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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.56 by root, Sat Dec 27 08:41:44 2008 UTC vs.
Revision 1.73 by root, Fri Nov 6 12:49:19 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
57 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156object * 158static object *
157find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
158{ 160{
159 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
160 162
161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234int 236static int
235check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
236{ 238{
237 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
240 245
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 247
243 if (op->flag [FLAG_BLIND]) 248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
251 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
254 * the dark. */ 259 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 261
259 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
261 264
262 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
281 284
282 return 0; 285 return 0;
283} 286}
284 287
285/* 288/*
286 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
287 */ 293 */
288int 294static int
289move_monster (object *op) 295monster_can_pick (object *monster, object *item)
290{ 296{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 298 int i;
293 rv_vector rv;
294 299
295 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
296 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
297 */ 365 */
298 if (!op->map) 366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
299 return 0; 376 return 1;
300 377
301 /* for target facing, we copy this value here for fast access */ 378 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 379}
303 oph = oph->head;
304 380
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
306 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 383 *
308 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
309 enemy->attacked_by = op; /* our ptr */ 385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
310 400
311 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 * 405 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
320 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
321 */ 412 */
322 413 if (next && next->destroyed ())
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 return 1; 414 return;
415 }
416}
417
418/*
419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
383 } 433 {
384 434 case T_HANDLE:
385 /* Probably really a bug for a creature to have both 435 case TRIGGER:
386 * stand still and a movement type set. 436 if (monster->will_apply & 1)
387 */ 437 manual_apply (monster, tmp, 0);
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case (PETMOVE):
395 pet_move (op);
396 break;
397
398 case (CIRCLE1):
399 circ1_move (op);
400 break;
401
402 case (CIRCLE2):
403 circ2_move (op);
404 break;
405
406 case (PACEV):
407 pace_movev (op);
408 break;
409
410 case (PACEH):
411 pace_moveh (op);
412 break;
413
414 case (PACEV2):
415 pace2_movev (op);
416 break;
417
418 case (PACEH2):
419 pace2_moveh (op);
420 break;
421
422 case (RANDO):
423 rand_move (op);
424 break;
425
426 case (RANDO2):
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512#if DEVEL
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int dir = 1; dir <= 8; ++dir)
521 {
522 mapxy pos (op); pos.move (dir);
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1;
531 sdir = dir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also wide the actual path, spreading information
535 if (!rndm (20))
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else
544 // no better smell found, so assume the player jumped, and erase this smell
545 {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
546 ordered_mapwalk_begin (op, -1, -1, 1, 1)
547 if (m)
548 m->at (nx, ny).smell = 0;
549 ordered_mapwalk_end
550 }//D
551 }
552
553#endif
554
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4);
557
558 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560
561 pre_att_dir = dir; /* remember the original direction */
562
563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564 {
565 switch (op->attack_movement & LO4)
566 {
567 case DISTATT:
568 dir = dist_att (dir, op, enemy, part, &rv);
569 break; 438 break;
570 439
571 case RUNATT: 440 case TREASURE:
572 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
573 break; 443 break;
574 444
575 case HITRUN:
576 dir = hitrun_att (dir, op, enemy);
577 break;
578
579 case WAITATT:
580 dir = wait_att (dir, op, enemy, part, &rv);
581 break;
582
583 case RUSH: /* default - monster normally moves towards player */
584 case ALLRUN:
585 break;
586
587 case DISTHIT:
588 dir = disthit_att (dir, op, enemy, part, &rv);
589 break;
590
591 case WAIT2:
592 dir = wait_att2 (dir, op, enemy, part, &rv);
593 break;
594
595 default:
596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 }
598 }
599
600 if (!dir)
601 return 0;
602
603 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604 {
605 if (move_object (op, dir)) /* Can the monster move directly toward player? */
606 { 445 }
607 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
608 if ((op->attack_movement & LO4) == DISTATT) 447 break;
609 op->direction = pre_att_dir;
610
611 return 0;
612 }
613
614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615 {
616 /* Try move around corners if !close */
617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618
619 for (diff = 1; diff <= maxdiff; diff++)
620 {
621 /* try different detours */
622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623
624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
625 return 0;
626 }
627 }
628 } /* if monster is not standing still */
629
630 /* elmex: Turn our monster after it moved if it has DISTATT attack */
631 if ((op->attack_movement & LO4) == DISTATT)
632 op->direction = pre_att_dir;
633
634 /*
635 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
636 * direction if they can't move away.
637 */
638 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
639 if (move_randomly (op))
640 return 0;
641
642 /*
643 * Try giving the monster a new enemy - the player that is closest
644 * to it. In this way, it won't just keep trying to get to a target
645 * that is inaccessible.
646 * This could be more clever - it should go through a list of several
647 * enemies, as it is now, you could perhaps get situations where there
648 * are two players flanking the monster at close distance, but which
649 * the monster can't get to, and a third one at a far distance that
650 * the monster could get to - as it is, the monster won't look at that
651 * third one.
652 */
653 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
654 { 448 }
655 object *nearest_player = get_nearest_player (op);
656
657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658 {
659 op->enemy = 0;
660 enemy = nearest_player;
661 }
662 }
663
664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665 {
666 /* The adjustement to wc that was here before looked totally bogus -
667 * since wc can in fact get negative, that would mean by adding
668 * the current wc, the creature gets better? Instead, just
669 * add a fixed amount - nasty creatures that are runny away should
670 * still be pretty nasty.
671 */
672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
673 {
674 part->stats.wc += 10;
675 skill_attack (enemy, part, 0, NULL, NULL);
676 part->stats.wc -= 10;
677 }
678 else
679 skill_attack (enemy, part, 0, NULL, NULL);
680 } /* if monster is in attack range */
681
682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
683 return 1;
684
685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 {
687 op->drop_and_destroy ();
688 return 1;
689 }
690
691 return 0;
692}
693
694int
695can_hit (object *ob1, object *ob2, rv_vector * rv)
696{
697 object *more;
698 rv_vector rv1;
699
700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 return 0;
702
703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704 return 1;
705
706 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet
708 */
709 for (more = ob2->more; more != NULL; more = more->more)
710 {
711 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713 return 1;
714 }
715
716 return 0;
717} 449}
718 450
719/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
720 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
721 * 453 *
729 * 461 *
730 * This could be a lot smarter - if there are few monsters around, 462 * This could be a lot smarter - if there are few monsters around,
731 * then disease might not be as bad. Likewise, if the monster is damaged, 463 * then disease might not be as bad. Likewise, if the monster is damaged,
732 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
733 */ 465 */
734
735static int 466static int
736monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
737{ 468{
738 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
742 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 473 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
743 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 474 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
744 return 1; 475 return 1;
745 476
746 return 0; 477 return 0;
478}
479
480/* Checks if putting on 'item' will make 'who' do more
481 * damage. This is a very simplistic check - also checking things
482 * like speed and ac are also relevant.
483 *
484 * return true if item is a better object.
485 */
486static int
487check_good_weapon (object *who, object *item)
488{
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517}
518
519static int
520check_good_armour (object *who, object *item)
521{
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557}
558
559/*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568/* Sept 96, fixed this so skills will be readied -b.t.*/
569void
570monster_check_apply (object *mon, object *item)
571{
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675}
676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
699 return 0;
700}
701
702static int
703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704{
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714}
715
716static int
717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718{
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723}
724
725static int
726hitrun_att (int dir, object *ob, object *enemy)
727{
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736}
737
738static int
739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740{
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755}
756
757static int
758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759{
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771}
772
773static int
774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775{
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780}
781
782static void
783circ1_move (object *ob)
784{
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792}
793
794static void
795circ2_move (object *ob)
796{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804}
805
806static void
807pace_movev (object *ob)
808{
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816}
817
818static void
819pace_moveh (object *ob)
820{
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828}
829
830static void
831pace2_movev (object *ob)
832{
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844}
845
846static void
847pace2_moveh (object *ob)
848{
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860}
861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
747} 869}
748 870
749#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
750 872
751/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
1055 /* in server/player.c */ 1177 /* in server/player.c */
1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057 1179
1058} 1180}
1059 1181
1060/* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant.
1063 *
1064 * return true if item is a better object.
1065 */
1066int
1067check_good_weapon (object *who, object *item)
1068{
1069 object *other_weap;
1070 int val = 0, i;
1071
1072 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1073 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1074 break;
1075
1076 if (!other_weap) /* No other weapons */
1077 return 1;
1078
1079 /* Rather than go through and apply the new one, and see if it is
1080 * better, just do some simple checks
1081 * Put some multipliers for things that hvae several effects,
1082 * eg, magic affects both damage and wc, so it has more weight
1083 */
1084
1085 val = item->stats.dam - other_weap->stats.dam;
1086 val += (item->magic - other_weap->magic) * 3;
1087 /* Monsters don't really get benefits from things like regen rates
1088 * from items. But the bonus for their stats are very important.
1089 */
1090 for (i = 0; i < NUM_STATS; i++)
1091 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1092
1093 if (val > 0)
1094 return 1;
1095 else
1096 return 0;
1097}
1098
1099int
1100check_good_armour (object *who, object *item)
1101{
1102 object *other_armour;
1103 int val = 0, i;
1104
1105 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1106 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1107 break;
1108
1109 if (other_armour == NULL) /* No other armour, use the new */
1110 return 1;
1111
1112 /* Like above function , see which is better */
1113 val = item->stats.ac - other_armour->stats.ac;
1114 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1115 val += (item->magic - other_armour->magic) * 3;
1116
1117 /* for the other protections, do weigh them very much in the equation -
1118 * it is the armor protection which is most important, because there is
1119 * no good way to know what the player may attack the monster with.
1120 * So if the new item has better protection than the old, give that higher
1121 * value. If the reverse, then decrease the value of this item some.
1122 */
1123 for (i = 1; i < NROFATTACKS; i++)
1124 {
1125 if (item->resist[i] > other_armour->resist[i])
1126 val++;
1127 else if (item->resist[i] < other_armour->resist[i])
1128 val--;
1129 }
1130
1131 /* Very few armours have stats, so not much need to worry about those. */
1132
1133 if (val > 0)
1134 return 1;
1135 else
1136 return 0;
1137}
1138
1139/*
1140 * monster_check_pickup(): checks for items that monster can pick up.
1141 *
1142 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1143 * Each time the blob passes over some treasure, it will
1144 * grab it a.s.a.p.
1145 *
1146 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1147 * to handle this.
1148 *
1149 * This function was seen be continueing looping at one point (tmp->below
1150 * became a recursive loop. It may be better to call monster_check_apply
1151 * after we pick everything up, since that function may call others which
1152 * affect stacking on this space.
1153 */
1154void
1155monster_check_pickup (object *monster)
1156{
1157 object *tmp, *next;
1158
1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1160 {
1161 next = tmp->below;
1162 if (monster_can_pick (monster, tmp))
1163 {
1164 tmp->remove ();
1165 tmp = insert_ob_in_ob (tmp, monster);
1166 (void) monster_check_apply (monster, tmp);
1167 }
1168 /* We could try to re-establish the cycling, of the space, but probably
1169 * not a big deal to just bail out.
1170 */
1171 if (next && next->destroyed ())
1172 return;
1173 }
1174}
1175
1176/*
1177 * monster_can_pick(): If the monster is interested in picking up
1178 * the item, then return 0. Otherwise 0.
1179 * Instead of pick_up, flags for "greed", etc, should be used.
1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1181 */
1182int
1183monster_can_pick (object *monster, object *item)
1184{
1185 int flag = 0;
1186 int i;
1187
1188 if (!can_pick (monster, item))
1189 return 0;
1190
1191 if (QUERY_FLAG (item, FLAG_UNPAID))
1192 return 0;
1193
1194 if (monster->pick_up & 64) /* All */
1195 flag = 1;
1196
1197 else
1198 switch (item->type)
1199 {
1200 case MONEY:
1201 case GEM:
1202 flag = monster->pick_up & 2;
1203 break;
1204
1205 case FOOD:
1206 flag = monster->pick_up & 4;
1207 break;
1208
1209 case WEAPON:
1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 break;
1212
1213 case ARMOUR:
1214 case SHIELD:
1215 case HELMET:
1216 case BOOTS:
1217 case GLOVES:
1218 case GIRDLE:
1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 break;
1221
1222 case SKILL:
1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 break;
1225
1226 case RING:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 break;
1229
1230 case WAND:
1231 case HORN:
1232 case ROD:
1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 break;
1235
1236 case SPELLBOOK:
1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 break;
1239
1240 case SCROLL:
1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 break;
1243
1244 case BOW:
1245 case ARROW:
1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 break;
1248 }
1249
1250 /* Simplistic check - if the monster has a location to equip it, he will
1251 * pick it up. Note that this doesn't handle cases where an item may
1252 * use several locations.
1253 */
1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1255 {
1256 if (monster->slot[i].info && item->slot[i].info)
1257 {
1258 flag = 1;
1259 break;
1260 }
1261 }
1262
1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1264 return 1;
1265
1266 return 0;
1267}
1268
1269/*
1270 * monster_apply_below():
1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1272 * eager to apply things, encounters something apply-able,
1273 * then make him apply it
1274 */
1275void
1276monster_apply_below (object *monster)
1277{
1278 object *tmp, *next;
1279
1280 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 {
1282 next = tmp->below;
1283 switch (tmp->type)
1284 {
1285 case CF_HANDLE:
1286 case TRIGGER:
1287 if (monster->will_apply & 1)
1288 manual_apply (monster, tmp, 0);
1289 break;
1290
1291 case TREASURE:
1292 if (monster->will_apply & 2)
1293 manual_apply (monster, tmp, 0);
1294 break;
1295
1296 }
1297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298 break;
1299 }
1300}
1301
1302/*
1303 * monster_check_apply() is meant to be called after an item is
1304 * inserted in a monster.
1305 * If an item becomes outdated (monster found a better item),
1306 * a pointer to that object is returned, so it can be dropped.
1307 * (so that other monsters can pick it up and use it)
1308 * Note that as things are now, monsters never drop something -
1309 * they can pick up all that they can use.
1310 */
1311/* Sept 96, fixed this so skills will be readied -b.t.*/
1312void
1313monster_check_apply (object *mon, object *item)
1314{
1315 int flag = 0;
1316
1317 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1318 {
1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1320 return;
1321 }
1322
1323 /* If for some reason, this item is already applied, no more work to do */
1324 if (QUERY_FLAG (item, FLAG_APPLIED))
1325 return;
1326
1327 /* Might be better not to do this - if the monster can fire a bow,
1328 * it is possible in his wanderings, he will find one to use. In
1329 * which case, it would be nice to have ammo for it.
1330 */
1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1332 {
1333 /* Check for the right kind of bow */
1334 object *bow;
1335
1336 for (bow = mon->inv; bow; bow = bow->below)
1337 if (bow->type == BOW && bow->race == item->race)
1338 {
1339 SET_FLAG (mon, FLAG_READY_BOW);
1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1341 return; /* nothing more to do for arrows */
1342 }
1343 }
1344
1345 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1346 flag = 1;
1347 /* Eating food gets hp back */
1348 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1349 flag = 1;
1350 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1351 {
1352 if (!item->inv)
1353 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1354 else if (monster_should_cast_spell (mon, item->inv))
1355 SET_FLAG (mon, FLAG_READY_SCROLL);
1356 /* Don't use it right now */
1357 return;
1358 }
1359 else if (item->type == WEAPON)
1360 flag = check_good_weapon (mon, item);
1361 else if (item->is_armor ())
1362 flag = check_good_armour (mon, item);
1363 /* Should do something more, like make sure this is a better item */
1364 else if (item->type == RING)
1365 flag = 1;
1366 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1367 {
1368 /* We never really 'ready' the wand/rod/horn, because that would mean the
1369 * weapon would get undone.
1370 */
1371 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1372 {
1373 SET_FLAG (mon, FLAG_READY_RANGE);
1374 SET_FLAG (item, FLAG_APPLIED);
1375 }
1376 return;
1377 }
1378 else if (item->type == BOW)
1379 {
1380 /* We never really 'ready' the bow, because that would mean the
1381 * weapon would get undone.
1382 */
1383 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1384 SET_FLAG (mon, FLAG_READY_BOW);
1385 return;
1386 }
1387 else if (item->type == SKILL)
1388 {
1389 /*
1390 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1391 * else they can't use the skill...
1392 * Skills also don't need to get applied, so return now.
1393 */
1394 SET_FLAG (mon, FLAG_READY_SKILL);
1395 return;
1396 }
1397
1398 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the
1401 * body_info locations.
1402 */
1403 if (!flag)
1404 return;
1405
1406 /* Check to see if the monster can use this item. If not, no need
1407 * to do further processing. Note that can_apply_object already checks
1408 * for the CAN_USE flags.
1409 */
1410 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1411 return;
1412
1413 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all.
1416 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418}
1419
1420void 1182void
1421npc_call_help (object *op) 1183npc_call_help (object *op)
1422{ 1184{
1423 int x, y, mflags; 1185 unordered_mapwalk (op, -7, -7, 7, 7)
1424 object *npc;
1425 sint16 sx, sy;
1426 maptile *m;
1427
1428 for (x = -3; x < 4; x++)
1429 for (y = -3; y < 4; y++)
1430 { 1186 {
1431 m = op->map; 1187 mapspace &ms = m->at (nx, ny);
1432 sx = op->x + x; 1188
1433 sy = op->y + y;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */ 1189 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1190 if (!(ms.flags () & P_IS_ALIVE))
1437 continue; 1191 continue;
1438 1192
1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy; 1195 npc->enemy = op->enemy;
1442 } 1196 }
1443}
1444
1445int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447{
1448 if (can_hit (part, enemy, rv))
1449 return dir;
1450
1451 if (rv->distance < 10)
1452 return absdir (dir + 4);
1453 else if (rv->distance > 18)
1454 return dir;
1455
1456 return 0;
1457}
1458
1459int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461{
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463 {
1464 ob->move_status++;
1465 return (dir);
1466 }
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4);
1471}
1472
1473int
1474hitrun_att (int dir, object *ob, object *enemy)
1475{
1476 if (ob->move_status++ < 25)
1477 return dir;
1478 else if (ob->move_status < 50)
1479 return absdir (dir + 4);
1480 else
1481 ob->move_status = 0;
1482
1483 return absdir (dir + 4);
1484}
1485
1486int
1487wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488{
1489
1490 int inrange = can_hit (part, enemy, rv);
1491
1492 if (ob->move_status || inrange)
1493 ob->move_status++;
1494
1495 if (ob->move_status == 0)
1496 return 0;
1497 else if (ob->move_status < 10)
1498 return dir;
1499 else if (ob->move_status < 15)
1500 return absdir (dir + 4);
1501
1502 ob->move_status = 0;
1503 return 0;
1504}
1505
1506int
1507disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem
1516 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1518 return absdir (dir + 4);
1519
1520 return dist_att (dir, ob, enemy, part, rv);
1521}
1522
1523int
1524wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1525{
1526 if (rv->distance < 9)
1527 return absdir (dir + 4);
1528
1529 return 0;
1530}
1531
1532void
1533circ1_move (object *ob)
1534{
1535 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536
1537 if (++ob->move_status > 11)
1538 ob->move_status = 0;
1539
1540 if (!(move_object (ob, circle[ob->move_status])))
1541 move_object (ob, rndm (8) + 1);
1542}
1543
1544void
1545circ2_move (object *ob)
1546{
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
1549 if (++ob->move_status > 19)
1550 ob->move_status = 0;
1551
1552 if (!(move_object (ob, circle[ob->move_status])))
1553 move_object (ob, rndm (8) + 1);
1554}
1555
1556void
1557pace_movev (object *ob)
1558{
1559 if (ob->move_status++ > 6)
1560 ob->move_status = 0;
1561
1562 if (ob->move_status < 4)
1563 move_object (ob, 5);
1564 else
1565 move_object (ob, 1);
1566}
1567
1568void
1569pace_moveh (object *ob)
1570{
1571 if (ob->move_status++ > 6)
1572 ob->move_status = 0;
1573
1574 if (ob->move_status < 4)
1575 move_object (ob, 3);
1576 else
1577 move_object (ob, 7);
1578}
1579
1580void
1581pace2_movev (object *ob)
1582{
1583 if (ob->move_status++ > 16)
1584 ob->move_status = 0;
1585
1586 if (ob->move_status < 6)
1587 move_object (ob, 5);
1588 else if (ob->move_status < 8)
1589 return;
1590 else if (ob->move_status < 13)
1591 move_object (ob, 1);
1592 else
1593 return;
1594}
1595
1596void
1597pace2_moveh (object *ob)
1598{
1599 if (ob->move_status++ > 16)
1600 ob->move_status = 0;
1601
1602 if (ob->move_status < 6)
1603 move_object (ob, 3);
1604 else if (ob->move_status < 8)
1605 return;
1606 else if (ob->move_status < 13)
1607 move_object (ob, 7);
1608 else
1609 return;
1610}
1611
1612void
1613rand_move (object *ob)
1614{
1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1616 for (int i = 0; i < 5; i++)
1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1618 return;
1619} 1197}
1620 1198
1621void 1199void
1622check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1623{ 1201{
1674#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1675 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1253 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676#endif 1254#endif
1677 1255
1678 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486//-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532//+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1679} 1671}
1680 1672
1681/* determine if we can 'detect' the enemy. Check for walls blocking the 1673/* determine if we can 'detect' the enemy. Check for walls blocking the
1682 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1674 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1675 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1688 * Returns 0 if enemy can not be detected, 1 if it is detected 1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */ 1681 */
1690int 1682int
1691can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1692{ 1684{
1693 int radius = MIN_MON_RADIUS, hide_discovery;
1694
1695 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1696 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1697 return 0; 1687 return 0;
1698 1688
1699 /* If the monster (op) has no way to get to the enemy, do nothing */ 1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1701 return 0; 1691 return 0;
1702 1692
1703 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1704 1694
1705 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1706 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1707 return 0; 1697 return 0;
1708 1698
1709 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1710 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1711 return 1; 1701 return 1;
1712 1702
1713 /* The rest of this is for monsters. Players are on their own for 1703 /* The rest of this is for monsters. Players are on their own for
1714 * finding enemies! 1704 * finding enemies!
1715 */ 1705 */
1716 if (op->type == PLAYER) 1706 if (op->is_player ())
1717 return 0; 1707 return 0;
1718 1708
1719 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1720 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1721 */ 1711 */
1722 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1723 return 0; 1713 return 0;
1724 1714
1715 int radius = MIN_MON_RADIUS;
1716
1725 /* use this for invis also */ 1717 /* use this for invis also */
1726 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1727 1719
1728 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 else 1723 else
1732 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1733 int bonus = op->level / 2 + op->stats.Int / 5; 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1734 1726
1735 if (enemy->is_player ()) 1727 if (enemy->is_player ())
1757 radius /= 2; 1749 radius /= 2;
1758 hide_discovery /= 3; 1750 hide_discovery /= 3;
1759 } 1751 }
1760 1752
1761 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1762 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1763 { 1755 {
1764 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1766 */ 1758 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1770 radius -= op->map->darklevel () / 2; 1762 radius -= op->map->darklevel () / 2;
1771 1763
1772 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1774 */ 1766 */
1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1776 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */ 1769 } /* if on dark map */
1778 1770
1779 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1780 * radii, we only need to worry here about things the player can 1772 * radii, we only need to worry here about things the player can
1828 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1829 return 0; 1821 return 0;
1830} 1822}
1831 1823
1832/* determine if op stands in a lighted square. This is not a very 1824/* determine if op stands in a lighted square. This is not a very
1833 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the 1826 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!). 1827 * other side of a wall (!).
1836 */ 1828 */
1837int 1829int
1838stand_in_light (object *op) 1830stand_in_light (object *op)
1839{ 1831{
1840 if (op) 1832 if (op)
1841 { 1833 {
1834 if (!op->is_on_map ())
1835 return 0;
1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1842 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1843 return 1; 1841 return 1;
1844 1842
1845 if (op->map) 1843 if (op->map)
1846 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1884 { 1882 {
1885 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1886 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1887 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1888 1886
1889 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1890 { 1888 {
1891 if (enemy->flag [FLAG_HIDDEN]) 1889 if (enemy->flag [FLAG_HIDDEN])
1892 { 1890 {
1893 make_visible (enemy); 1891 make_visible (enemy);
1894 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1918 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1919 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1920 * enemy is on a bright map and the looker on a dark - in that 1918 * enemy is on a bright map and the looker on a dark - in that
1921 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1922 */ 1920 */
1923 if (enemy->map->darklevel () > 0
1924 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1925 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1926 return 0; 1923 return 0;
1927 1924
1928 return 1; 1925 return 1;
1929} 1926}
1930 1927
1928//-GPL

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