if putting on 'item' will make 'who' do more |
1051 | * damage. This is a very simplistic check - also checking things |
1061 | * damage. This is a very simplistic check - also checking things |
1052 | * like speed and ac are also relevant. |
1062 | * like speed and ac are also relevant. |
1053 | * |
1063 | * |
1054 | * return true if item is a better object. |
1064 | * return true if item is a better object. |
1055 | */ |
1065 | */ |
1056 | |
|
|
1057 | int |
1066 | int |
1058 | check_good_weapon (object *who, object *item) |
1067 | check_good_weapon (object *who, object *item) |
1059 | { |
1068 | { |
1060 | object *other_weap; |
1069 | object *other_weap; |
1061 | int val = 0, i; |
1070 | int val = 0, i; |
1062 | |
1071 | |
1063 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1072 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1064 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1073 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1065 | break; |
1074 | break; |
1066 | |
1075 | |
1067 | if (other_weap == NULL) /* No other weapons */ |
1076 | if (!other_weap) /* No other weapons */ |
1068 | return 1; |
1077 | return 1; |
1069 | |
1078 | |
1070 | /* Rather than go through and apply the new one, and see if it is |
1079 | /* Rather than go through and apply the new one, and see if it is |
1071 | * better, just do some simple checks |
1080 | * better, just do some simple checks |
1072 | * Put some multipliers for things that hvae several effects, |
1081 | * Put some multipliers for things that hvae several effects, |
… | |
… | |
1077 | val += (item->magic - other_weap->magic) * 3; |
1086 | val += (item->magic - other_weap->magic) * 3; |
1078 | /* Monsters don't really get benefits from things like regen rates |
1087 | /* Monsters don't really get benefits from things like regen rates |
1079 | * from items. But the bonus for their stats are very important. |
1088 | * from items. But the bonus for their stats are very important. |
1080 | */ |
1089 | */ |
1081 | for (i = 0; i < NUM_STATS; i++) |
1090 | for (i = 0; i < NUM_STATS; i++) |
1082 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1091 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1083 | |
1092 | |
1084 | if (val > 0) |
1093 | if (val > 0) |
1085 | return 1; |
1094 | return 1; |
1086 | else |
1095 | else |
1087 | return 0; |
1096 | return 0; |
1088 | |
|
|
1089 | } |
1097 | } |
1090 | |
1098 | |
1091 | int |
1099 | int |
1092 | check_good_armour (object *who, object *item) |
1100 | check_good_armour (object *who, object *item) |
1093 | { |
1101 | { |
1094 | object *other_armour; |
1102 | object *other_armour; |
1095 | int val = 0, i; |
1103 | int val = 0, i; |
1096 | |
1104 | |
1097 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1105 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1098 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1106 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1099 | break; |
1107 | break; |
1100 | |
1108 | |
1101 | if (other_armour == NULL) /* No other armour, use the new */ |
1109 | if (other_armour == NULL) /* No other armour, use the new */ |
1102 | return 1; |
1110 | return 1; |
… | |
… | |
1124 | |
1132 | |
1125 | if (val > 0) |
1133 | if (val > 0) |
1126 | return 1; |
1134 | return 1; |
1127 | else |
1135 | else |
1128 | return 0; |
1136 | return 0; |
1129 | |
|
|
1130 | } |
1137 | } |
1131 | |
1138 | |
1132 | /* |
1139 | /* |
1133 | * monster_check_pickup(): checks for items that monster can pick up. |
1140 | * monster_check_pickup(): checks for items that monster can pick up. |
1134 | * |
1141 | * |
… | |
… | |
1142 | * This function was seen be continueing looping at one point (tmp->below |
1149 | * This function was seen be continueing looping at one point (tmp->below |
1143 | * became a recursive loop. It may be better to call monster_check_apply |
1150 | * became a recursive loop. It may be better to call monster_check_apply |
1144 | * after we pick everything up, since that function may call others which |
1151 | * after we pick everything up, since that function may call others which |
1145 | * affect stacking on this space. |
1152 | * affect stacking on this space. |
1146 | */ |
1153 | */ |
1147 | |
|
|
1148 | void |
1154 | void |
1149 | monster_check_pickup (object *monster) |
1155 | monster_check_pickup (object *monster) |
1150 | { |
1156 | { |
1151 | object *tmp, *next; |
1157 | object *tmp, *next; |
1152 | |
1158 | |
1153 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1159 | for (tmp = monster->below; tmp != NULL; tmp = next) |
1154 | { |
1160 | { |
1155 | next = tmp->below; |
1161 | next = tmp->below; |
1156 | if (monster_can_pick (monster, tmp)) |
1162 | if (monster_can_pick (monster, tmp)) |
1157 | { |
1163 | { |
1158 | remove_ob (tmp); |
1164 | tmp->remove (); |
1159 | tmp = insert_ob_in_ob (tmp, monster); |
1165 | tmp = insert_ob_in_ob (tmp, monster); |
1160 | (void) monster_check_apply (monster, tmp); |
1166 | (void) monster_check_apply (monster, tmp); |
1161 | } |
1167 | } |
1162 | /* We could try to re-establish the cycling, of the space, but probably |
1168 | /* We could try to re-establish the cycling, of the space, but probably |
1163 | * not a big deal to just bail out. |
1169 | * not a big deal to just bail out. |
… | |
… | |
1171 | * monster_can_pick(): If the monster is interested in picking up |
1177 | * monster_can_pick(): If the monster is interested in picking up |
1172 | * the item, then return 0. Otherwise 0. |
1178 | * the item, then return 0. Otherwise 0. |
1173 | * Instead of pick_up, flags for "greed", etc, should be used. |
1179 | * Instead of pick_up, flags for "greed", etc, should be used. |
1174 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1180 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1175 | */ |
1181 | */ |
1176 | |
|
|
1177 | int |
1182 | int |
1178 | monster_can_pick (object *monster, object *item) |
1183 | monster_can_pick (object *monster, object *item) |
1179 | { |
1184 | { |
1180 | int flag = 0; |
1185 | int flag = 0; |
1181 | int i; |
1186 | int i; |
… | |
… | |
1227 | case ROD: |
1232 | case ROD: |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1233 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1229 | break; |
1234 | break; |
1230 | |
1235 | |
1231 | case SPELLBOOK: |
1236 | case SPELLBOOK: |
1232 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1237 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1233 | break; |
1238 | break; |
1234 | |
1239 | |
1235 | case SCROLL: |
1240 | case SCROLL: |
1236 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1241 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1237 | break; |
1242 | break; |
… | |
… | |
1239 | case BOW: |
1244 | case BOW: |
1240 | case ARROW: |
1245 | case ARROW: |
1241 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1246 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1242 | break; |
1247 | break; |
1243 | } |
1248 | } |
|
|
1249 | |
1244 | /* Simplistic check - if the monster has a location to equip it, he will |
1250 | /* Simplistic check - if the monster has a location to equip it, he will |
1245 | * pick it up. Note that this doesn't handle cases where an item may |
1251 | * pick it up. Note that this doesn't handle cases where an item may |
1246 | * use several locations. |
1252 | * use several locations. |
1247 | */ |
1253 | */ |
1248 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1254 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1249 | { |
1255 | { |
1250 | if (monster->body_info[i] && item->body_info[i]) |
1256 | if (monster->slot[i].info && item->slot[i].info) |
1251 | { |
1257 | { |
1252 | flag = 1; |
1258 | flag = 1; |
1253 | break; |
1259 | break; |
1254 | } |
1260 | } |
1255 | } |
1261 | } |
1256 | |
1262 | |
1257 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1263 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1258 | return 1; |
1264 | return 1; |
|
|
1265 | |
1259 | return 0; |
1266 | return 0; |
1260 | } |
1267 | } |
1261 | |
1268 | |
1262 | /* |
1269 | /* |
1263 | * monster_apply_below(): |
1270 | * monster_apply_below(): |
1264 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1271 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1265 | * eager to apply things, encounters something apply-able, |
1272 | * eager to apply things, encounters something apply-able, |
1266 | * then make him apply it |
1273 | * then make him apply it |
1267 | */ |
1274 | */ |
1268 | |
|
|
1269 | void |
1275 | void |
1270 | monster_apply_below (object *monster) |
1276 | monster_apply_below (object *monster) |
1271 | { |
1277 | { |
1272 | object *tmp, *next; |
1278 | object *tmp, *next; |
1273 | |
1279 | |
… | |
… | |
1300 | * a pointer to that object is returned, so it can be dropped. |
1306 | * a pointer to that object is returned, so it can be dropped. |
1301 | * (so that other monsters can pick it up and use it) |
1307 | * (so that other monsters can pick it up and use it) |
1302 | * Note that as things are now, monsters never drop something - |
1308 | * Note that as things are now, monsters never drop something - |
1303 | * they can pick up all that they can use. |
1309 | * they can pick up all that they can use. |
1304 | */ |
1310 | */ |
1305 | |
|
|
1306 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1311 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1307 | |
|
|
1308 | void |
1312 | void |
1309 | monster_check_apply (object *mon, object *item) |
1313 | monster_check_apply (object *mon, object *item) |
1310 | { |
1314 | { |
1311 | |
|
|
1312 | int flag = 0; |
1315 | int flag = 0; |
1313 | |
1316 | |
1314 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1317 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1315 | { |
1318 | { |
1316 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1319 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1317 | return; |
1320 | return; |
1318 | } |
1321 | } |
1319 | |
1322 | |
… | |
… | |
1328 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1331 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1329 | { |
1332 | { |
1330 | /* Check for the right kind of bow */ |
1333 | /* Check for the right kind of bow */ |
1331 | object *bow; |
1334 | object *bow; |
1332 | |
1335 | |
1333 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
1336 | for (bow = mon->inv; bow; bow = bow->below) |
1334 | if (bow->type == BOW && bow->race == item->race) |
1337 | if (bow->type == BOW && bow->race == item->race) |
1335 | { |
1338 | { |
1336 | SET_FLAG (mon, FLAG_READY_BOW); |
1339 | SET_FLAG (mon, FLAG_READY_BOW); |
1337 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1340 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
1338 | return; /* nothing more to do for arrows */ |
1341 | return; /* nothing more to do for arrows */ |
… | |
… | |
1353 | /* Don't use it right now */ |
1356 | /* Don't use it right now */ |
1354 | return; |
1357 | return; |
1355 | } |
1358 | } |
1356 | else if (item->type == WEAPON) |
1359 | else if (item->type == WEAPON) |
1357 | flag = check_good_weapon (mon, item); |
1360 | flag = check_good_weapon (mon, item); |
1358 | else if (IS_ARMOR (item)) |
1361 | else if (item->is_armor ()) |
1359 | flag = check_good_armour (mon, item); |
1362 | flag = check_good_armour (mon, item); |
1360 | /* Should do something more, like make sure this is a better item */ |
1363 | /* Should do something more, like make sure this is a better item */ |
1361 | else if (item->type == RING) |
1364 | else if (item->type == RING) |
1362 | flag = 1; |
1365 | flag = 1; |
1363 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
1366 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
… | |
… | |
1390 | */ |
1393 | */ |
1391 | SET_FLAG (mon, FLAG_READY_SKILL); |
1394 | SET_FLAG (mon, FLAG_READY_SKILL); |
1392 | return; |
1395 | return; |
1393 | } |
1396 | } |
1394 | |
1397 | |
1395 | |
|
|
1396 | /* if we don't match one of the above types, return now. |
1398 | /* if we don't match one of the above types, return now. |
1397 | * can_apply_object will say that we can apply things like flesh, |
1399 | * can_apply_object will say that we can apply things like flesh, |
1398 | * bolts, and whatever else, because it only checks against the |
1400 | * bolts, and whatever else, because it only checks against the |
1399 | * body_info locations. |
1401 | * body_info locations. |
1400 | */ |
1402 | */ |
… | |
… | |
1411 | /* should only be applying this item, not unapplying it. |
1413 | /* should only be applying this item, not unapplying it. |
1412 | * also, ignore status of curse so they can take off old armour. |
1414 | * also, ignore status of curse so they can take off old armour. |
1413 | * monsters have some advantages after all. |
1415 | * monsters have some advantages after all. |
1414 | */ |
1416 | */ |
1415 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1417 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1416 | |
|
|
1417 | return; |
|
|
1418 | } |
1418 | } |
1419 | |
1419 | |
1420 | void |
1420 | void |
1421 | npc_call_help (object *op) |
1421 | npc_call_help (object *op) |
1422 | { |
1422 | { |
1423 | int x, y, mflags; |
1423 | int x, y, mflags; |
1424 | object *npc; |
1424 | object *npc; |
1425 | sint16 sx, sy; |
1425 | sint16 sx, sy; |
1426 | mapstruct *m; |
1426 | maptile *m; |
1427 | |
1427 | |
1428 | for (x = -3; x < 4; x++) |
1428 | for (x = -3; x < 4; x++) |
1429 | for (y = -3; y < 4; y++) |
1429 | for (y = -3; y < 4; y++) |
1430 | { |
1430 | { |
1431 | m = op->map; |
1431 | m = op->map; |
… | |
… | |
1434 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1434 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1435 | /* If nothing alive on this space, no need to search the space. */ |
1435 | /* If nothing alive on this space, no need to search the space. */ |
1436 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1436 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1437 | continue; |
1437 | continue; |
1438 | |
1438 | |
1439 | for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) |
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)) |
1440 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1441 | npc->enemy = op->enemy; |
1441 | npc->enemy = op->enemy; |
1442 | } |
1442 | } |
1443 | } |
1443 | } |
1444 | |
1444 | |
1445 | |
|
|
1446 | int |
1445 | int |
1447 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1446 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1448 | { |
1447 | { |
1449 | |
|
|
1450 | if (can_hit (part, enemy, rv)) |
1448 | if (can_hit (part, enemy, rv)) |
1451 | return dir; |
1449 | return dir; |
|
|
1450 | |
1452 | if (rv->distance < 10) |
1451 | if (rv->distance < 10) |
1453 | return absdir (dir + 4); |
1452 | return absdir (dir + 4); |
1454 | else if (rv->distance > 18) |
1453 | else if (rv->distance > 18) |
1455 | return dir; |
1454 | return dir; |
|
|
1455 | |
1456 | return 0; |
1456 | return 0; |
1457 | } |
1457 | } |
1458 | |
1458 | |
1459 | int |
1459 | int |
1460 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1460 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1461 | { |
1461 | { |
1462 | |
|
|
1463 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1462 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1464 | { |
1463 | { |
1465 | ob->move_status++; |
1464 | ob->move_status++; |
1466 | return (dir); |
1465 | return (dir); |
1467 | } |
1466 | } |
1468 | else if (ob->move_status > 20) |
1467 | else if (ob->move_status > 20) |
1469 | ob->move_status = 0; |
1468 | ob->move_status = 0; |
|
|
1469 | |
1470 | return absdir (dir + 4); |
1470 | return absdir (dir + 4); |
1471 | } |
1471 | } |
1472 | |
1472 | |
1473 | int |
1473 | int |
1474 | hitrun_att (int dir, object *ob, object *enemy) |
1474 | hitrun_att (int dir, object *ob, object *enemy) |
… | |
… | |
1477 | return dir; |
1477 | return dir; |
1478 | else if (ob->move_status < 50) |
1478 | else if (ob->move_status < 50) |
1479 | return absdir (dir + 4); |
1479 | return absdir (dir + 4); |
1480 | else |
1480 | else |
1481 | ob->move_status = 0; |
1481 | ob->move_status = 0; |
|
|
1482 | |
1482 | return absdir (dir + 4); |
1483 | return absdir (dir + 4); |
1483 | } |
1484 | } |
1484 | |
1485 | |
1485 | int |
1486 | int |
1486 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1487 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
… | |
… | |
1495 | return 0; |
1496 | return 0; |
1496 | else if (ob->move_status < 10) |
1497 | else if (ob->move_status < 10) |
1497 | return dir; |
1498 | return dir; |
1498 | else if (ob->move_status < 15) |
1499 | else if (ob->move_status < 15) |
1499 | return absdir (dir + 4); |
1500 | return absdir (dir + 4); |
|
|
1501 | |
1500 | ob->move_status = 0; |
1502 | ob->move_status = 0; |
1501 | return 0; |
1503 | return 0; |
1502 | } |
1504 | } |
1503 | |
1505 | |
1504 | int |
1506 | int |
… | |
… | |
1512 | * at least one map has this set, and whatever the map contains, the |
1514 | * at least one map has this set, and whatever the map contains, the |
1513 | * server should try to be resilant enough to avoid the problem |
1515 | * server should try to be resilant enough to avoid the problem |
1514 | */ |
1516 | */ |
1515 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1517 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1516 | return absdir (dir + 4); |
1518 | return absdir (dir + 4); |
|
|
1519 | |
1517 | return dist_att (dir, ob, enemy, part, rv); |
1520 | return dist_att (dir, ob, enemy, part, rv); |
1518 | } |
1521 | } |
1519 | |
1522 | |
1520 | int |
1523 | int |
1521 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1524 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1522 | { |
1525 | { |
1523 | if (rv->distance < 9) |
1526 | if (rv->distance < 9) |
1524 | return absdir (dir + 4); |
1527 | return absdir (dir + 4); |
|
|
1528 | |
1525 | return 0; |
1529 | return 0; |
1526 | } |
1530 | } |
1527 | |
1531 | |
1528 | void |
1532 | void |
1529 | circ1_move (object *ob) |
1533 | circ1_move (object *ob) |
1530 | { |
1534 | { |
1531 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1535 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1536 | |
1532 | if (++ob->move_status > 11) |
1537 | if (++ob->move_status > 11) |
1533 | ob->move_status = 0; |
1538 | ob->move_status = 0; |
|
|
1539 | |
1534 | if (!(move_object (ob, circle[ob->move_status]))) |
1540 | if (!(move_object (ob, circle[ob->move_status]))) |
1535 | (void) move_object (ob, RANDOM () % 8 + 1); |
1541 | move_object (ob, rndm (8) + 1); |
1536 | } |
1542 | } |
1537 | |
1543 | |
1538 | void |
1544 | void |
1539 | circ2_move (object *ob) |
1545 | circ2_move (object *ob) |
1540 | { |
1546 | { |
1541 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
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 }; |
|
|
1548 | |
1542 | if (++ob->move_status > 19) |
1549 | if (++ob->move_status > 19) |
1543 | ob->move_status = 0; |
1550 | ob->move_status = 0; |
|
|
1551 | |
1544 | if (!(move_object (ob, circle[ob->move_status]))) |
1552 | if (!(move_object (ob, circle[ob->move_status]))) |
1545 | (void) move_object (ob, RANDOM () % 8 + 1); |
1553 | move_object (ob, rndm (8) + 1); |
1546 | } |
1554 | } |
1547 | |
1555 | |
1548 | void |
1556 | void |
1549 | pace_movev (object *ob) |
1557 | pace_movev (object *ob) |
1550 | { |
1558 | { |
1551 | if (ob->move_status++ > 6) |
1559 | if (ob->move_status++ > 6) |
1552 | ob->move_status = 0; |
1560 | ob->move_status = 0; |
|
|
1561 | |
1553 | if (ob->move_status < 4) |
1562 | if (ob->move_status < 4) |
1554 | (void) move_object (ob, 5); |
1563 | move_object (ob, 5); |
1555 | else |
1564 | else |
1556 | (void) move_object (ob, 1); |
1565 | move_object (ob, 1); |
1557 | } |
1566 | } |
1558 | |
1567 | |
1559 | void |
1568 | void |
1560 | pace_moveh (object *ob) |
1569 | pace_moveh (object *ob) |
1561 | { |
1570 | { |
1562 | if (ob->move_status++ > 6) |
1571 | if (ob->move_status++ > 6) |
1563 | ob->move_status = 0; |
1572 | ob->move_status = 0; |
|
|
1573 | |
1564 | if (ob->move_status < 4) |
1574 | if (ob->move_status < 4) |
1565 | (void) move_object (ob, 3); |
1575 | move_object (ob, 3); |
1566 | else |
1576 | else |
1567 | (void) move_object (ob, 7); |
1577 | move_object (ob, 7); |
1568 | } |
1578 | } |
1569 | |
1579 | |
1570 | void |
1580 | void |
1571 | pace2_movev (object *ob) |
1581 | pace2_movev (object *ob) |
1572 | { |
1582 | { |
1573 | if (ob->move_status++ > 16) |
1583 | if (ob->move_status++ > 16) |
1574 | ob->move_status = 0; |
1584 | ob->move_status = 0; |
|
|
1585 | |
1575 | if (ob->move_status < 6) |
1586 | if (ob->move_status < 6) |
1576 | (void) move_object (ob, 5); |
1587 | move_object (ob, 5); |
1577 | else if (ob->move_status < 8) |
1588 | else if (ob->move_status < 8) |
1578 | return; |
1589 | return; |
1579 | else if (ob->move_status < 13) |
1590 | else if (ob->move_status < 13) |
1580 | (void) move_object (ob, 1); |
1591 | move_object (ob, 1); |
1581 | else |
1592 | else |
1582 | return; |
1593 | return; |
1583 | } |
1594 | } |
1584 | |
1595 | |
1585 | void |
1596 | void |
1586 | pace2_moveh (object *ob) |
1597 | pace2_moveh (object *ob) |
1587 | { |
1598 | { |
1588 | if (ob->move_status++ > 16) |
1599 | if (ob->move_status++ > 16) |
1589 | ob->move_status = 0; |
1600 | ob->move_status = 0; |
|
|
1601 | |
1590 | if (ob->move_status < 6) |
1602 | if (ob->move_status < 6) |
1591 | (void) move_object (ob, 3); |
1603 | move_object (ob, 3); |
1592 | else if (ob->move_status < 8) |
1604 | else if (ob->move_status < 8) |
1593 | return; |
1605 | return; |
1594 | else if (ob->move_status < 13) |
1606 | else if (ob->move_status < 13) |
1595 | (void) move_object (ob, 7); |
1607 | move_object (ob, 7); |
1596 | else |
1608 | else |
1597 | return; |
1609 | return; |
1598 | } |
1610 | } |
1599 | |
1611 | |
1600 | void |
1612 | void |
1601 | rand_move (object *ob) |
1613 | rand_move (object *ob) |
1602 | { |
1614 | { |
1603 | int i; |
|
|
1604 | |
|
|
1605 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
1615 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1606 | for (i = 0; i < 5; i++) |
1616 | for (int i = 0; i < 5; i++) |
1607 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
1617 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1608 | return; |
1618 | return; |
1609 | } |
1619 | } |
1610 | |
1620 | |
1611 | void |
1621 | void |
1612 | check_earthwalls (object *op, mapstruct *m, int x, int y) |
1622 | check_earthwalls (object *op, maptile *m, int x, int y) |
1613 | { |
1623 | { |
1614 | object *tmp; |
|
|
1615 | |
|
|
1616 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1624 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1617 | { |
|
|
1618 | if (tmp->type == EARTHWALL) |
1625 | if (tmp->type == EARTHWALL) |
1619 | { |
1626 | { |
1620 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1627 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1621 | return; |
1628 | return; |
1622 | } |
1629 | } |
1623 | } |
|
|
1624 | } |
1630 | } |
1625 | |
1631 | |
1626 | void |
1632 | void |
1627 | check_doors (object *op, mapstruct *m, int x, int y) |
1633 | check_doors (object *op, maptile *m, int x, int y) |
1628 | { |
1634 | { |
1629 | object *tmp; |
|
|
1630 | |
|
|
1631 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
1635 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1632 | { |
|
|
1633 | if (tmp->type == DOOR) |
1636 | if (tmp->type == DOOR) |
1634 | { |
1637 | { |
1635 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1638 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1636 | return; |
1639 | return; |
1637 | } |
1640 | } |
1638 | } |
|
|
1639 | } |
1641 | } |
1640 | |
1642 | |
1641 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1643 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1642 | * This is probably overly simplistic as it is now - We want |
1644 | * This is probably overly simplistic as it is now - We want |
1643 | * monsters to throw things like chairs and other pieces of |
1645 | * monsters to throw things like chairs and other pieces of |
1644 | * furniture, even if they are not good throwable objects. |
1646 | * furniture, even if they are not good throwable objects. |
1645 | * Probably better to have the monster throw a throwable object |
1647 | * Probably better to have the monster throw a throwable object |
1646 | * first, then throw any non equipped weapon. |
1648 | * first, then throw any non equipped weapon. |
1647 | */ |
1649 | */ |
1648 | |
|
|
1649 | object * |
1650 | object * |
1650 | find_mon_throw_ob (object *op) |
1651 | find_mon_throw_ob (object *op) |
1651 | { |
1652 | { |
1652 | object *tmp = NULL; |
1653 | object *tmp = NULL; |
1653 | |
1654 | |
… | |
… | |
1657 | tmp = op; |
1658 | tmp = op; |
1658 | |
1659 | |
1659 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1660 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1660 | * marked item and throw it to the enemy. |
1661 | * marked item and throw it to the enemy. |
1661 | */ |
1662 | */ |
1662 | |
|
|
1663 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1663 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1664 | { |
1664 | { |
1665 | |
|
|
1666 | /* Can't throw invisible objects or items that are applied */ |
1665 | /* Can't throw invisible objects or items that are applied */ |
1667 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1666 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1668 | continue; |
1667 | continue; |
1669 | |
1668 | |
1670 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1669 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
… | |
… | |
1686 | * properly. I also so odd code in place that checked for x distance |
1685 | * properly. I also so odd code in place that checked for x distance |
1687 | * OR y distance being within some range - that seemed wrong - both should |
1686 | * OR y distance being within some range - that seemed wrong - both should |
1688 | * be within the valid range. MSW 2001-08-05 |
1687 | * be within the valid range. MSW 2001-08-05 |
1689 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1688 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1690 | */ |
1689 | */ |
1691 | |
|
|
1692 | int |
1690 | int |
1693 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1691 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1694 | { |
1692 | { |
1695 | int radius = MIN_MON_RADIUS, hide_discovery; |
1693 | int radius = MIN_MON_RADIUS, hide_discovery; |
1696 | |
1694 | |
… | |
… | |
1703 | return 0; |
1701 | return 0; |
1704 | |
1702 | |
1705 | get_rangevector (op, enemy, rv, 0); |
1703 | get_rangevector (op, enemy, rv, 0); |
1706 | |
1704 | |
1707 | /* Monsters always ignore the DM */ |
1705 | /* Monsters always ignore the DM */ |
1708 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1706 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1709 | return 0; |
1707 | return 0; |
1710 | |
1708 | |
1711 | /* simple check. Should probably put some range checks in here. */ |
1709 | /* simple check. Should probably put some range checks in here. */ |
1712 | if (can_see_enemy (op, enemy)) |
1710 | if (can_see_enemy (op, enemy)) |
1713 | return 1; |
1711 | return 1; |
… | |
… | |
1726 | |
1724 | |
1727 | /* use this for invis also */ |
1725 | /* use this for invis also */ |
1728 | hide_discovery = op->stats.Int / 5; |
1726 | hide_discovery = op->stats.Int / 5; |
1729 | |
1727 | |
1730 | /* Determine Detection radii */ |
1728 | /* Determine Detection radii */ |
1731 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1729 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1732 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1730 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1733 | else |
1731 | else |
1734 | { /* a level/INT/Dex adjustment for hiding */ |
1732 | { /* a level/INT/Dex adjustment for hiding */ |
1735 | object *sk_hide; |
|
|
1736 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1733 | int bonus = op->level / 2 + op->stats.Int / 5; |
1737 | |
1734 | |
1738 | if (enemy->type == PLAYER) |
1735 | if (enemy->is_player ()) |
1739 | { |
1736 | { |
1740 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1737 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1741 | bonus -= sk_hide->level; |
1738 | bonus -= sk_hide->level; |
1742 | else |
1739 | else |
1743 | { |
1740 | { |
1744 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1741 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1745 | make_visible (enemy); |
1742 | make_visible (enemy); |
… | |
… | |
1754 | } /* else creature has modifiers for hiding */ |
1751 | } /* else creature has modifiers for hiding */ |
1755 | |
1752 | |
1756 | /* Radii stealth adjustment. Only if you are stealthy |
1753 | /* Radii stealth adjustment. Only if you are stealthy |
1757 | * will you be able to sneak up closer to creatures */ |
1754 | * will you be able to sneak up closer to creatures */ |
1758 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1755 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1759 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1756 | { |
|
|
1757 | radius /= 2; |
|
|
1758 | hide_discovery /= 3; |
|
|
1759 | } |
1760 | |
1760 | |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1762 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1762 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1763 | { |
1763 | { |
1764 | /* on dark maps body heat can help indicate location with infravision |
1764 | /* on dark maps body heat can help indicate location with infravision |
1765 | * undead don't have body heat, so no benefit detecting them. |
1765 | * undead don't have body heat, so no benefit detecting them. |
1766 | */ |
1766 | */ |
1767 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1767 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1768 | radius += op->map->darkness / 2; |
1768 | radius += op->map->darklevel () / 2; |
1769 | else |
1769 | else |
1770 | radius -= op->map->darkness / 2; |
1770 | radius -= op->map->darklevel () / 2; |
1771 | |
1771 | |
1772 | /* op next to a monster (and not in complete darkness) |
1772 | /* op next to a monster (and not in complete darkness) |
1773 | * the monster should have a chance to see you. |
1773 | * the monster should have a chance to see you. |
1774 | */ |
1774 | */ |
1775 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1775 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1776 | radius = MIN_MON_RADIUS; |
1776 | radius = MIN_MON_RADIUS; |
1777 | } /* if on dark map */ |
1777 | } /* if on dark map */ |
1778 | |
1778 | |
1779 | /* Lets not worry about monsters that have incredible detection |
1779 | /* Lets not worry about monsters that have incredible detection |
1780 | * radii, we only need to worry here about things the player can |
1780 | * radii, we only need to worry here about things the player can |
… | |
… | |
1782 | * may have for their map - in that way, creatures at the edge will |
1782 | * may have for their map - in that way, creatures at the edge will |
1783 | * do something. Note that the distance field in the |
1783 | * do something. Note that the distance field in the |
1784 | * vector is real distance, so in theory this should be 18 to |
1784 | * vector is real distance, so in theory this should be 18 to |
1785 | * find that. |
1785 | * find that. |
1786 | */ |
1786 | */ |
1787 | if (radius > 13) |
1787 | // note that the above reasoning was utter bullshit even at the time it was written |
1788 | radius = 13; |
1788 | // we use 25, lets see if we have the cpu time for it |
|
|
1789 | radius = min (25, radius); |
1789 | |
1790 | |
1790 | /* Enemy in range! Now test for detection */ |
1791 | /* Enemy in range! Now test for detection */ |
1791 | if ((int) rv->distance <= radius) |
1792 | if (rv->distance <= radius) |
1792 | { |
1793 | { |
1793 | /* ah, we are within range, detected? take cases */ |
1794 | /* ah, we are within range, detected? take cases */ |
1794 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1795 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1795 | return 1; |
1796 | return 1; |
1796 | |
1797 | |
1797 | /* hidden or low-quality invisible */ |
1798 | /* hidden or low-quality invisible */ |
1798 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1799 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1799 | { |
1800 | { |
1800 | make_visible (enemy); |
1801 | make_visible (enemy); |
|
|
1802 | |
1801 | /* inform players of new status */ |
1803 | /* inform players of new status */ |
1802 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1804 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1803 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1805 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1806 | |
1804 | return 1; /* detected enemy */ |
1807 | return 1; /* detected enemy */ |
1805 | } |
1808 | } |
1806 | else if (enemy->invisible) |
1809 | else if (enemy->invisible) |
1807 | { |
1810 | { |
1808 | /* Change this around - instead of negating the invisible, just |
1811 | /* Change this around - instead of negating the invisible, just |
1809 | * return true so that the mosnter that managed to detect you can |
1812 | * return true so that the monster that managed to detect you can |
1810 | * do something to you. Decreasing the duration of invisible |
1813 | * do something to you. Decreasing the duration of invisible |
1811 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1814 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1812 | * can then basically negate the spell. The spell isn't negated - |
1815 | * can then basically negate the spell. The spell isn't negated - |
1813 | * they just know where you are! |
1816 | * they just know where you are! |
1814 | */ |
1817 | */ |
1815 | if ((RANDOM () % 50) <= hide_discovery) |
1818 | if (rndm (50) <= hide_discovery) |
1816 | { |
1819 | { |
1817 | if (enemy->type == PLAYER) |
1820 | if (enemy->type == PLAYER) |
1818 | { |
|
|
1819 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1821 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1820 | } |
1822 | |
1821 | return 1; |
1823 | return 1; |
1822 | } |
1824 | } |
1823 | } |
1825 | } |
1824 | } /* within range */ |
1826 | } /* within range */ |
1825 | |
1827 | |
… | |
… | |
1830 | /* determine if op stands in a lighted square. This is not a very |
1832 | /* determine if op stands in a lighted square. This is not a very |
1831 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1833 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1832 | * is possible for a bright light to illuminate a player on the |
1834 | * is possible for a bright light to illuminate a player on the |
1833 | * other side of a wall (!). |
1835 | * other side of a wall (!). |
1834 | */ |
1836 | */ |
1835 | |
|
|
1836 | int |
1837 | int |
1837 | stand_in_light (object *op) |
1838 | stand_in_light (object *op) |
1838 | { |
1839 | { |
1839 | sint16 nx, ny; |
|
|
1840 | mapstruct *m; |
|
|
1841 | |
|
|
1842 | |
|
|
1843 | if (!op) |
1840 | if (op) |
1844 | return 0; |
1841 | { |
1845 | if (op->glow_radius > 0) |
1842 | if (op->glow_radius > 0) |
1846 | return 1; |
1843 | return 1; |
1847 | |
1844 | |
1848 | if (op->map) |
1845 | if (op->map) |
1849 | { |
1846 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1850 | int x, y, x1, y1; |
1847 | { |
1851 | |
|
|
1852 | |
|
|
1853 | |
|
|
1854 | /* Check the spaces with the max light radius to see if any of them |
1848 | /* Check the spaces with the max light radius to see if any of them |
1855 | * have lights, and if any of them light the player enough, then return 1. |
1849 | * have lights, and if any of them light the player enough, then return 1. |
1856 | */ |
|
|
1857 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1858 | { |
|
|
1859 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1860 | { |
1850 | */ |
1861 | m = op->map; |
1851 | int light = m->at (nx, ny).light; |
1862 | nx = x; |
|
|
1863 | ny = y; |
|
|
1864 | |
1852 | |
1865 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1853 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1866 | continue; |
|
|
1867 | |
|
|
1868 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1869 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1870 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1871 | return 1; |
1854 | return 1; |
1872 | } |
1855 | } |
1873 | } |
|
|
1874 | } |
1856 | } |
|
|
1857 | |
1875 | return 0; |
1858 | return 0; |
1876 | } |
1859 | } |
1877 | |
|
|
1878 | |
1860 | |
1879 | /* assuming no walls/barriers, lets check to see if its *possible* |
1861 | /* assuming no walls/barriers, lets check to see if its *possible* |
1880 | * to see an enemy. Note, "detection" is different from "seeing". |
1862 | * to see an enemy. Note, "detection" is different from "seeing". |
1881 | * See can_detect_enemy() for more details. -b.t. |
1863 | * See can_detect_enemy() for more details. -b.t. |
1882 | * return 0 if can't be seen, 1 if can be |
1864 | * return 0 if can't be seen, 1 if can be |
1883 | */ |
1865 | */ |
1884 | |
|
|
1885 | int |
1866 | int |
1886 | can_see_enemy (object *op, object *enemy) |
1867 | can_see_enemy (object *op, object *enemy) |
1887 | { |
1868 | { |
1888 | object *looker = op->head ? op->head : op; |
1869 | object *looker = op->head ? op->head : op; |
1889 | |
1870 | |
… | |
… | |
1905 | * However,if you carry any source of light, then the hidden |
1886 | * However,if you carry any source of light, then the hidden |
1906 | * creature is seeable (and stupid) */ |
1887 | * creature is seeable (and stupid) */ |
1907 | |
1888 | |
1908 | if (has_carried_lights (enemy)) |
1889 | if (has_carried_lights (enemy)) |
1909 | { |
1890 | { |
1910 | if (enemy->hide) |
1891 | if (enemy->flag [FLAG_HIDDEN]) |
1911 | { |
1892 | { |
1912 | make_visible (enemy); |
1893 | make_visible (enemy); |
1913 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1894 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1914 | } |
1895 | } |
|
|
1896 | |
1915 | return 1; |
1897 | return 1; |
1916 | } |
1898 | } |
1917 | else if (enemy->hide) |
1899 | else if (enemy->flag [FLAG_HIDDEN]) |
1918 | return 0; |
1900 | return 0; |
1919 | |
1901 | |
1920 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1902 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1921 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1903 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1922 | * and making it a conditional makes the code pretty ugly. |
1904 | * and making it a conditional makes the code pretty ugly. |
1923 | */ |
1905 | */ |
1924 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1906 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1925 | { |
|
|
1926 | if (makes_invisible_to (enemy, looker)) |
1907 | if (makes_invisible_to (enemy, looker)) |
1927 | return 0; |
1908 | return 0; |
1928 | } |
|
|
1929 | } |
1909 | } |
1930 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1910 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1931 | if (player_can_view (looker, enemy)) |
1911 | if (player_can_view (looker, enemy)) |
1932 | return 1; |
1912 | return 1; |
1933 | |
1913 | |
1934 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1914 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1935 | * unless they carry a light or stand in light. Darkness doesnt |
1915 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1938 | * we care about the enemy maps status, not the looker. |
1918 | * we care about the enemy maps status, not the looker. |
1939 | * only relevant for tiled maps, but it is possible that the |
1919 | * only relevant for tiled maps, but it is possible that the |
1940 | * enemy is on a bright map and the looker on a dark - in that |
1920 | * enemy is on a bright map and the looker on a dark - in that |
1941 | * case, the looker can still see the enemy |
1921 | * case, the looker can still see the enemy |
1942 | */ |
1922 | */ |
1943 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1923 | if (enemy->map->darklevel () > 0 |
|
|
1924 | && !stand_in_light (enemy) |
1944 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1925 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1945 | return 0; |
1926 | return 0; |
1946 | |
1927 | |
1947 | return 1; |
1928 | return 1; |
1948 | } |
1929 | } |
|
|
1930 | |