1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: monster.C,v 1.4 2006/08/29 08:01:37 root Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify |
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9 | * it under the terms of the GNU General Public License as published by |
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10 | * the Free Software Foundation, either version 3 of the License, or |
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11 | * (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
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20 | * |
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21 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
22 | */ |
5 | |
23 | |
6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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10 | Copyright (C) 1992 Frank Tore Johansen |
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11 | |
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12 | This program is free software; you can redistribute it and/or modify |
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13 | it under the terms of the GNU General Public License as published by |
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14 | the Free Software Foundation; either version 2 of the License, or |
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15 | (at your option) any later version. |
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16 | |
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17 | This program is distributed in the hope that it will be useful, |
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18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
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19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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20 | GNU General Public License for more details. |
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21 | |
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22 | You should have received a copy of the GNU General Public License |
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23 | along with this program; if not, write to the Free Software |
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24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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25 | |
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26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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27 | */ |
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28 | |
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29 | #include <global.h> |
24 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
25 | #include <sproto.h> |
32 | #include <spells.h> |
26 | #include <spells.h> |
33 | #include <skills.h> |
27 | #include <skills.h> |
34 | #endif |
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35 | |
28 | |
36 | |
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37 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
29 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
38 | |
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39 | |
30 | |
40 | /* checks npc->enemy and returns that enemy if still valid, |
31 | /* checks npc->enemy and returns that enemy if still valid, |
41 | * NULL otherwise. |
32 | * NULL otherwise. |
42 | * this is map tile aware. |
33 | * this is map tile aware. |
43 | * 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 |
44 | * set to sane values. |
35 | * set to sane values. |
45 | */ |
36 | */ |
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37 | object * |
46 | object *check_enemy(object *npc, rv_vector *rv) { |
38 | check_enemy (object *npc, rv_vector * rv) |
47 | |
39 | { |
48 | /* 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 |
49 | * 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, |
50 | * which CAN attack the owner. */ |
42 | * which CAN attack the owner. */ |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
43 | if ((npc->attack_movement & HI4) == PETMOVE) |
52 | { |
44 | { |
53 | if (npc->owner == NULL) |
45 | if (npc->owner == NULL) |
54 | npc->enemy = NULL; |
46 | npc->enemy = NULL; |
55 | else if (npc->enemy == NULL) |
47 | else if (npc->enemy == NULL) |
56 | npc->enemy = npc->owner->enemy; |
48 | npc->enemy = npc->owner->enemy; |
57 | } |
49 | } |
58 | |
50 | |
59 | /* periodically, a monster mayu change its target. Also, if the object |
51 | /* periodically, a monster mayu change its target. Also, if the object |
60 | * has been destroyed, etc, clear the enemy. |
52 | * has been destroyed, etc, clear the enemy. |
61 | * TODO: this should be changed, because it invokes to attack forced or |
53 | * TODO: this should be changed, because it invokes to attack forced or |
62 | * attacked monsters to leave the attacker alone, before it is destroyed |
54 | * attacked monsters to leave the attacker alone, before it is destroyed |
63 | */ |
55 | */ |
64 | /* i had removed the random target leave, this invokes problems with friendly |
56 | /* i had removed the random target leave, this invokes problems with friendly |
65 | * objects, getting attacked and defending herself - they don't try to attack |
57 | * objects, getting attacked and defending herself - they don't try to attack |
66 | * again then but perhaps get attack on and on |
58 | * again then but perhaps get attack on and on |
67 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
59 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
68 | * too. */ |
60 | * too. */ |
69 | |
61 | |
70 | if(npc->enemy) |
62 | if (npc->enemy) |
71 | { |
63 | { |
72 | /* I broke these if's apart to better be able to see what |
64 | /* I broke these if's apart to better be able to see what |
73 | * the grouping checks are. Code is the same. |
65 | * the grouping checks are. Code is the same. |
74 | */ |
66 | */ |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
67 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
68 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
77 | !on_same_map(npc, npc->enemy) || |
69 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
78 | npc == npc->enemy || |
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79 | QUERY_FLAG(npc, FLAG_NEUTRAL) || |
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80 | QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
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81 | npc->enemy = NULL; |
70 | npc->enemy = NULL; |
82 | |
71 | |
83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
72 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
73 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
74 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
86 | || npc->enemy == npc->owner)) |
75 | || npc->enemy == npc->owner)) |
87 | npc->enemy = NULL; |
76 | npc->enemy = NULL; |
88 | |
77 | |
89 | |
78 | |
90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
79 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
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92 | npc->enemy=NULL; |
80 | npc->enemy = NULL; |
93 | |
81 | |
94 | /* I've noticed that pets could sometimes get an arrow as the |
82 | /* I've noticed that pets could sometimes get an arrow as the |
95 | * target enemy - this code below makes sure the enemy is something |
83 | * target enemy - this code below makes sure the enemy is something |
96 | * that should be attacked. My guess is that the arrow hits |
84 | * that should be attacked. My guess is that the arrow hits |
97 | * the creature/owner, and so the creature then takes that |
85 | * the creature/owner, and so the creature then takes that |
98 | * as the enemy to attack. |
86 | * as the enemy to attack. |
99 | */ |
87 | */ |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
88 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
89 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
90 | && npc->enemy->type != PLAYER |
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91 | && npc->enemy->type != GOLEM) |
103 | npc->enemy=NULL; |
92 | npc->enemy = NULL; |
104 | |
93 | |
105 | } |
94 | } |
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95 | |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
107 | } |
97 | } |
108 | |
98 | |
109 | /* Returns the nearest living creature (monster or generator). |
99 | /* Returns the nearest living creature (monster or generator). |
110 | * Modified to deal with tiled maps properly. |
100 | * Modified to deal with tiled maps properly. |
111 | * Also fixed logic so that monsters in the lower directions were more |
101 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
118 | * the first few directions, it could very well choose something |
108 | * the first few directions, it could very well choose something |
119 | * 3 spaces away even though something directly north is closer. |
109 | * 3 spaces away even though something directly north is closer. |
120 | * |
110 | * |
121 | * this function is map tile aware. |
111 | * this function is map tile aware. |
122 | */ |
112 | */ |
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113 | object * |
123 | object *find_nearest_living_creature(object *npc) { |
114 | find_nearest_living_creature (object *npc) |
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115 | { |
124 | int i,mflags; |
116 | int i, mflags; |
125 | sint16 nx,ny; |
117 | sint16 nx, ny; |
126 | mapstruct *m; |
118 | maptile *m; |
127 | object *tmp; |
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128 | int search_arr[SIZEOFFREE]; |
119 | int search_arr[SIZEOFFREE]; |
129 | |
120 | |
130 | get_search_arr(search_arr); |
121 | get_search_arr (search_arr); |
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122 | |
131 | for(i=0;i<SIZEOFFREE;i++) { |
123 | for (i = 0; i < SIZEOFFREE; i++) |
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124 | { |
132 | /* modified to implement smart searching using search_arr |
125 | /* modified to implement smart searching using search_arr |
133 | * guidance array to determine direction of search order |
126 | * guidance array to determine direction of search order |
134 | */ |
127 | */ |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
128 | nx = npc->x + freearr_x[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
129 | ny = npc->y + freearr_y[search_arr[i]]; |
137 | m = npc->map; |
130 | m = npc->map; |
138 | |
131 | |
139 | 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 | |
140 | if (mflags & P_OUT_OF_MAP) continue; |
134 | if (mflags & P_OUT_OF_MAP) |
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135 | continue; |
141 | |
136 | |
142 | if (mflags & P_IS_ALIVE) { |
137 | if (mflags & P_IS_ALIVE) |
143 | tmp=get_map_ob(m,nx,ny); |
138 | { |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
139 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
140 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
146 | tmp=tmp->above; |
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147 | |
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148 | if (!tmp) { |
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149 | 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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150 | m->path, nx, ny); |
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151 | } |
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152 | else { |
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153 | if(can_see_monsterP(m,nx,ny,i)) |
141 | if (can_see_monsterP (m, nx, ny, i)) |
154 | return tmp; |
142 | return tmp; |
155 | } |
143 | } |
156 | } /* is something living on this space */ |
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157 | } |
144 | } |
158 | return NULL; /* nothing found */ |
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159 | } |
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160 | |
145 | |
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146 | return 0; |
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147 | } |
161 | |
148 | |
162 | /* 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 |
163 | * our caller will find the information useful. |
150 | * our caller will find the information useful. |
164 | * Currently, only move_monster calls this function. |
151 | * Currently, only move_monster calls this function. |
165 | * Fix function so that we always make calls to get_rangevector |
152 | * Fix function so that we always make calls to get_rangevector |
166 | * 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 |
167 | * many cases. |
154 | * many cases. |
168 | */ |
155 | */ |
169 | |
156 | object * |
170 | object *find_enemy(object *npc, rv_vector *rv) |
157 | find_enemy (object *npc, rv_vector * rv) |
171 | { |
158 | { |
172 | object *attacker, *tmp=NULL; |
159 | object *attacker, *tmp = NULL; |
173 | |
160 | |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
161 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
162 | npc->attacked_by = 0; /* always clear the attacker entry */ |
176 | |
163 | |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
164 | /* if we berserk, we don't care about others - we attack all we can find */ |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
165 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
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166 | { |
179 | tmp = find_nearest_living_creature(npc); |
167 | tmp = find_nearest_living_creature (npc); |
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168 | |
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169 | if (tmp) |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
170 | get_rangevector (npc, tmp, rv, 0); |
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171 | |
181 | return tmp; |
172 | return tmp; |
182 | } |
173 | } |
183 | |
174 | |
184 | /* Here is the main enemy selection. |
175 | /* Here is the main enemy selection. |
185 | * 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 |
186 | * one of both is dead. |
177 | * one of both is dead. |
187 | * If we have no enemy and we are... |
178 | * If we have no enemy and we are... |
188 | * a monster: try to find a player, a pet or a friendly monster |
179 | * a monster: try to find a player, a pet or a friendly monster |
189 | * a friendly: only target a monster which is targeting you first or targeting a player |
180 | * a friendly: only target a monster which is targeting you first or targeting a player |
190 | * a neutral: fight a attacker (but there should be none), then do nothing |
181 | * a neutral: fight a attacker (but there should be none), then do nothing |
191 | * a pet: attack player enemy or a monster |
182 | * a pet: attack player enemy or a monster |
192 | */ |
183 | */ |
193 | |
184 | |
194 | /* pet move */ |
185 | /* pet move */ |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
186 | if ((npc->attack_movement & HI4) == PETMOVE) |
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187 | { |
196 | tmp= get_pet_enemy(npc,rv); |
188 | tmp = get_pet_enemy (npc, rv); |
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189 | |
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190 | if (tmp) |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
191 | get_rangevector (npc, tmp, rv, 0); |
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192 | |
198 | return tmp; |
193 | return tmp; |
199 | } |
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200 | |
194 | } |
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195 | |
201 | /* we check our old enemy. */ |
196 | /* we check our old enemy. */ |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
197 | if (!(tmp = check_enemy (npc, rv))) |
203 | { |
198 | { |
204 | if(attacker) /* if we have an attacker, check him */ |
199 | if (attacker) /* if we have an attacker, check him */ |
205 | { |
200 | { |
206 | /* we want be sure this is the right one! */ |
201 | /* TODO: that's not finished */ |
207 | if(attacker->count == npc->attacked_by_count) |
202 | /* we don't want a fight evil vs evil or good against non evil */ |
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203 | |
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204 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
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205 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
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206 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
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207 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
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208 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
208 | { |
209 | { |
209 | /* TODO: thats not finished */ |
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210 | /* we don't want a fight evil vs evil or good against non evil */ |
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211 | |
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212 | if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */ |
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213 | (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) || |
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214 | (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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215 | (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) ) |
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216 | CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */ |
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217 | else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */ |
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218 | { |
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219 | 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! */ |
220 | npc->enemy = attacker; |
211 | npc->enemy = attacker; |
221 | return attacker; /* yes, we face our attacker! */ |
212 | return attacker; /* yes, we face our attacker! */ |
222 | } |
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223 | } |
213 | } |
224 | } |
214 | } |
225 | |
215 | |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
216 | /* we have no legal enemy or attacker, so we try to target a new one */ |
227 | if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
217 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
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229 | { |
218 | { |
230 | npc->enemy = get_nearest_player(npc); |
219 | npc->enemy = get_nearest_player (npc); |
231 | if (npc->enemy) |
220 | if (npc->enemy) |
232 | tmp = check_enemy(npc,rv); |
221 | tmp = check_enemy (npc, rv); |
233 | } |
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234 | |
222 | } |
235 | } |
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236 | |
223 | |
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224 | } |
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225 | |
237 | return tmp; |
226 | return tmp; |
238 | } |
227 | } |
239 | |
228 | |
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 | |
234 | int |
246 | int check_wakeup(object *op, object *enemy, rv_vector *rv) { |
235 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
247 | int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; |
236 | { |
248 | |
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249 | /* Trim work - if no enemy, no need to do anything below */ |
237 | /* Trim work - if no enemy, no need to do anything below */ |
250 | if (!enemy) return 0; |
238 | if (!enemy) |
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239 | return 0; |
251 | |
240 | |
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241 | if (!op->flag [FLAG_SLEEP]) |
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242 | return 1; |
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243 | |
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244 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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245 | |
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246 | if (op->flag [FLAG_BLIND]) |
252 | /* blinded monsters can only find nearby objects to attack */ |
247 | /* blinded monsters can only find nearby objects to attack */ |
253 | if(QUERY_FLAG(op, FLAG_BLIND)) |
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254 | radius = MIN_MON_RADIUS; |
248 | radius = MIN_MON_RADIUS; |
255 | |
249 | else if (op->map |
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250 | && !enemy->invisible |
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251 | && !stand_in_light (enemy) |
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252 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
256 | /* This covers the situation where the monster is in the dark |
253 | /* This covers the situation where the monster is in the dark |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
254 | * and has an enemy. If the enemy has no carried light (or isnt |
258 | * glowing!) then the monster has trouble finding the enemy. |
255 | * glowing!) then the monster has trouble finding the enemy. |
259 | * Remember we already checked to see if the monster can see in |
256 | * Remember we already checked to see if the monster can see in |
260 | * the dark. */ |
257 | * the dark. */ |
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|
258 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
261 | |
259 | |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
260 | if (enemy->flag [FLAG_STEALTH]) |
263 | !stand_in_light(enemy) && |
261 | radius = radius / 2 + 1; |
264 | (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
|
|
265 | int dark = radius/(op->map->darkness); |
|
|
266 | radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
|
|
267 | } |
|
|
268 | else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
|
|
269 | |
262 | |
270 | /* enemy should already be on this map, so don't really need to check |
263 | /* enemy should already be on this map, so don't really need to check |
271 | * for that. |
264 | * for that. |
272 | */ |
265 | */ |
273 | if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
266 | if (rv->distance <= radius) |
|
|
267 | { |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
268 | CLEAR_FLAG (op, FLAG_SLEEP); |
275 | return 1; |
269 | return 1; |
276 | } |
270 | } |
|
|
271 | |
277 | return 0; |
272 | return 0; |
278 | } |
273 | } |
279 | |
274 | |
|
|
275 | int |
280 | int move_randomly(object *op) { |
276 | move_randomly (object *op) |
281 | int i; |
277 | { |
282 | |
|
|
283 | /* Give up to 15 chances for a monster to move randomly */ |
278 | /* Give up to 15 chances for a monster to move randomly */ |
284 | for(i=0;i<15;i++) { |
279 | for (int i = 0; i < 15; i++) |
285 | if(move_object(op,RANDOM()%8+1)) |
280 | if (move_object (op, rndm (8) + 1)) |
286 | return 1; |
281 | return 1; |
287 | } |
282 | |
288 | return 0; |
283 | return 0; |
289 | } |
284 | } |
290 | |
285 | |
291 | /* |
286 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
287 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
293 | */ |
288 | */ |
294 | |
289 | int |
295 | int move_monster(object *op) { |
290 | move_monster (object *op) |
|
|
291 | { |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
292 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 | object *owner, *enemy, *part, *oph=op; |
293 | object *owner, *enemy, *part, *oph = op; |
298 | rv_vector rv; |
294 | rv_vector rv; |
299 | |
295 | |
300 | /* Monsters not on maps don't do anything. These monsters are things |
296 | /* Monsters not on maps don't do anything. These monsters are things |
301 | * Like royal guards in city dwellers inventories. |
297 | * Like royal guards in city dwellers inventories. |
302 | */ |
298 | */ |
303 | if (!op->map) return 0; |
299 | if (!op->map) |
|
|
300 | return 0; |
304 | |
301 | |
305 | /* for target facing, we copy this value here for fast access */ |
302 | /* for target facing, we copy this value here for fast access */ |
306 | if(oph->head) /* force update the head - one arch one pic */ |
303 | if (oph->head) /* force update the head - one arch one pic */ |
307 | oph = oph->head; |
304 | oph = oph->head; |
308 | |
305 | |
309 | if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
306 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
310 | enemy = op->enemy = NULL; |
307 | enemy = op->enemy = NULL; |
311 | else if((enemy= find_enemy(op, &rv))) |
308 | else if ((enemy = find_enemy (op, &rv))) |
312 | { |
|
|
313 | /* we have an enemy, just tell him we want him dead */ |
309 | /* we have an enemy, just tell him we want him dead */ |
314 | enemy->attacked_by = op; /* our ptr */ |
310 | enemy->attacked_by = op; /* our ptr */ |
315 | enemy->attacked_by_count = op->count; /* our tag */ |
311 | |
316 | } |
|
|
317 | |
|
|
318 | /* generate hp, if applicable */ |
312 | /* generate hp, if applicable */ |
319 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
313 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
320 | |
314 | { |
321 | /* last heal is in funny units. Dividing by speed puts |
315 | /* last heal is in funny units. Dividing by speed puts |
322 | * the regeneration rate on a basis of time instead of |
316 | * the regeneration rate on a basis of time instead of |
323 | * #moves the monster makes. The scaling by 8 is |
317 | * #moves the monster makes. The scaling by 8 is |
324 | * to capture 8th's of a hp fraction regens |
318 | * to capture 8th's of a hp fraction regens |
325 | * |
319 | * |
326 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
320 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
327 | * overflow might produce monsters with negative hp. |
321 | * overflow might produce monsters with negative hp. |
328 | */ |
322 | */ |
329 | |
323 | |
330 | op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
324 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
331 | op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
325 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
332 | op->last_heal%=32; |
326 | op->last_heal %= 32; |
333 | |
327 | |
334 | /* So if the monster has gained enough HP that they are no longer afraid */ |
328 | /* So if the monster has gained enough HP that they are no longer afraid */ |
335 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
329 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
336 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
|
|
337 | (float)op->stats.maxhp)) |
|
|
338 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
339 | |
331 | |
340 | if(op->stats.hp>op->stats.maxhp) |
332 | if (op->stats.hp > op->stats.maxhp) |
341 | op->stats.hp=op->stats.maxhp; |
333 | op->stats.hp = op->stats.maxhp; |
342 | } |
334 | } |
343 | |
335 | |
344 | /* generate sp, if applicable */ |
336 | /* generate sp, if applicable */ |
345 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
346 | |
338 | { |
347 | /* last_sp is in funny units. Dividing by speed puts |
339 | /* last_sp is in funny units. Dividing by speed puts |
348 | * the regeneration rate on a basis of time instead of |
340 | * the regeneration rate on a basis of time instead of |
349 | * #moves the monster makes. The scaling by 8 is |
341 | * #moves the monster makes. The scaling by 8 is |
350 | * to capture 8th's of a sp fraction regens |
342 | * to capture 8th's of a sp fraction regens |
351 | * |
343 | * |
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
353 | * overflow might produce monsters with negative sp. |
345 | * overflow might produce monsters with negative sp. |
354 | */ |
346 | */ |
355 | |
347 | |
356 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
348 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed)); |
357 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
349 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
358 | op->last_sp%=128; |
350 | op->last_sp %= 128; |
359 | } |
351 | } |
360 | |
352 | |
361 | /* this should probably get modified by many more values. |
353 | /* this should probably get modified by many more values. |
362 | * (eg, creatures resistance to fear, level, etc. ) |
354 | * (eg, creatures resistance to fear, level, etc. ) |
363 | */ |
355 | */ |
364 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
356 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
365 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
357 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
366 | } |
|
|
367 | |
358 | |
368 | if (INVOKE_OBJECT (MOVE, op, ARG_OBJECT (op->enemy)))//TODO: should go away |
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
360 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
361 | |
|
|
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
363 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
364 | if (!check_wakeup (op, enemy, &rv)) |
369 | return 0; |
365 | return 0; |
370 | |
366 | |
371 | if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
|
|
372 | ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
|
|
373 | !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
|
|
374 | if(!check_wakeup(op,enemy,&rv)) |
|
|
375 | return 0; |
|
|
376 | } |
|
|
377 | |
|
|
378 | /* check if monster pops out of hidden spot */ |
367 | /* check if monster pops out of hidden spot */ |
|
|
368 | if (op->flag [FLAG_HIDDEN]) |
379 | if(op->hide) do_hidden_move(op); |
369 | do_hidden_move (op); |
380 | |
370 | |
381 | if(op->pick_up) |
371 | if (op->pick_up) |
382 | monster_check_pickup(op); |
372 | monster_check_pickup (op); |
383 | |
373 | |
384 | if(op->will_apply) |
374 | if (op->will_apply) |
385 | monster_apply_below(op); /* Check for items to apply below */ |
375 | monster_apply_below (op); /* Check for items to apply below */ |
386 | |
376 | |
387 | /* If we don't have an enemy, do special movement or the like */ |
377 | /* If we don't have an enemy, do special movement or the like */ |
388 | if(!enemy) { |
378 | if (!enemy) |
|
|
379 | { |
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
380 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
390 | remove_ob(op); |
381 | { |
391 | free_object(op); |
382 | op->drop_and_destroy (); |
392 | return 1; |
383 | return 1; |
393 | } |
384 | } |
394 | |
385 | |
395 | /* Probably really a bug for a creature to have both |
386 | /* Probably really a bug for a creature to have both |
396 | * stand still and a movement type set. |
387 | * stand still and a movement type set. |
397 | */ |
388 | */ |
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
389 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
390 | { |
399 | if (op->attack_movement & HI4) |
391 | if (op->attack_movement & HI4) |
400 | { |
392 | { |
401 | switch (op->attack_movement & HI4) { |
393 | switch (op->attack_movement & HI4) |
|
|
394 | { |
402 | case (PETMOVE): |
395 | case PETMOVE: |
403 | pet_move (op); |
396 | pet_move (op); |
404 | break; |
397 | break; |
405 | |
398 | |
406 | case (CIRCLE1): |
399 | case CIRCLE1: |
407 | circ1_move (op); |
400 | circ1_move (op); |
408 | break; |
401 | break; |
409 | |
402 | |
410 | case (CIRCLE2): |
403 | case CIRCLE2: |
411 | circ2_move (op); |
404 | circ2_move (op); |
412 | break; |
405 | break; |
413 | |
406 | |
414 | case (PACEV): |
407 | case PACEV: |
415 | pace_movev(op); |
408 | pace_movev (op); |
416 | break; |
409 | break; |
417 | |
410 | |
418 | case (PACEH): |
411 | case PACEH: |
419 | pace_moveh(op); |
412 | pace_moveh (op); |
420 | break; |
413 | break; |
421 | |
414 | |
422 | case (PACEV2): |
415 | case PACEV2: |
423 | pace2_movev (op); |
416 | pace2_movev (op); |
424 | break; |
417 | break; |
425 | |
418 | |
426 | case (PACEH2): |
419 | case PACEH2: |
427 | pace2_moveh (op); |
420 | pace2_moveh (op); |
428 | break; |
421 | break; |
429 | |
422 | |
430 | case (RANDO): |
423 | case RANDO: |
431 | rand_move (op); |
424 | rand_move (op); |
432 | break; |
425 | break; |
433 | |
426 | |
434 | case (RANDO2): |
427 | case RANDO2: |
435 | move_randomly (op); |
428 | move_randomly (op); |
436 | break; |
429 | break; |
437 | } |
430 | } |
|
|
431 | |
|
|
432 | return 0; |
|
|
433 | } |
|
|
434 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
435 | move_randomly (op); |
|
|
436 | } /* stand still */ |
|
|
437 | |
|
|
438 | return 0; |
|
|
439 | } /* no enemy */ |
|
|
440 | |
|
|
441 | /* We have an enemy. Block immediately below is for pets */ |
|
|
442 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
443 | && (owner = op->owner) != NULL |
|
|
444 | && !on_same_map (op, owner) |
|
|
445 | && !owner->flag [FLAG_REMOVED]) |
|
|
446 | return follow_owner (op, owner); |
|
|
447 | |
|
|
448 | /* doppleganger code to change monster facing to that of the nearest |
|
|
449 | * player. Hmm. The code is here, but no monster in the current |
|
|
450 | * arch set uses it. |
|
|
451 | */ |
|
|
452 | if (op->race == shstr_doppleganger) |
|
|
453 | { |
|
|
454 | op->face = enemy->face; |
|
|
455 | op->name = enemy->name; |
|
|
456 | } |
|
|
457 | |
|
|
458 | /* Calculate range information for closest body part - this |
|
|
459 | * is used for the 'skill' code, which isn't that smart when |
|
|
460 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
461 | * into themselves. |
|
|
462 | */ |
|
|
463 | get_rangevector (op, enemy, &rv, 0); |
|
|
464 | |
|
|
465 | /* Move the check for scared up here - if the monster was scared, |
|
|
466 | * we were not doing any of the logic below, so might as well save |
|
|
467 | * a few cpu cycles. |
|
|
468 | */ |
|
|
469 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
470 | { |
|
|
471 | rv_vector rv1; |
|
|
472 | |
|
|
473 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
474 | for (part = op; part; part = part->more) |
|
|
475 | { |
|
|
476 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
477 | dir = rv1.direction; |
|
|
478 | |
|
|
479 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
480 | * but that we test above... so can be old code here |
|
|
481 | */ |
|
|
482 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
483 | dir = absdir (dir + 4); |
|
|
484 | |
|
|
485 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
486 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
487 | |
|
|
488 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
|
|
489 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
490 | return 0; |
|
|
491 | |
|
|
492 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
493 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
494 | return 0; |
|
|
495 | |
|
|
496 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
497 | if (monster_use_range (op, part, enemy, dir)) |
|
|
498 | return 0; |
|
|
499 | |
|
|
500 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
501 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
502 | return 0; |
|
|
503 | |
|
|
504 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
505 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
506 | return 0; |
|
|
507 | } /* for processing of all parts */ |
|
|
508 | } /* If not scared */ |
|
|
509 | |
|
|
510 | part = rv.part; |
|
|
511 | dir = rv.direction; |
|
|
512 | |
|
|
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 (op->stats.Wis >= 8 |
|
|
517 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
518 | { |
|
|
519 | int sdir = 0; |
|
|
520 | uint32_t &smell = op->ms ().smell; |
|
|
521 | |
|
|
522 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
523 | { |
|
|
524 | mapxy pos (op); pos.move (ndir); |
|
|
525 | |
|
|
526 | if (pos.normalise ()) |
|
|
527 | { |
|
|
528 | mapspace &ms = pos.ms (); |
|
|
529 | |
|
|
530 | if (ms.smell > smell) |
|
|
531 | { |
|
|
532 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
533 | if (op->stats.Wis >= 10) |
|
|
534 | smell = ms.smell - 1; // smarter: tell others |
|
|
535 | |
|
|
536 | sdir = ndir; |
|
|
537 | |
|
|
538 | // perturbing the path might let the monster lose track, |
|
|
539 | // but it will also widen the actual path, spreading information |
|
|
540 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
541 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
542 | } |
|
|
543 | } |
|
|
544 | } |
|
|
545 | |
|
|
546 | if (sdir) |
|
|
547 | dir = sdir; |
|
|
548 | else if (smell) |
|
|
549 | { |
|
|
550 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
551 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
552 | unordered_mapwalk (op, -1, -1, 1, 1) |
|
|
553 | m->at (nx, ny).smell = 0; |
|
|
554 | } |
|
|
555 | } |
|
|
556 | |
|
|
557 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
558 | dir = absdir (dir + 4); |
|
|
559 | |
|
|
560 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
561 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
562 | |
|
|
563 | pre_att_dir = dir; /* remember the original direction */ |
|
|
564 | |
|
|
565 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
566 | { |
|
|
567 | switch (op->attack_movement & LO4) |
|
|
568 | { |
|
|
569 | case DISTATT: |
|
|
570 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
571 | break; |
|
|
572 | |
|
|
573 | case RUNATT: |
|
|
574 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
575 | break; |
|
|
576 | |
|
|
577 | case HITRUN: |
|
|
578 | dir = hitrun_att (dir, op, enemy); |
|
|
579 | break; |
|
|
580 | |
|
|
581 | case WAITATT: |
|
|
582 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
583 | break; |
|
|
584 | |
|
|
585 | case RUSH: /* default - monster normally moves towards player */ |
|
|
586 | case ALLRUN: |
|
|
587 | break; |
|
|
588 | |
|
|
589 | case DISTHIT: |
|
|
590 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
591 | break; |
|
|
592 | |
|
|
593 | case WAIT2: |
|
|
594 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
595 | break; |
|
|
596 | |
|
|
597 | default: |
|
|
598 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
599 | } |
|
|
600 | } |
|
|
601 | |
|
|
602 | if (!dir) |
|
|
603 | return 0; |
|
|
604 | |
|
|
605 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
606 | { |
|
|
607 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
608 | { |
|
|
609 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
610 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
611 | op->direction = pre_att_dir; |
|
|
612 | |
|
|
613 | return 0; |
|
|
614 | } |
|
|
615 | |
|
|
616 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
617 | { |
|
|
618 | /* Try move around corners if !close */ |
|
|
619 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
|
|
620 | |
|
|
621 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
622 | { |
|
|
623 | /* try different detours */ |
|
|
624 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
|
|
625 | |
|
|
626 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
438 | return 0; |
627 | return 0; |
439 | } |
628 | } |
440 | else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
|
|
441 | (void) move_randomly(op); |
|
|
442 | |
|
|
443 | } /* stand still */ |
|
|
444 | return 0; |
|
|
445 | } /* no enemy */ |
|
|
446 | |
|
|
447 | /* We have an enemy. Block immediately below is for pets */ |
|
|
448 | if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
|
|
449 | return follow_owner(op, owner); |
|
|
450 | |
|
|
451 | /* doppleganger code to change monster facing to that of the nearest |
|
|
452 | * player. Hmm. The code is here, but no monster in the current |
|
|
453 | * arch set uses it. |
|
|
454 | */ |
|
|
455 | if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0) |
|
|
456 | { |
|
|
457 | op->face = enemy->face; |
|
|
458 | if (op->name) |
|
|
459 | free_string(op->name); |
|
|
460 | add_refcount(op->name = enemy->name); |
|
|
461 | } |
|
|
462 | |
|
|
463 | /* Calculate range information for closest body part - this |
|
|
464 | * is used for the 'skill' code, which isn't that smart when |
|
|
465 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
466 | * into themselves. |
|
|
467 | */ |
|
|
468 | get_rangevector(op, enemy, &rv, 0); |
|
|
469 | |
|
|
470 | /* Move the check for scared up here - if the monster was scared, |
|
|
471 | * we were not doing any of the logic below, so might as well save |
|
|
472 | * a few cpu cycles. |
|
|
473 | */ |
|
|
474 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
|
|
475 | { |
|
|
476 | rv_vector rv1; |
|
|
477 | |
|
|
478 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
479 | for (part=op; part!=NULL; part=part->more) { |
|
|
480 | get_rangevector(part, enemy, &rv1, 0x1); |
|
|
481 | dir=rv1.direction; |
|
|
482 | |
|
|
483 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
484 | * but that we test above... so can be old code here |
|
|
485 | */ |
|
|
486 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
487 | dir=absdir(dir+4); |
|
|
488 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
489 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
490 | |
|
|
491 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
|
|
492 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
|
|
493 | return 0; |
|
|
494 | } |
|
|
495 | |
|
|
496 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
|
|
497 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
|
|
498 | return 0; |
|
|
499 | } |
|
|
500 | |
|
|
501 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
|
|
502 | if(monster_use_range(op,part,enemy,dir)) |
|
|
503 | return 0; |
|
|
504 | } |
|
|
505 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
|
|
506 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
|
|
507 | return 0; |
|
|
508 | } |
|
|
509 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
|
|
510 | if(monster_use_bow(op,part,enemy,dir)) |
|
|
511 | return 0; |
|
|
512 | } |
|
|
513 | } /* for processing of all parts */ |
|
|
514 | } /* If not scared */ |
|
|
515 | |
|
|
516 | |
|
|
517 | part = rv.part; |
|
|
518 | dir=rv.direction; |
|
|
519 | |
|
|
520 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
521 | dir=absdir(dir+4); |
|
|
522 | |
|
|
523 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
524 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
525 | |
|
|
526 | pre_att_dir = dir; /* remember the original direction */ |
|
|
527 | |
|
|
528 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
|
|
529 | { |
|
|
530 | switch (op->attack_movement & LO4) { |
|
|
531 | case DISTATT: |
|
|
532 | dir = dist_att (dir,op,enemy,part,&rv); |
|
|
533 | break; |
|
|
534 | |
|
|
535 | case RUNATT: |
|
|
536 | dir = run_att (dir,op,enemy,part,&rv); |
|
|
537 | break; |
|
|
538 | |
|
|
539 | case HITRUN: |
|
|
540 | dir = hitrun_att(dir,op,enemy); |
|
|
541 | break; |
|
|
542 | |
|
|
543 | case WAITATT: |
|
|
544 | dir = wait_att (dir,op,enemy,part,&rv); |
|
|
545 | break; |
|
|
546 | |
|
|
547 | case RUSH: /* default - monster normally moves towards player */ |
|
|
548 | case ALLRUN: |
|
|
549 | break; |
|
|
550 | |
|
|
551 | case DISTHIT: |
|
|
552 | dir = disthit_att (dir,op,enemy,part,&rv); |
|
|
553 | break; |
|
|
554 | |
|
|
555 | case WAIT2: |
|
|
556 | dir = wait_att2 (dir,op,enemy,part,&rv); |
|
|
557 | break; |
|
|
558 | |
|
|
559 | default: |
|
|
560 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
|
|
561 | } |
|
|
562 | } |
|
|
563 | |
|
|
564 | if (!dir) |
|
|
565 | return 0; |
|
|
566 | |
|
|
567 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
|
|
568 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
|
|
569 | { |
|
|
570 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
571 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
572 | op->direction = pre_att_dir; |
|
|
573 | |
|
|
574 | return 0; |
|
|
575 | } |
629 | } |
576 | |
|
|
577 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
|
|
578 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
|
|
579 | |
|
|
580 | /* Try move around corners if !close */ |
|
|
581 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
|
|
582 | for(diff = 1; diff <= maxdiff; diff++) { |
|
|
583 | /* try different detours */ |
|
|
584 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
|
|
585 | if(move_object(op,absdir(dir + diff*m)) || |
|
|
586 | move_object(op,absdir(dir - diff*m))) |
|
|
587 | return 0; |
|
|
588 | } |
|
|
589 | } |
|
|
590 | } /* if monster is not standing still */ |
630 | } /* if monster is not standing still */ |
591 | |
631 | |
592 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
632 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
593 | if ((op->attack_movement & LO4) == DISTATT) |
633 | if ((op->attack_movement & LO4) == DISTATT) |
594 | op->direction = pre_att_dir; |
634 | op->direction = pre_att_dir; |
595 | |
635 | |
596 | /* |
636 | /* |
597 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
637 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
598 | * direction if they can't move away. |
638 | * direction if they can't move away. |
599 | */ |
639 | */ |
600 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
640 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
601 | if(move_randomly(op)) |
641 | if (move_randomly (op)) |
602 | return 0; |
642 | return 0; |
603 | |
643 | |
604 | /* |
644 | /* |
605 | * Try giving the monster a new enemy - the player that is closest |
645 | * Try giving the monster a new enemy - the player that is closest |
606 | * to it. In this way, it won't just keep trying to get to a target |
646 | * to it. In this way, it won't just keep trying to get to a target |
607 | * that is inaccessible. |
647 | * that is inaccessible. |
608 | * This could be more clever - it should go through a list of several |
648 | * This could be more clever - it should go through a list of several |
609 | * enemies, as it is now, you could perhaps get situations where there |
649 | * enemies, as it is now, you could perhaps get situations where there |
610 | * are two players flanking the monster at close distance, but which |
650 | * are two players flanking the monster at close distance, but which |
611 | * the monster can't get to, and a third one at a far distance that |
651 | * the monster can't get to, and a third one at a far distance that |
612 | * the monster could get to - as it is, the monster won't look at that |
652 | * the monster could get to - as it is, the monster won't look at that |
613 | * third one. |
653 | * third one. |
614 | */ |
654 | */ |
615 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
655 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
616 | { |
656 | { |
617 | object *nearest_player = get_nearest_player(op); |
657 | object *nearest_player = get_nearest_player (op); |
|
|
658 | |
618 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
659 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
660 | { |
619 | op->enemy = NULL; |
661 | op->enemy = 0; |
620 | enemy = nearest_player; |
662 | enemy = nearest_player; |
621 | } |
663 | } |
622 | } |
664 | } |
623 | |
665 | |
624 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
666 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
625 | { |
667 | { |
626 | /* The adjustement to wc that was here before looked totally bogus - |
668 | /* The adjustement to wc that was here before looked totally bogus - |
627 | * since wc can in fact get negative, that would mean by adding |
669 | * since wc can in fact get negative, that would mean by adding |
628 | * the current wc, the creature gets better? Instead, just |
670 | * the current wc, the creature gets better? Instead, just |
629 | * add a fixed amount - nasty creatures that are runny away should |
671 | * add a fixed amount - nasty creatures that are runny away should |
630 | * still be pretty nasty. |
672 | * still be pretty nasty. |
631 | */ |
673 | */ |
632 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
674 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
633 | { |
675 | { |
634 | part->stats.wc+=10; |
676 | part->stats.wc += 10; |
635 | (void)skill_attack(enemy,part,0,NULL, NULL); |
677 | skill_attack (enemy, part, 0, NULL, NULL); |
636 | part->stats.wc-=10; |
678 | part->stats.wc -= 10; |
637 | } |
679 | } |
638 | else |
680 | else |
639 | (void)skill_attack(enemy,part,0,NULL, NULL); |
681 | skill_attack (enemy, part, 0, NULL, NULL); |
640 | } /* if monster is in attack range */ |
682 | } /* if monster is in attack range */ |
641 | |
683 | |
642 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
684 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
643 | return 1; |
685 | return 1; |
644 | |
686 | |
645 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
687 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
688 | { |
|
|
689 | op->drop_and_destroy (); |
|
|
690 | return 1; |
646 | { |
691 | } |
647 | remove_ob(op); |
692 | |
648 | free_object(op); |
693 | return 0; |
|
|
694 | } |
|
|
695 | |
|
|
696 | int |
|
|
697 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
698 | { |
|
|
699 | object *more; |
|
|
700 | rv_vector rv1; |
|
|
701 | |
|
|
702 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
|
|
703 | return 0; |
|
|
704 | |
|
|
705 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
706 | return 1; |
|
|
707 | |
|
|
708 | /* check all the parts of ob2 - just because we can't get to |
|
|
709 | * its head doesn't mean we don't want to pound its feet |
|
|
710 | */ |
|
|
711 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
712 | { |
|
|
713 | get_rangevector (ob1, more, &rv1, 0); |
|
|
714 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
649 | return 1; |
715 | return 1; |
650 | } |
716 | } |
|
|
717 | |
651 | return 0; |
718 | return 0; |
652 | } |
|
|
653 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
|
|
654 | object *more; |
|
|
655 | rv_vector rv1; |
|
|
656 | |
|
|
657 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
|
|
658 | return 0; |
|
|
659 | |
|
|
660 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
|
|
661 | |
|
|
662 | /* check all the parts of ob2 - just because we can't get to |
|
|
663 | * its head doesn't mean we don't want to pound its feet |
|
|
664 | */ |
|
|
665 | for (more = ob2->more; more!=NULL; more = more->more) { |
|
|
666 | get_rangevector(ob1, more, &rv1, 0); |
|
|
667 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
|
|
668 | } |
|
|
669 | return 0; |
|
|
670 | |
|
|
671 | } |
719 | } |
672 | |
720 | |
673 | /* Returns 1 is monster should cast spell sp at an enemy |
721 | /* Returns 1 is monster should cast spell sp at an enemy |
674 | * Returns 0 if the monster should not cast this spell. |
722 | * Returns 0 if the monster should not cast this spell. |
675 | * |
723 | * |
… | |
… | |
684 | * This could be a lot smarter - if there are few monsters around, |
732 | * This could be a lot smarter - if there are few monsters around, |
685 | * then disease might not be as bad. Likewise, if the monster is damaged, |
733 | * then disease might not be as bad. Likewise, if the monster is damaged, |
686 | * the right type of healing spell could be useful. |
734 | * the right type of healing spell could be useful. |
687 | */ |
735 | */ |
688 | |
736 | |
|
|
737 | static int |
689 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
738 | monster_should_cast_spell (object *monster, object *spell_ob) |
690 | { |
739 | { |
691 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
740 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
692 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
741 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
693 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
742 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
694 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
743 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
695 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
744 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
696 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
745 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
697 | spell_ob->subtype == SP_INVISIBLE) |
|
|
698 | |
|
|
699 | return 1; |
|
|
700 | |
|
|
701 | return 0; |
746 | return 1; |
702 | } |
|
|
703 | |
747 | |
|
|
748 | return 0; |
|
|
749 | } |
704 | |
750 | |
705 | #define MAX_KNOWN_SPELLS 20 |
751 | #define MAX_KNOWN_SPELLS 20 |
706 | |
752 | |
707 | /* Returns a randomly selected spell. This logic is still |
753 | /* Returns a randomly selected spell. This logic is still |
708 | * less than ideal. This code also only seems to deal with |
754 | * less than ideal. This code also only seems to deal with |
709 | * wizard spells, as the check is against sp, and not grace. |
755 | * wizard spells, as the check is against sp, and not grace. |
710 | * can mosnters know cleric spells? |
756 | * can mosnters know cleric spells? |
711 | */ |
757 | */ |
|
|
758 | object * |
712 | object *monster_choose_random_spell(object *monster) { |
759 | monster_choose_random_spell (object *monster) |
|
|
760 | { |
713 | object *altern[MAX_KNOWN_SPELLS]; |
761 | object *altern[MAX_KNOWN_SPELLS]; |
714 | object *tmp; |
|
|
715 | int i=0; |
762 | int i = 0; |
716 | |
763 | |
717 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
764 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
718 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
765 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
766 | { |
719 | /* Check and see if it's actually a useful spell. |
767 | /* Check and see if it's actually a useful spell. |
720 | * If its a spellbook, the spell is actually the inventory item. |
768 | * If its a spellbook, the spell is actually the inventory item. |
721 | * if it is a spell, then it is just the object itself. |
769 | * if it is a spell, then it is just the object itself. |
722 | */ |
770 | */ |
723 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
771 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
772 | { |
724 | altern[i++]=tmp; |
773 | altern [i++] = tmp; |
|
|
774 | |
725 | if(i==MAX_KNOWN_SPELLS) |
775 | if (i == MAX_KNOWN_SPELLS) |
726 | break; |
776 | break; |
727 | } |
777 | } |
728 | } |
778 | } |
729 | if(!i) |
779 | |
730 | return NULL; |
780 | return i ? altern [rndm (i)] : 0; |
731 | return altern[RANDOM()%i]; |
|
|
732 | } |
781 | } |
733 | |
782 | |
734 | /* This checks to see if the monster should cast a spell/ability. |
783 | /* This checks to see if the monster should cast a spell/ability. |
735 | * it returns true if the monster casts a spell, 0 if he doesn't. |
784 | * it returns true if the monster casts a spell, 0 if he doesn't. |
736 | * head is the head of the monster. |
785 | * head is the head of the monster. |
737 | * part is the part of the monster we are checking against. |
786 | * part is the part of the monster we are checking against. |
738 | * pl is the target. |
787 | * pl is the target. |
739 | * dir is the direction to case. |
788 | * dir is the direction to case. |
740 | * rv is the vector which describes where the enemy is. |
789 | * rv is the vector which describes where the enemy is. |
741 | */ |
790 | */ |
742 | |
791 | int |
743 | int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
792 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
793 | { |
744 | object *spell_item; |
794 | object *spell_item; |
745 | object *owner; |
795 | object *owner; |
746 | rv_vector rv1; |
796 | rv_vector rv1; |
747 | |
797 | |
748 | /* If you want monsters to cast spells over friends, this spell should |
798 | /* If you want monsters to cast spells over friends, this spell should |
749 | * be removed. It probably should be in most cases, since monsters still |
799 | * be removed. It probably should be in most cases, since monsters still |
750 | * don't care about residual effects (ie, casting a cone which may have a |
800 | * don't care about residual effects (ie, casting a cone which may have a |
751 | * clear path to the player, the side aspects of the code will still hit |
801 | * clear path to the player, the side aspects of the code will still hit |
752 | * other monsters) |
802 | * other monsters) |
753 | */ |
803 | */ |
754 | if(!(dir=path_to_player(part,pl,0))) |
804 | if (!(dir = path_to_player (part, pl, 0))) |
755 | return 0; |
805 | return 0; |
|
|
806 | |
|
|
807 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
756 | |
808 | { |
757 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
758 | get_rangevector(head, owner, &rv1, 0x1); |
809 | get_rangevector (head, owner, &rv1, 0x1); |
759 | if(dirdiff(dir,rv1.direction) < 2) { |
810 | if (dirdiff (dir, rv1.direction) < 2) |
760 | return 0; /* Might hit owner with spell */ |
811 | return 0; /* Might hit owner with spell */ |
761 | } |
|
|
762 | } |
812 | } |
763 | |
813 | |
764 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
814 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
765 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
815 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
766 | |
816 | |
767 | /* If the monster hasn't already chosen a spell, choose one |
817 | /* If the monster hasn't already chosen a spell, choose one |
768 | * I'm not sure if it really make sense to pre-select spells (events |
818 | * I'm not sure if it really make sense to pre-select spells (events |
769 | * could be different by the time the monster goes again). |
819 | * could be different by the time the monster goes again). |
770 | */ |
820 | */ |
771 | if(head->spellitem==NULL) { |
821 | if (head->spellitem == NULL) |
|
|
822 | { |
772 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
823 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
|
|
824 | { |
773 | LOG(llevMonster,"Turned off spells in %s\n",head->name); |
825 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
774 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
826 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
775 | return 0; |
827 | return 0; |
776 | } |
828 | } |
|
|
829 | |
777 | if (spell_item->type == SPELLBOOK) { |
830 | if (spell_item->type == SPELLBOOK) |
|
|
831 | { |
778 | if (!spell_item->inv) { |
832 | if (!spell_item->inv) |
|
|
833 | { |
779 | LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
834 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
780 | return 0; |
835 | return 0; |
781 | } |
836 | } |
|
|
837 | |
782 | spell_item=spell_item->inv; |
838 | spell_item = spell_item->inv; |
783 | } |
839 | } |
784 | } |
840 | } |
785 | else |
841 | else |
786 | spell_item=head->spellitem; |
842 | spell_item = head->spellitem; |
787 | |
843 | |
788 | if (!spell_item) return 0; |
844 | if (!spell_item) |
|
|
845 | return 0; |
789 | |
846 | |
790 | /* Best guess this is a defensive/healing spell */ |
847 | /* Best guess this is a defensive/healing spell */ |
791 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
848 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
792 | dir = 0; |
849 | dir = 0; |
793 | |
850 | |
794 | /* Monster doesn't have enough spell-points */ |
851 | /* Monster doesn't have enough spell-points */ |
795 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
852 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
796 | return 0; |
853 | return 0; |
797 | |
854 | |
798 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
855 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
799 | return 0; |
856 | return 0; |
800 | |
857 | |
801 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
858 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
802 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
859 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
803 | |
860 | |
804 | /* set this to null, so next time monster will choose something different */ |
861 | /* set this to null, so next time monster will choose something different */ |
805 | head->spellitem = NULL; |
862 | head->spellitem = NULL; |
806 | |
863 | |
807 | return cast_spell(part,part,dir, spell_item, NULL); |
864 | return cast_spell (part, part, dir, spell_item, NULL); |
808 | } |
865 | } |
809 | |
866 | |
810 | |
867 | int |
811 | int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
868 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
869 | { |
812 | object *scroll; |
870 | object *scroll; |
813 | object *owner; |
871 | object *owner; |
814 | rv_vector rv1; |
872 | rv_vector rv1; |
815 | |
873 | |
816 | /* If you want monsters to cast spells over friends, this spell should |
874 | /* If you want monsters to cast spells over friends, this spell should |
817 | * be removed. It probably should be in most cases, since monsters still |
875 | * be removed. It probably should be in most cases, since monsters still |
818 | * don't care about residual effects (ie, casting a cone which may have a |
876 | * don't care about residual effects (ie, casting a cone which may have a |
819 | * clear path to the player, the side aspects of the code will still hit |
877 | * clear path to the player, the side aspects of the code will still hit |
820 | * other monsters) |
878 | * other monsters) |
821 | */ |
879 | */ |
822 | if(!(dir=path_to_player(part,pl,0))) |
880 | if (!(dir = path_to_player (part, pl, 0))) |
823 | return 0; |
881 | return 0; |
|
|
882 | |
|
|
883 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
824 | |
884 | { |
825 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
826 | get_rangevector(head, owner, &rv1, 0x1); |
885 | get_rangevector (head, owner, &rv1, 0x1); |
827 | if(dirdiff(dir,rv1.direction) < 2) { |
886 | if (dirdiff (dir, rv1.direction) < 2) |
828 | return 0; /* Might hit owner with spell */ |
|
|
829 | } |
887 | { |
|
|
888 | return 0; /* Might hit owner with spell */ |
|
|
889 | } |
830 | } |
890 | } |
831 | |
891 | |
832 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
892 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
833 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
893 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
834 | |
894 | |
835 | for (scroll=head->inv; scroll; scroll=scroll->below) |
895 | for (scroll = head->inv; scroll; scroll = scroll->below) |
836 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
896 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
897 | break; |
837 | |
898 | |
838 | /* Used up all his scrolls, so nothing do to */ |
899 | /* Used up all his scrolls, so nothing do to */ |
839 | if (!scroll) { |
900 | if (!scroll) |
|
|
901 | { |
840 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
902 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
841 | return 0; |
903 | return 0; |
842 | } |
904 | } |
843 | |
905 | |
844 | /* Spell should be cast on caster (ie, heal, strength) */ |
906 | /* Spell should be cast on caster (ie, heal, strength) */ |
845 | if (scroll->inv->range==0) |
907 | if (scroll->inv->range == 0) |
846 | dir = 0; |
908 | dir = 0; |
847 | |
909 | |
848 | apply_scroll(part, scroll, dir); |
910 | apply_scroll (part, scroll, dir); |
849 | return 1; |
911 | return 1; |
850 | } |
912 | } |
851 | |
913 | |
852 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
914 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
853 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
915 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
854 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
916 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
… | |
… | |
857 | * |
919 | * |
858 | * The skills we are treating here are all but those. -b.t. |
920 | * The skills we are treating here are all but those. -b.t. |
859 | * |
921 | * |
860 | * At the moment this is only useful for throwing, perhaps for |
922 | * At the moment this is only useful for throwing, perhaps for |
861 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
923 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
862 | */ |
924 | */ |
863 | |
925 | int |
864 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
926 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
927 | { |
865 | object *skill, *owner; |
928 | object *skill, *owner; |
866 | |
929 | |
867 | if(!(dir=path_to_player(part,pl,0))) |
930 | if (!(dir = path_to_player (part, pl, 0))) |
868 | return 0; |
931 | return 0; |
869 | |
932 | |
870 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
933 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
934 | { |
871 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
935 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
936 | |
872 | if(dirdiff(dir,dir2) < 1) |
937 | if (dirdiff (dir, dir2) < 1) |
873 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
938 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
874 | } |
939 | } |
|
|
940 | |
875 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
941 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
876 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
942 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
877 | |
943 | |
878 | /* skill selection - monster will use the next unused skill. |
944 | /* skill selection - monster will use the next unused skill. |
879 | * well...the following scenario will allow the monster to |
945 | * well...the following scenario will allow the monster to |
880 | * toggle between 2 skills. One day it would be nice to make |
946 | * toggle between 2 skills. One day it would be nice to make |
881 | * more skills available to monsters. |
947 | * more skills available to monsters. |
882 | */ |
948 | */ |
883 | |
|
|
884 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
949 | for (skill = head->inv; skill; skill = skill->below) |
885 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
950 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
951 | { |
886 | head->chosen_skill=skill; |
952 | head->chosen_skill = skill; |
887 | break; |
953 | break; |
888 | } |
954 | } |
889 | |
955 | |
890 | if(!skill && !head->chosen_skill) { |
956 | if (!skill && !head->chosen_skill) |
|
|
957 | { |
891 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
958 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
892 | head->name,head->count); |
|
|
893 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
959 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
894 | return 0; |
960 | return 0; |
895 | } |
961 | } |
|
|
962 | |
896 | /* use skill */ |
963 | /* use skill */ |
897 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
964 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
898 | } |
965 | } |
899 | |
966 | |
900 | /* Monster will use a ranged spell attack. */ |
967 | /* Monster will use a ranged spell attack. */ |
901 | |
968 | int |
902 | int monster_use_range(object *head,object *part,object *pl,int dir) |
969 | monster_use_range (object *head, object *part, object *pl, int dir) |
903 | { |
970 | { |
904 | object *wand, *owner; |
971 | object *wand, *owner; |
905 | int at_least_one = 0; |
972 | int at_least_one = 0; |
906 | |
973 | |
907 | if(!(dir=path_to_player(part,pl,0))) |
974 | if (!(dir = path_to_player (part, pl, 0))) |
908 | return 0; |
975 | return 0; |
909 | |
976 | |
910 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
977 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
978 | { |
911 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
979 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
980 | |
912 | if(dirdiff(dir,dir2) < 2) |
981 | if (dirdiff (dir, dir2) < 2) |
913 | return 0; /* Might hit owner with spell */ |
982 | return 0; /* Might hit owner with spell */ |
914 | } |
983 | } |
|
|
984 | |
915 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
985 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
916 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
986 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
917 | |
987 | |
918 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
988 | for (wand = head->inv; wand; wand = wand->below) |
919 | { |
989 | { |
920 | if (wand->type == WAND) |
990 | if (wand->type == WAND) |
|
|
991 | { |
|
|
992 | /* Found a wand, let's see if it has charges left */ |
|
|
993 | at_least_one = 1; |
|
|
994 | if (wand->stats.food <= 0) |
|
|
995 | continue; |
|
|
996 | |
|
|
997 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
998 | |
|
|
999 | if (!(--wand->stats.food)) |
921 | { |
1000 | { |
922 | /* Found a wand, let's see if it has charges left */ |
1001 | if (wand->arch) |
923 | at_least_one = 1; |
|
|
924 | if( wand->stats.food<=0 ) |
|
|
925 | continue; |
|
|
926 | |
|
|
927 | cast_spell( head, wand, dir, wand->inv, NULL ); |
|
|
928 | |
|
|
929 | if ( !( --wand->stats.food ) ) |
|
|
930 | { |
1002 | { |
931 | if ( wand->arch ) |
|
|
932 | { |
|
|
933 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
1003 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
934 | wand->face = wand->arch->clone.face; |
1004 | wand->face = wand->arch->face; |
935 | wand->speed = 0; |
1005 | wand->set_speed (0); |
936 | update_ob_speed(wand); |
|
|
937 | } |
|
|
938 | } |
1006 | } |
939 | /* Success */ |
|
|
940 | return 1; |
|
|
941 | } |
1007 | } |
|
|
1008 | /* Success */ |
|
|
1009 | return 1; |
|
|
1010 | } |
942 | else if ( wand->type == ROD || wand->type==HORN ) { |
1011 | else if (wand->type == ROD || wand->type == HORN) |
|
|
1012 | { |
943 | /* Found rod/horn, let's use it if possible */ |
1013 | /* Found rod/horn, let's use it if possible */ |
944 | at_least_one = 1; |
1014 | at_least_one = 1; |
945 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
1015 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
946 | continue; |
1016 | continue; |
947 | |
1017 | |
948 | /* drain charge before casting spell - can be a case where the |
1018 | /* drain charge before casting spell - can be a case where the |
949 | * spell destroys the monster, and rod, so if done after, results |
1019 | * spell destroys the monster, and rod, so if done after, results |
950 | * in crash. |
1020 | * in crash. |
951 | */ |
1021 | */ |
952 | drain_rod_charge( wand ); |
1022 | drain_rod_charge (wand); |
953 | cast_spell( head, wand, dir, wand->inv, NULL ); |
1023 | cast_spell (head, wand, dir, wand->inv, NULL); |
954 | |
1024 | |
955 | /* Success */ |
1025 | /* Success */ |
956 | return 1; |
1026 | return 1; |
957 | } |
1027 | } |
958 | } |
1028 | } |
959 | |
1029 | |
960 | if ( at_least_one ) |
1030 | if (at_least_one) |
961 | return 0; |
1031 | return 0; |
962 | |
1032 | |
963 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
1033 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
964 | head->name,head->count); |
|
|
965 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
1034 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
966 | return 0; |
1035 | return 0; |
967 | } |
1036 | } |
968 | |
1037 | |
|
|
1038 | int |
969 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
1039 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1040 | { |
970 | object *owner; |
1041 | object *owner; |
971 | |
1042 | |
972 | if(!(dir=path_to_player(part,pl,0))) |
1043 | if (!(dir = path_to_player (part, pl, 0))) |
973 | return 0; |
1044 | return 0; |
|
|
1045 | |
974 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
1046 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
975 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
1047 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
976 | |
1048 | |
977 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
1049 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
|
|
1050 | { |
978 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
1051 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
|
|
1052 | |
979 | if(dirdiff(dir,dir2) < 1) |
1053 | if (dirdiff (dir, dir2) < 1) |
980 | return 0; /* Might hit owner with arrow */ |
1054 | return 0; /* Might hit owner with arrow */ |
981 | } |
1055 | } |
982 | |
1056 | |
983 | /* in server/player.c */ |
1057 | /* in server/player.c */ |
984 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
1058 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
985 | |
1059 | |
986 | } |
1060 | } |
987 | |
1061 | |
988 | /* Checks if putting on 'item' will make 'who' do more |
1062 | /* Checks if putting on 'item' will make 'who' do more |
989 | * damage. This is a very simplistic check - also checking things |
1063 | * damage. This is a very simplistic check - also checking things |
990 | * like speed and ac are also relevant. |
1064 | * like speed and ac are also relevant. |
991 | * |
1065 | * |
992 | * return true if item is a better object. |
1066 | * return true if item is a better object. |
993 | */ |
1067 | */ |
994 | |
1068 | int |
995 | int check_good_weapon(object *who, object *item) { |
1069 | check_good_weapon (object *who, object *item) |
|
|
1070 | { |
996 | object *other_weap; |
1071 | object *other_weap; |
997 | int val=0, i; |
1072 | int val = 0, i; |
998 | |
1073 | |
999 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
1074 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
1000 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
1075 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1001 | break; |
1076 | break; |
1002 | |
1077 | |
1003 | if(other_weap==NULL) /* No other weapons */ |
1078 | if (!other_weap) /* No other weapons */ |
1004 | return 1; |
1079 | return 1; |
1005 | |
1080 | |
1006 | /* Rather than go through and apply the new one, and see if it is |
1081 | /* Rather than go through and apply the new one, and see if it is |
1007 | * better, just do some simple checks |
1082 | * better, just do some simple checks |
1008 | * Put some multipliers for things that hvae several effects, |
1083 | * Put some multipliers for things that hvae several effects, |
1009 | * eg, magic affects both damage and wc, so it has more weight |
1084 | * eg, magic affects both damage and wc, so it has more weight |
1010 | */ |
1085 | */ |
1011 | |
1086 | |
1012 | val = item->stats.dam - other_weap->stats.dam; |
1087 | val = item->stats.dam - other_weap->stats.dam; |
1013 | val += (item->magic - other_weap->magic) * 3; |
1088 | val += (item->magic - other_weap->magic) * 3; |
1014 | /* Monsters don't really get benefits from things like regen rates |
1089 | /* Monsters don't really get benefits from things like regen rates |
1015 | * from items. But the bonus for their stats are very important. |
1090 | * from items. But the bonus for their stats are very important. |
1016 | */ |
1091 | */ |
1017 | for (i=0; i<NUM_STATS; i++) |
1092 | for (i = 0; i < NUM_STATS; i++) |
1018 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1093 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
1019 | |
1094 | |
1020 | if (val > 0) return 1; |
1095 | if (val > 0) |
|
|
1096 | return 1; |
|
|
1097 | else |
1021 | else return 0; |
1098 | return 0; |
1022 | |
|
|
1023 | } |
1099 | } |
1024 | |
1100 | |
|
|
1101 | int |
1025 | int check_good_armour(object *who, object *item) { |
1102 | check_good_armour (object *who, object *item) |
|
|
1103 | { |
1026 | object *other_armour; |
1104 | object *other_armour; |
1027 | int val=0,i; |
1105 | int val = 0, i; |
1028 | |
1106 | |
1029 | for (other_armour = who->inv; other_armour != NULL; |
1107 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
1030 | other_armour = other_armour->below) |
|
|
1031 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1108 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1032 | break; |
1109 | break; |
1033 | |
1110 | |
1034 | if (other_armour == NULL) /* No other armour, use the new */ |
1111 | if (other_armour == NULL) /* No other armour, use the new */ |
1035 | return 1; |
1112 | return 1; |
1036 | |
1113 | |
1037 | /* Like above function , see which is better */ |
1114 | /* Like above function , see which is better */ |
1038 | val = item->stats.ac - other_armour->stats.ac; |
1115 | val = item->stats.ac - other_armour->stats.ac; |
1039 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1116 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
1040 | val += (item->magic - other_armour->magic) * 3; |
1117 | val += (item->magic - other_armour->magic) * 3; |
1041 | |
1118 | |
1042 | /* for the other protections, do weigh them very much in the equation - |
1119 | /* for the other protections, do weigh them very much in the equation - |
1043 | * it is the armor protection which is most important, because there is |
1120 | * it is the armor protection which is most important, because there is |
1044 | * no good way to know what the player may attack the monster with. |
1121 | * no good way to know what the player may attack the monster with. |
1045 | * So if the new item has better protection than the old, give that higher |
1122 | * So if the new item has better protection than the old, give that higher |
1046 | * value. If the reverse, then decrease the value of this item some. |
1123 | * value. If the reverse, then decrease the value of this item some. |
1047 | */ |
1124 | */ |
1048 | for (i=1; i <NROFATTACKS; i++) { |
1125 | for (i = 1; i < NROFATTACKS; i++) |
|
|
1126 | { |
1049 | if (item->resist[i] > other_armour->resist[i]) val++; |
1127 | if (item->resist[i] > other_armour->resist[i]) |
|
|
1128 | val++; |
1050 | else if (item->resist[i] < other_armour->resist[i]) val--; |
1129 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
1130 | val--; |
1051 | } |
1131 | } |
1052 | |
1132 | |
1053 | /* Very few armours have stats, so not much need to worry about those. */ |
1133 | /* Very few armours have stats, so not much need to worry about those. */ |
1054 | |
1134 | |
1055 | if (val > 0) return 1; |
1135 | if (val > 0) |
|
|
1136 | return 1; |
|
|
1137 | else |
1056 | else return 0; |
1138 | return 0; |
1057 | |
|
|
1058 | } |
1139 | } |
1059 | |
1140 | |
1060 | /* |
1141 | /* |
1061 | * monster_check_pickup(): checks for items that monster can pick up. |
1142 | * monster_check_pickup(): checks for items that monster can pick up. |
1062 | * |
1143 | * |
… | |
… | |
1070 | * This function was seen be continueing looping at one point (tmp->below |
1151 | * This function was seen be continueing looping at one point (tmp->below |
1071 | * became a recursive loop. It may be better to call monster_check_apply |
1152 | * became a recursive loop. It may be better to call monster_check_apply |
1072 | * after we pick everything up, since that function may call others which |
1153 | * after we pick everything up, since that function may call others which |
1073 | * affect stacking on this space. |
1154 | * affect stacking on this space. |
1074 | */ |
1155 | */ |
1075 | |
1156 | void |
1076 | void monster_check_pickup(object *monster) { |
1157 | monster_check_pickup (object *monster) |
|
|
1158 | { |
1077 | object *tmp,*next; |
1159 | object *tmp, *next; |
1078 | int next_tag; |
|
|
1079 | |
1160 | |
1080 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1161 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1162 | { |
1081 | next=tmp->below; |
1163 | next = tmp->below; |
1082 | next_tag = next ? next->count : 0; |
|
|
1083 | if (monster_can_pick(monster,tmp)) { |
1164 | if (monster_can_pick (monster, tmp)) |
1084 | remove_ob(tmp); |
1165 | { |
|
|
1166 | tmp->remove (); |
1085 | tmp = insert_ob_in_ob(tmp,monster); |
1167 | tmp = insert_ob_in_ob (tmp, monster); |
1086 | (void) monster_check_apply(monster,tmp); |
1168 | (void) monster_check_apply (monster, tmp); |
1087 | } |
1169 | } |
1088 | /* We could try to re-establish the cycling, of the space, but probably |
1170 | /* We could try to re-establish the cycling, of the space, but probably |
1089 | * not a big deal to just bail out. |
1171 | * not a big deal to just bail out. |
1090 | */ |
1172 | */ |
1091 | if (next && was_destroyed(next, next_tag)) return; |
1173 | if (next && next->destroyed ()) |
|
|
1174 | return; |
1092 | } |
1175 | } |
1093 | } |
1176 | } |
1094 | |
1177 | |
1095 | /* |
1178 | /* |
1096 | * monster_can_pick(): If the monster is interested in picking up |
1179 | * monster_can_pick(): If the monster is interested in picking up |
1097 | * the item, then return 0. Otherwise 0. |
1180 | * the item, then return 0. Otherwise 0. |
1098 | * Instead of pick_up, flags for "greed", etc, should be used. |
1181 | * Instead of pick_up, flags for "greed", etc, should be used. |
1099 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1182 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1100 | */ |
1183 | */ |
1101 | |
1184 | int |
1102 | int monster_can_pick(object *monster, object *item) { |
1185 | monster_can_pick (object *monster, object *item) |
|
|
1186 | { |
1103 | int flag=0; |
1187 | int flag = 0; |
1104 | int i; |
1188 | int i; |
1105 | |
1189 | |
1106 | if(!can_pick(monster,item)) |
1190 | if (!can_pick (monster, item)) |
1107 | return 0; |
1191 | return 0; |
1108 | |
1192 | |
1109 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
1193 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
1110 | return 0; |
1194 | return 0; |
1111 | |
1195 | |
1112 | if (monster->pick_up&64) /* All */ |
1196 | if (monster->pick_up & 64) /* All */ |
1113 | flag=1; |
1197 | flag = 1; |
1114 | |
1198 | |
|
|
1199 | else |
1115 | else switch(item->type) { |
1200 | switch (item->type) |
|
|
1201 | { |
1116 | case MONEY: |
1202 | case MONEY: |
1117 | case GEM: |
1203 | case GEM: |
1118 | flag=monster->pick_up&2; |
1204 | flag = monster->pick_up & 2; |
1119 | break; |
1205 | break; |
1120 | |
1206 | |
1121 | case FOOD: |
1207 | case FOOD: |
1122 | flag=monster->pick_up&4; |
1208 | flag = monster->pick_up & 4; |
1123 | break; |
1209 | break; |
1124 | |
1210 | |
1125 | case WEAPON: |
1211 | case WEAPON: |
1126 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1212 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1127 | break; |
1213 | break; |
1128 | |
1214 | |
1129 | case ARMOUR: |
1215 | case ARMOUR: |
1130 | case SHIELD: |
1216 | case SHIELD: |
1131 | case HELMET: |
1217 | case HELMET: |
1132 | case BOOTS: |
1218 | case BOOTS: |
1133 | case GLOVES: |
1219 | case GLOVES: |
1134 | case GIRDLE: |
1220 | case GIRDLE: |
1135 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1221 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1136 | break; |
1222 | break; |
1137 | |
1223 | |
1138 | case SKILL: |
1224 | case SKILL: |
1139 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1225 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1140 | break; |
1226 | break; |
1141 | |
1227 | |
1142 | case RING: |
1228 | case RING: |
1143 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1229 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1144 | break; |
1230 | break; |
1145 | |
1231 | |
1146 | case WAND: |
1232 | case WAND: |
1147 | case HORN: |
1233 | case HORN: |
1148 | case ROD: |
1234 | case ROD: |
1149 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1150 | break; |
1236 | break; |
1151 | |
1237 | |
1152 | case SPELLBOOK: |
1238 | case SPELLBOOK: |
1153 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1239 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1154 | break; |
1240 | break; |
1155 | |
1241 | |
1156 | case SCROLL: |
1242 | case SCROLL: |
1157 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1158 | break; |
1244 | break; |
1159 | |
1245 | |
1160 | case BOW: |
1246 | case BOW: |
1161 | case ARROW: |
1247 | case ARROW: |
1162 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1248 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1163 | break; |
1249 | break; |
1164 | } |
1250 | } |
|
|
1251 | |
1165 | /* Simplistic check - if the monster has a location to equip it, he will |
1252 | /* Simplistic check - if the monster has a location to equip it, he will |
1166 | * pick it up. Note that this doesn't handle cases where an item may |
1253 | * pick it up. Note that this doesn't handle cases where an item may |
1167 | * use several locations. |
1254 | * use several locations. |
1168 | */ |
1255 | */ |
1169 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1256 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1170 | if (monster->body_info[i] && item->body_info[i]) { |
1257 | { |
|
|
1258 | if (monster->slot[i].info && item->slot[i].info) |
|
|
1259 | { |
1171 | flag=1; |
1260 | flag = 1; |
1172 | break; |
1261 | break; |
1173 | } |
1262 | } |
1174 | } |
1263 | } |
1175 | |
1264 | |
1176 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1265 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1177 | return 1; |
|
|
1178 | return 0; |
1266 | return 1; |
|
|
1267 | |
|
|
1268 | return 0; |
1179 | } |
1269 | } |
1180 | |
1270 | |
1181 | /* |
1271 | /* |
1182 | * monster_apply_below(): |
1272 | * monster_apply_below(): |
1183 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1273 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1184 | * eager to apply things, encounters something apply-able, |
1274 | * eager to apply things, encounters something apply-able, |
1185 | * then make him apply it |
1275 | * then make him apply it |
1186 | */ |
1276 | */ |
1187 | |
1277 | void |
1188 | void monster_apply_below(object *monster) { |
1278 | monster_apply_below (object *monster) |
|
|
1279 | { |
1189 | object *tmp, *next; |
1280 | object *tmp, *next; |
1190 | |
1281 | |
1191 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1282 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1283 | { |
1192 | next=tmp->below; |
1284 | next = tmp->below; |
1193 | switch (tmp->type) { |
1285 | switch (tmp->type) |
|
|
1286 | { |
1194 | case CF_HANDLE: |
1287 | case CF_HANDLE: |
1195 | case TRIGGER: |
1288 | case TRIGGER: |
1196 | if (monster->will_apply&1) |
1289 | if (monster->will_apply & 1) |
1197 | manual_apply(monster,tmp,0); |
1290 | manual_apply (monster, tmp, 0); |
1198 | break; |
1291 | break; |
1199 | |
1292 | |
1200 | case TREASURE: |
1293 | case TREASURE: |
1201 | if (monster->will_apply&2) |
1294 | if (monster->will_apply & 2) |
1202 | manual_apply(monster,tmp,0); |
1295 | manual_apply (monster, tmp, 0); |
1203 | break; |
1296 | break; |
1204 | |
1297 | |
1205 | } |
1298 | } |
1206 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1299 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1207 | break; |
1300 | break; |
1208 | } |
1301 | } |
1209 | } |
1302 | } |
1210 | |
1303 | |
1211 | /* |
1304 | /* |
1212 | * monster_check_apply() is meant to be called after an item is |
1305 | * monster_check_apply() is meant to be called after an item is |
… | |
… | |
1215 | * a pointer to that object is returned, so it can be dropped. |
1308 | * a pointer to that object is returned, so it can be dropped. |
1216 | * (so that other monsters can pick it up and use it) |
1309 | * (so that other monsters can pick it up and use it) |
1217 | * Note that as things are now, monsters never drop something - |
1310 | * Note that as things are now, monsters never drop something - |
1218 | * they can pick up all that they can use. |
1311 | * they can pick up all that they can use. |
1219 | */ |
1312 | */ |
1220 | |
|
|
1221 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1313 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
1222 | |
1314 | void |
1223 | void monster_check_apply(object *mon, object *item) { |
1315 | monster_check_apply (object *mon, object *item) |
1224 | |
1316 | { |
1225 | int flag = 0; |
1317 | int flag = 0; |
1226 | |
1318 | |
1227 | if(item->type==SPELLBOOK&& |
1319 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
1228 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1320 | { |
1229 | SET_FLAG(mon, FLAG_CAST_SPELL); |
1321 | SET_FLAG (mon, FLAG_CAST_SPELL); |
1230 | return; |
1322 | return; |
1231 | } |
1323 | } |
1232 | |
1324 | |
1233 | /* If for some reason, this item is already applied, no more work to do */ |
1325 | /* If for some reason, this item is already applied, no more work to do */ |
1234 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1326 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
1235 | |
|
|
1236 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1237 | * it is possible in his wanderings, he will find one to use. In |
|
|
1238 | * which case, it would be nice to have ammo for it. |
|
|
1239 | */ |
|
|
1240 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
|
|
1241 | /* Check for the right kind of bow */ |
|
|
1242 | object *bow; |
|
|
1243 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
|
|
1244 | if(bow->type==BOW && bow->race==item->race) { |
|
|
1245 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1246 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
|
|
1247 | return; /* nothing more to do for arrows */ |
|
|
1248 | } |
|
|
1249 | } |
|
|
1250 | |
|
|
1251 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
|
|
1252 | /* Eating food gets hp back */ |
|
|
1253 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
|
|
1254 | else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { |
|
|
1255 | if (!item->inv) |
|
|
1256 | LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1257 | else if (monster_should_cast_spell(mon, item->inv)) |
|
|
1258 | SET_FLAG(mon, FLAG_READY_SCROLL); |
|
|
1259 | /* Don't use it right now */ |
|
|
1260 | return; |
|
|
1261 | } |
|
|
1262 | else if (item->type == WEAPON) flag = check_good_weapon(mon,item); |
|
|
1263 | else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); |
|
|
1264 | /* Should do something more, like make sure this is a better item */ |
|
|
1265 | else if (item->type == RING) |
|
|
1266 | flag=1; |
|
|
1267 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
|
|
1268 | { |
|
|
1269 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1270 | * weapon would get undone. |
|
|
1271 | */ |
|
|
1272 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1273 | { |
|
|
1274 | SET_FLAG(mon, FLAG_READY_RANGE); |
|
|
1275 | SET_FLAG(item, FLAG_APPLIED); |
|
|
1276 | } |
|
|
1277 | return; |
|
|
1278 | } |
|
|
1279 | else if (item->type == BOW) { |
|
|
1280 | /* We never really 'ready' the bow, because that would mean the |
|
|
1281 | * weapon would get undone. |
|
|
1282 | */ |
|
|
1283 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1284 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1285 | return; |
|
|
1286 | } |
|
|
1287 | else if ( item->type == SKILL ) |
|
|
1288 | { |
|
|
1289 | /* |
|
|
1290 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1291 | * else they can't use the skill... |
|
|
1292 | * Skills also don't need to get applied, so return now. |
|
|
1293 | */ |
|
|
1294 | SET_FLAG(mon, FLAG_READY_SKILL); |
|
|
1295 | return; |
|
|
1296 | } |
|
|
1297 | |
|
|
1298 | |
|
|
1299 | /* if we don't match one of the above types, return now. |
|
|
1300 | * can_apply_object will say that we can apply things like flesh, |
|
|
1301 | * bolts, and whatever else, because it only checks against the |
|
|
1302 | * body_info locations. |
|
|
1303 | */ |
|
|
1304 | if (!flag) return; |
|
|
1305 | |
|
|
1306 | /* Check to see if the monster can use this item. If not, no need |
|
|
1307 | * to do further processing. Note that can_apply_object already checks |
|
|
1308 | * for the CAN_USE flags. |
|
|
1309 | */ |
|
|
1310 | if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return; |
|
|
1311 | |
|
|
1312 | /* should only be applying this item, not unapplying it. |
|
|
1313 | * also, ignore status of curse so they can take off old armour. |
|
|
1314 | * monsters have some advantages after all. |
|
|
1315 | */ |
|
|
1316 | manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1317 | |
|
|
1318 | return; |
1327 | return; |
1319 | } |
|
|
1320 | |
1328 | |
|
|
1329 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1330 | * it is possible in his wanderings, he will find one to use. In |
|
|
1331 | * which case, it would be nice to have ammo for it. |
|
|
1332 | */ |
|
|
1333 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
1334 | { |
|
|
1335 | /* Check for the right kind of bow */ |
|
|
1336 | object *bow; |
|
|
1337 | |
|
|
1338 | for (bow = mon->inv; bow; bow = bow->below) |
|
|
1339 | if (bow->type == BOW && bow->race == item->race) |
|
|
1340 | { |
|
|
1341 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1342 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1343 | return; /* nothing more to do for arrows */ |
|
|
1344 | } |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
1348 | flag = 1; |
|
|
1349 | /* Eating food gets hp back */ |
|
|
1350 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
1351 | flag = 1; |
|
|
1352 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
1353 | { |
|
|
1354 | if (!item->inv) |
|
|
1355 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1356 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
1357 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
1358 | /* Don't use it right now */ |
|
|
1359 | return; |
|
|
1360 | } |
|
|
1361 | else if (item->type == WEAPON) |
|
|
1362 | flag = check_good_weapon (mon, item); |
|
|
1363 | else if (item->is_armor ()) |
|
|
1364 | flag = check_good_armour (mon, item); |
|
|
1365 | /* Should do something more, like make sure this is a better item */ |
|
|
1366 | else if (item->type == RING) |
|
|
1367 | flag = 1; |
|
|
1368 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
1369 | { |
|
|
1370 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1371 | * weapon would get undone. |
|
|
1372 | */ |
|
|
1373 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1374 | { |
|
|
1375 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
1376 | SET_FLAG (item, FLAG_APPLIED); |
|
|
1377 | } |
|
|
1378 | return; |
|
|
1379 | } |
|
|
1380 | else if (item->type == BOW) |
|
|
1381 | { |
|
|
1382 | /* We never really 'ready' the bow, because that would mean the |
|
|
1383 | * weapon would get undone. |
|
|
1384 | */ |
|
|
1385 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1386 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1387 | return; |
|
|
1388 | } |
|
|
1389 | else if (item->type == SKILL) |
|
|
1390 | { |
|
|
1391 | /* |
|
|
1392 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1393 | * else they can't use the skill... |
|
|
1394 | * Skills also don't need to get applied, so return now. |
|
|
1395 | */ |
|
|
1396 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
1397 | return; |
|
|
1398 | } |
|
|
1399 | |
|
|
1400 | /* if we don't match one of the above types, return now. |
|
|
1401 | * can_apply_object will say that we can apply things like flesh, |
|
|
1402 | * bolts, and whatever else, because it only checks against the |
|
|
1403 | * body_info locations. |
|
|
1404 | */ |
|
|
1405 | if (!flag) |
|
|
1406 | return; |
|
|
1407 | |
|
|
1408 | /* Check to see if the monster can use this item. If not, no need |
|
|
1409 | * to do further processing. Note that can_apply_object already checks |
|
|
1410 | * for the CAN_USE flags. |
|
|
1411 | */ |
|
|
1412 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
1413 | return; |
|
|
1414 | |
|
|
1415 | /* should only be applying this item, not unapplying it. |
|
|
1416 | * also, ignore status of curse so they can take off old armour. |
|
|
1417 | * monsters have some advantages after all. |
|
|
1418 | */ |
|
|
1419 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1420 | } |
|
|
1421 | |
|
|
1422 | void |
1321 | void npc_call_help(object *op) { |
1423 | npc_call_help (object *op) |
1322 | int x,y, mflags; |
1424 | { |
1323 | object *npc; |
1425 | unordered_mapwalk (op, -7, -7, 7, 7) |
1324 | sint16 sx, sy; |
1426 | { |
1325 | mapstruct *m; |
1427 | mapspace &ms = m->at (nx, ny); |
1326 | |
1428 | |
1327 | for(x = -3; x < 4; x++) |
|
|
1328 | for(y = -3; y < 4; y++) { |
|
|
1329 | m = op->map; |
|
|
1330 | sx = op->x + x; |
|
|
1331 | sy = op->y + y; |
|
|
1332 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
|
|
1333 | /* If nothing alive on this space, no need to search the space. */ |
1429 | /* If nothing alive on this space, no need to search the space. */ |
1334 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1430 | if (!(ms.flags () & P_IS_ALIVE)) |
1335 | continue; |
1431 | continue; |
1336 | |
1432 | |
1337 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1433 | for (object *npc = ms.bot; npc; npc = npc->above) |
1338 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1434 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1339 | npc->enemy = op->enemy; |
1435 | npc->enemy = op->enemy; |
1340 | } |
1436 | } |
1341 | } |
1437 | } |
1342 | |
1438 | |
1343 | |
1439 | int |
1344 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1440 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1345 | |
1441 | { |
1346 | if (can_hit(part,enemy,rv)) |
1442 | if (can_hit (part, enemy, rv)) |
1347 | return dir; |
1443 | return dir; |
|
|
1444 | |
1348 | if (rv->distance < 10) |
1445 | if (rv->distance < 10) |
1349 | return absdir(dir+4); |
1446 | return absdir (dir + 4); |
1350 | else if (rv->distance>18) |
1447 | else if (rv->distance > 18) |
1351 | return dir; |
1448 | return dir; |
|
|
1449 | |
1352 | return 0; |
1450 | return 0; |
1353 | } |
1451 | } |
1354 | |
1452 | |
|
|
1453 | int |
1355 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1454 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
1356 | |
1455 | { |
1357 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1456 | if (can_hit (part, enemy, rv)) |
1358 | ob->move_status++; |
|
|
1359 | return (dir); |
1457 | return dir; |
1360 | } |
1458 | else |
1361 | else if (ob->move_status >20) |
|
|
1362 | ob->move_status = 0; |
|
|
1363 | return absdir (dir+4); |
1459 | return absdir (dir + 4); |
1364 | } |
1460 | } |
1365 | |
1461 | |
|
|
1462 | int |
1366 | int hitrun_att (int dir, object *ob,object *enemy) { |
1463 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
1464 | { |
1367 | if (ob->move_status ++ < 25) |
1465 | if (ob->move_status++ < 25) |
1368 | return dir; |
1466 | return dir; |
1369 | else if (ob->move_status <50) |
1467 | else if (ob->move_status < 50) |
1370 | return absdir (dir+4); |
|
|
1371 | else |
|
|
1372 | ob->move_status = 0; |
|
|
1373 | return absdir(dir+4); |
1468 | return absdir (dir + 4); |
1374 | } |
1469 | else |
1375 | |
|
|
1376 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
|
|
1377 | |
|
|
1378 | int inrange = can_hit (part, enemy,rv); |
|
|
1379 | |
|
|
1380 | if (ob->move_status || inrange) |
|
|
1381 | ob->move_status++; |
|
|
1382 | |
|
|
1383 | if (ob->move_status == 0) |
|
|
1384 | return 0; |
|
|
1385 | else if (ob->move_status <10) |
|
|
1386 | return dir; |
|
|
1387 | else if (ob->move_status <15) |
|
|
1388 | return absdir(dir+4); |
|
|
1389 | ob->move_status = 0; |
1470 | ob->move_status = 0; |
|
|
1471 | |
|
|
1472 | return absdir (dir + 4); |
|
|
1473 | } |
|
|
1474 | |
|
|
1475 | int |
|
|
1476 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1477 | { |
|
|
1478 | int inrange = can_hit (part, enemy, rv); |
|
|
1479 | |
|
|
1480 | if (ob->move_status || inrange) |
|
|
1481 | ob->move_status++; |
|
|
1482 | |
|
|
1483 | if (ob->move_status == 0) |
|
|
1484 | return 0; |
|
|
1485 | else if (ob->move_status < 10) |
|
|
1486 | return dir; |
|
|
1487 | else if (ob->move_status < 15) |
|
|
1488 | return absdir (dir + 4); |
|
|
1489 | |
|
|
1490 | ob->move_status = 0; |
1390 | return 0; |
1491 | return 0; |
1391 | } |
1492 | } |
1392 | |
1493 | |
|
|
1494 | int |
1393 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
1495 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1394 | |
1496 | { |
1395 | /* The logic below here looked plain wrong before. Basically, what should |
1497 | /* The logic below here looked plain wrong before. Basically, what should |
1396 | * happen is that if the creatures hp percentage falls below run_away, |
1498 | * happen is that if the creatures hp percentage falls below run_away, |
1397 | * the creature should run away (dir+4) |
1499 | * the creature should run away (dir+4) |
1398 | * I think its wrong for a creature to have a zero maxhp value, but |
1500 | * I think its wrong for a creature to have a zero maxhp value, but |
1399 | * at least one map has this set, and whatever the map contains, the |
1501 | * at least one map has this set, and whatever the map contains, the |
1400 | * server should try to be resilant enough to avoid the problem |
1502 | * server should try to be resilant enough to avoid the problem |
1401 | */ |
1503 | */ |
1402 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
1504 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1403 | return absdir(dir+4); |
1505 | return absdir (dir + 4); |
|
|
1506 | |
1404 | return dist_att (dir,ob,enemy,part,rv); |
1507 | return dist_att (dir, ob, enemy, part, rv); |
1405 | } |
1508 | } |
1406 | |
1509 | |
|
|
1510 | int |
1407 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
1511 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1512 | { |
1408 | if (rv->distance < 9) |
1513 | if (rv->distance < 9) |
1409 | return absdir (dir+4); |
1514 | return absdir (dir + 4); |
|
|
1515 | |
1410 | return 0; |
1516 | return 0; |
1411 | } |
1517 | } |
1412 | |
1518 | |
|
|
1519 | void |
1413 | void circ1_move (object *ob) { |
1520 | circ1_move (object *ob) |
|
|
1521 | { |
1414 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
1522 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1523 | |
1415 | if(++ob->move_status > 11) |
1524 | if (++ob->move_status > 11) |
1416 | ob->move_status = 0; |
1525 | ob->move_status = 0; |
|
|
1526 | |
1417 | if (!(move_object(ob,circle[ob->move_status]))) |
1527 | if (!(move_object (ob, circle[ob->move_status]))) |
1418 | (void) move_object(ob,RANDOM()%8+1); |
1528 | move_object (ob, rndm (8) + 1); |
1419 | } |
1529 | } |
1420 | |
1530 | |
|
|
1531 | void |
1421 | void circ2_move (object *ob) { |
1532 | circ2_move (object *ob) |
|
|
1533 | { |
1422 | static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; |
1534 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1535 | |
1423 | if(++ob->move_status > 19) |
1536 | if (++ob->move_status > 19) |
1424 | ob->move_status = 0; |
1537 | ob->move_status = 0; |
|
|
1538 | |
1425 | if(!(move_object(ob,circle[ob->move_status]))) |
1539 | if (!(move_object (ob, circle[ob->move_status]))) |
1426 | (void) move_object(ob,RANDOM()%8+1); |
1540 | move_object (ob, rndm (8) + 1); |
1427 | } |
1541 | } |
1428 | |
1542 | |
|
|
1543 | void |
1429 | void pace_movev(object *ob) { |
1544 | pace_movev (object *ob) |
|
|
1545 | { |
1430 | if (ob->move_status++ > 6) |
1546 | if (ob->move_status++ > 6) |
1431 | ob->move_status = 0; |
1547 | ob->move_status = 0; |
|
|
1548 | |
1432 | if (ob->move_status < 4) |
1549 | if (ob->move_status < 4) |
1433 | (void) move_object (ob,5); |
1550 | move_object (ob, 5); |
1434 | else |
1551 | else |
1435 | (void) move_object(ob,1); |
1552 | move_object (ob, 1); |
1436 | } |
1553 | } |
1437 | |
1554 | |
|
|
1555 | void |
1438 | void pace_moveh (object *ob) { |
1556 | pace_moveh (object *ob) |
|
|
1557 | { |
1439 | if (ob->move_status++ > 6) |
1558 | if (ob->move_status++ > 6) |
1440 | ob->move_status = 0; |
1559 | ob->move_status = 0; |
|
|
1560 | |
1441 | if (ob->move_status < 4) |
1561 | if (ob->move_status < 4) |
1442 | (void) move_object(ob,3); |
1562 | move_object (ob, 3); |
1443 | else |
1563 | else |
1444 | (void) move_object(ob,7); |
1564 | move_object (ob, 7); |
1445 | } |
1565 | } |
1446 | |
1566 | |
|
|
1567 | void |
1447 | void pace2_movev (object *ob) { |
1568 | pace2_movev (object *ob) |
|
|
1569 | { |
1448 | if (ob->move_status ++ > 16) |
1570 | if (ob->move_status++ > 16) |
1449 | ob->move_status = 0; |
1571 | ob->move_status = 0; |
|
|
1572 | |
1450 | if (ob->move_status <6) |
1573 | if (ob->move_status < 6) |
1451 | (void) move_object (ob,5); |
1574 | move_object (ob, 5); |
1452 | else if (ob->move_status < 8) |
1575 | else if (ob->move_status < 8) |
1453 | return; |
1576 | return; |
1454 | else if (ob->move_status <13) |
1577 | else if (ob->move_status < 13) |
1455 | (void) move_object (ob,1); |
1578 | move_object (ob, 1); |
|
|
1579 | else |
1456 | else return; |
1580 | return; |
1457 | } |
1581 | } |
1458 | |
1582 | |
|
|
1583 | void |
1459 | void pace2_moveh (object *ob) { |
1584 | pace2_moveh (object *ob) |
|
|
1585 | { |
1460 | if (ob->move_status ++ > 16) |
1586 | if (ob->move_status++ > 16) |
1461 | ob->move_status = 0; |
1587 | ob->move_status = 0; |
|
|
1588 | |
1462 | if (ob->move_status <6) |
1589 | if (ob->move_status < 6) |
1463 | (void) move_object (ob,3); |
1590 | move_object (ob, 3); |
1464 | else if (ob->move_status < 8) |
1591 | else if (ob->move_status < 8) |
1465 | return; |
1592 | return; |
1466 | else if (ob->move_status <13) |
1593 | else if (ob->move_status < 13) |
1467 | (void) move_object (ob,7); |
1594 | move_object (ob, 7); |
|
|
1595 | else |
1468 | else return; |
1596 | return; |
1469 | } |
1597 | } |
1470 | |
1598 | |
|
|
1599 | void |
1471 | void rand_move (object *ob) { |
1600 | rand_move (object *ob) |
1472 | int i; |
1601 | { |
1473 | if (ob->move_status <1 || ob->move_status >8 || |
1602 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1474 | !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) |
|
|
1475 | for (i = 0; i < 5; i++) |
1603 | for (int i = 0; i < 5; i++) |
1476 | if (move_object(ob,ob->move_status = RANDOM()%8+1)) |
1604 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1477 | return; |
1605 | return; |
1478 | } |
1606 | } |
1479 | |
1607 | |
|
|
1608 | void |
1480 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1609 | check_earthwalls (object *op, maptile *m, int x, int y) |
1481 | object *tmp; |
1610 | { |
1482 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1611 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1483 | if (tmp->type == EARTHWALL) { |
1612 | if (tmp->type == EARTHWALL) |
|
|
1613 | { |
1484 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1614 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1485 | return; |
1615 | return; |
1486 | } |
1616 | } |
1487 | } |
|
|
1488 | } |
1617 | } |
1489 | |
1618 | |
|
|
1619 | void |
1490 | void check_doors(object *op, mapstruct *m, int x, int y) { |
1620 | check_doors (object *op, maptile *m, int x, int y) |
1491 | object *tmp; |
1621 | { |
1492 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1622 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1493 | if (tmp->type == DOOR) { |
1623 | if (tmp->type == DOOR) |
|
|
1624 | { |
1494 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1625 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1495 | return; |
1626 | return; |
1496 | } |
1627 | } |
1497 | } |
|
|
1498 | } |
1628 | } |
1499 | |
1629 | |
1500 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1630 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1501 | * This is probably overly simplistic as it is now - We want |
1631 | * This is probably overly simplistic as it is now - We want |
1502 | * monsters to throw things like chairs and other pieces of |
1632 | * monsters to throw things like chairs and other pieces of |
1503 | * furniture, even if they are not good throwable objects. |
1633 | * furniture, even if they are not good throwable objects. |
1504 | * Probably better to have the monster throw a throwable object |
1634 | * Probably better to have the monster throw a throwable object |
1505 | * first, then throw any non equipped weapon. |
1635 | * first, then throw any non equipped weapon. |
1506 | */ |
1636 | */ |
1507 | |
1637 | object * |
1508 | object *find_mon_throw_ob( object *op ) { |
1638 | find_mon_throw_ob (object *op) |
|
|
1639 | { |
1509 | object *tmp = NULL; |
1640 | object *tmp = NULL; |
1510 | |
|
|
1511 | if(op->head) tmp=op->head; else tmp=op; |
|
|
1512 | |
1641 | |
|
|
1642 | if (op->head) |
|
|
1643 | tmp = op->head; |
|
|
1644 | else |
|
|
1645 | tmp = op; |
|
|
1646 | |
1513 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1647 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1514 | * marked item and throw it to the enemy. |
1648 | * marked item and throw it to the enemy. |
1515 | */ |
1649 | */ |
1516 | |
|
|
1517 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1650 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1518 | |
1651 | { |
1519 | /* Can't throw invisible objects or items that are applied */ |
1652 | /* Can't throw invisible objects or items that are applied */ |
1520 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1653 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
|
|
1654 | continue; |
1521 | |
1655 | |
1522 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1656 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1523 | break; |
1657 | break; |
1524 | |
1658 | |
1525 | } |
1659 | } |
1526 | |
1660 | |
1527 | #ifdef DEBUG_THROW |
1661 | #ifdef DEBUG_THROW |
1528 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1662 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1529 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
|
|
1530 | #endif |
1663 | #endif |
1531 | |
1664 | |
1532 | return tmp; |
1665 | return tmp; |
1533 | } |
1666 | } |
1534 | |
1667 | |
1535 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1668 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1536 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1669 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1537 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1670 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1539 | * properly. I also so odd code in place that checked for x distance |
1672 | * properly. I also so odd code in place that checked for x distance |
1540 | * OR y distance being within some range - that seemed wrong - both should |
1673 | * OR y distance being within some range - that seemed wrong - both should |
1541 | * be within the valid range. MSW 2001-08-05 |
1674 | * be within the valid range. MSW 2001-08-05 |
1542 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1675 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1543 | */ |
1676 | */ |
1544 | |
1677 | int |
1545 | int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { |
1678 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1546 | int radius = MIN_MON_RADIUS, hide_discovery; |
1679 | { |
1547 | |
|
|
1548 | /* null detection for any of these condtions always */ |
1680 | /* null detection for any of these condtions always */ |
1549 | if(!op || !enemy || !op->map || !enemy->map) |
1681 | if (!op || !enemy || !op->map || !enemy->map) |
1550 | return 0; |
1682 | return 0; |
1551 | |
1683 | |
1552 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1684 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1553 | if (!on_same_map(op, enemy)) |
1685 | if (!on_same_map (op, enemy)) |
1554 | return 0; |
1686 | return 0; |
1555 | |
1687 | |
1556 | get_rangevector(op, enemy, rv, 0); |
1688 | get_rangevector (op, enemy, rv, 0); |
1557 | |
1689 | |
1558 | /* Monsters always ignore the DM */ |
1690 | /* Monsters always ignore the DM */ |
1559 | if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) |
1691 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1560 | return 0; |
1692 | return 0; |
1561 | |
1693 | |
1562 | /* simple check. Should probably put some range checks in here. */ |
1694 | /* simple check. Should probably put some range checks in here. */ |
1563 | if(can_see_enemy(op,enemy)) return 1; |
1695 | if (can_see_enemy (op, enemy)) |
|
|
1696 | return 1; |
1564 | |
1697 | |
1565 | /* The rest of this is for monsters. Players are on their own for |
1698 | /* The rest of this is for monsters. Players are on their own for |
1566 | * finding enemies! |
1699 | * finding enemies! |
1567 | */ |
1700 | */ |
1568 | if(op->type==PLAYER) return 0; |
1701 | if (op->is_player ()) |
|
|
1702 | return 0; |
1569 | |
1703 | |
1570 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1704 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1571 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1705 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1572 | */ |
1706 | */ |
1573 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1707 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1574 | return 0; |
1708 | return 0; |
1575 | |
1709 | |
|
|
1710 | int radius = MIN_MON_RADIUS; |
|
|
1711 | |
1576 | /* use this for invis also */ |
1712 | /* use this for invis also */ |
1577 | hide_discovery = op->stats.Int/5; |
1713 | int hide_discovery = op->stats.Int / 5; |
1578 | |
1714 | |
1579 | /* Determine Detection radii */ |
1715 | /* Determine Detection radii */ |
1580 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1716 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1581 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1717 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
|
|
1718 | else |
1582 | else { /* a level/INT/Dex adjustment for hiding */ |
1719 | { /* a level/INT/Dex adjustment for hiding */ |
1583 | object *sk_hide; |
|
|
1584 | int bonus = (op->level/2) + (op->stats.Int/5); |
1720 | int bonus = op->level / 2 + op->stats.Int / 5; |
1585 | |
1721 | |
1586 | if(enemy->type==PLAYER) { |
1722 | if (enemy->is_player ()) |
|
|
1723 | { |
1587 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1724 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1588 | bonus -= sk_hide->level; |
1725 | bonus -= sk_hide->level; |
1589 | else { |
1726 | else |
|
|
1727 | { |
1590 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1728 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1591 | make_visible(enemy); |
1729 | make_visible (enemy); |
1592 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1730 | radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1593 | } |
1731 | } |
1594 | } |
1732 | } |
1595 | else /* enemy is not a player */ |
1733 | else /* enemy is not a player */ |
1596 | bonus -= enemy->level; |
1734 | bonus -= enemy->level; |
1597 | |
1735 | |
1598 | radius += bonus/5; |
1736 | radius += bonus / 5; |
1599 | hide_discovery += bonus*5; |
1737 | hide_discovery += bonus * 5; |
1600 | } /* else creature has modifiers for hiding */ |
1738 | } /* else creature has modifiers for hiding */ |
1601 | |
1739 | |
1602 | /* Radii stealth adjustment. Only if you are stealthy |
1740 | /* Radii stealth adjustment. Only if you are stealthy |
1603 | * will you be able to sneak up closer to creatures */ |
1741 | * will you be able to sneak up closer to creatures */ |
1604 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1742 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1605 | radius = radius/2, hide_discovery = hide_discovery/3; |
1743 | { |
|
|
1744 | radius /= 2; |
|
|
1745 | hide_discovery /= 3; |
|
|
1746 | } |
1606 | |
1747 | |
1607 | /* Radii adjustment for enemy standing in the dark */ |
1748 | /* Radii adjustment for enemy standing in the dark */ |
1608 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1749 | if (!stand_in_light (enemy)) |
|
|
1750 | { |
1609 | /* on dark maps body heat can help indicate location with infravision |
1751 | /* on dark maps body heat can help indicate location with infravision |
1610 | * undead don't have body heat, so no benefit detecting them. |
1752 | * undead don't have body heat, so no benefit detecting them. |
1611 | */ |
1753 | */ |
1612 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1754 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1613 | radius += op->map->darkness/2; |
1755 | radius += op->map->darklevel () / 2; |
1614 | else |
1756 | else |
1615 | radius -= op->map->darkness/2; |
1757 | radius -= op->map->darklevel () / 2; |
1616 | |
1758 | |
1617 | /* op next to a monster (and not in complete darkness) |
1759 | /* op next to a monster (and not in complete darkness) |
1618 | * the monster should have a chance to see you. |
1760 | * the monster should have a chance to see you. |
1619 | */ |
1761 | */ |
1620 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1762 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1621 | radius = MIN_MON_RADIUS; |
1763 | radius = MIN_MON_RADIUS; |
1622 | } /* if on dark map */ |
1764 | } /* if on dark map */ |
1623 | |
1765 | |
1624 | /* Lets not worry about monsters that have incredible detection |
1766 | /* Lets not worry about monsters that have incredible detection |
1625 | * radii, we only need to worry here about things the player can |
1767 | * radii, we only need to worry here about things the player can |
1626 | * (potentially) see. This is 13, as that is the maximum size the player |
1768 | * (potentially) see. This is 13, as that is the maximum size the player |
1627 | * may have for their map - in that way, creatures at the edge will |
1769 | * may have for their map - in that way, creatures at the edge will |
1628 | * do something. Note that the distance field in the |
1770 | * do something. Note that the distance field in the |
1629 | * vector is real distance, so in theory this should be 18 to |
1771 | * vector is real distance, so in theory this should be 18 to |
1630 | * find that. |
1772 | * find that. |
1631 | */ |
1773 | */ |
1632 | if(radius>13) radius = 13; |
1774 | // note that the above reasoning was utter bullshit even at the time it was written |
|
|
1775 | // we use 25, lets see if we have the cpu time for it |
|
|
1776 | radius = min (25, radius); |
1633 | |
1777 | |
1634 | /* Enemy in range! Now test for detection */ |
1778 | /* Enemy in range! Now test for detection */ |
1635 | if ((int) rv->distance <= radius) { |
1779 | if (rv->distance <= radius) |
|
|
1780 | { |
1636 | /* ah, we are within range, detected? take cases */ |
1781 | /* ah, we are within range, detected? take cases */ |
1637 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1782 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1638 | return 1; |
1783 | return 1; |
1639 | |
1784 | |
1640 | /* hidden or low-quality invisible */ |
1785 | /* hidden or low-quality invisible */ |
1641 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1786 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
|
|
1787 | { |
1642 | make_visible(enemy); |
1788 | make_visible (enemy); |
|
|
1789 | |
1643 | /* inform players of new status */ |
1790 | /* inform players of new status */ |
1644 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1791 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1645 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1792 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1646 | "You are discovered by %s!",op->name); |
1793 | |
1647 | return 1; /* detected enemy */ |
1794 | return 1; /* detected enemy */ |
1648 | } |
1795 | } |
1649 | else if (enemy->invisible) { |
1796 | else if (enemy->invisible) |
|
|
1797 | { |
1650 | /* Change this around - instead of negating the invisible, just |
1798 | /* Change this around - instead of negating the invisible, just |
1651 | * return true so that the mosnter that managed to detect you can |
1799 | * return true so that the monster that managed to detect you can |
1652 | * do something to you. Decreasing the duration of invisible |
1800 | * do something to you. Decreasing the duration of invisible |
1653 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1801 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1654 | * can then basically negate the spell. The spell isn't negated - |
1802 | * can then basically negate the spell. The spell isn't negated - |
1655 | * they just know where you are! |
1803 | * they just know where you are! |
1656 | */ |
1804 | */ |
1657 | if ((RANDOM() % 50) <= hide_discovery) { |
1805 | if (rndm (50) <= hide_discovery) |
|
|
1806 | { |
1658 | if (enemy->type == PLAYER) { |
1807 | if (enemy->type == PLAYER) |
1659 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1808 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1660 | "You see %s noticing your position.", query_name(op)); |
1809 | |
1661 | } |
|
|
1662 | return 1; |
1810 | return 1; |
1663 | } |
1811 | } |
1664 | } |
1812 | } |
1665 | } /* within range */ |
1813 | } /* within range */ |
1666 | |
1814 | |
1667 | /* Wasn't detected above, so still hidden */ |
1815 | /* Wasn't detected above, so still hidden */ |
1668 | return 0; |
1816 | return 0; |
1669 | } |
1817 | } |
1670 | |
1818 | |
1671 | /* determine if op stands in a lighted square. This is not a very |
1819 | /* determine if op stands in a lighted square. This is not a very |
1672 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1820 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1673 | * is possible for a bright light to illuminate a player on the |
1821 | * is possible for a bright light to illuminate a player on the |
1674 | * other side of a wall (!). |
1822 | * other side of a wall (!). |
1675 | */ |
1823 | */ |
1676 | |
1824 | int |
1677 | int stand_in_light( object *op) { |
1825 | stand_in_light (object *op) |
1678 | sint16 nx,ny; |
1826 | { |
1679 | mapstruct *m; |
1827 | if (op) |
|
|
1828 | { |
|
|
1829 | if (!op->is_on_map ()) |
|
|
1830 | return 0; |
1680 | |
1831 | |
|
|
1832 | if (op->map->darklevel () <= 0) |
|
|
1833 | return 1; |
1681 | |
1834 | |
1682 | if(!op) return 0; |
|
|
1683 | if(op->glow_radius > 0) return 1; |
1835 | if (op->glow_radius > 0) |
|
|
1836 | return 1; |
1684 | |
1837 | |
1685 | if(op->map) { |
1838 | if (op->map) |
1686 | int x, y, x1, y1; |
1839 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1687 | |
1840 | { |
1688 | |
|
|
1689 | |
|
|
1690 | /* Check the spaces with the max light radius to see if any of them |
1841 | /* Check the spaces with the max light radius to see if any of them |
1691 | * have lights, and if any of them light the player enough, then return 1. |
1842 | * have lights, and if any of them light the player enough, then return 1. |
1692 | */ |
1843 | */ |
1693 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1844 | int light = m->at (nx, ny).light; |
1694 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
|
|
1695 | m = op->map; |
|
|
1696 | nx = x; |
|
|
1697 | ny = y; |
|
|
1698 | |
1845 | |
1699 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1846 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1700 | |
1847 | return 1; |
1701 | x1 = abs(x - op->x)*abs(x - op->x); |
|
|
1702 | y1 = abs(y - op->y)*abs(y - op->y); |
|
|
1703 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
|
|
1704 | } |
1848 | } |
1705 | } |
|
|
1706 | } |
1849 | } |
|
|
1850 | |
1707 | return 0; |
1851 | return 0; |
1708 | } |
1852 | } |
1709 | |
|
|
1710 | |
1853 | |
1711 | /* assuming no walls/barriers, lets check to see if its *possible* |
1854 | /* assuming no walls/barriers, lets check to see if its *possible* |
1712 | * to see an enemy. Note, "detection" is different from "seeing". |
1855 | * to see an enemy. Note, "detection" is different from "seeing". |
1713 | * See can_detect_enemy() for more details. -b.t. |
1856 | * See can_detect_enemy() for more details. -b.t. |
1714 | * return 0 if can't be seen, 1 if can be |
1857 | * return 0 if can't be seen, 1 if can be |
1715 | */ |
1858 | */ |
1716 | |
1859 | int |
1717 | int can_see_enemy (object *op, object *enemy) { |
1860 | can_see_enemy (object *op, object *enemy) |
|
|
1861 | { |
1718 | object *looker = op->head?op->head:op; |
1862 | object *looker = op->head ? op->head : op; |
1719 | |
1863 | |
1720 | /* safety */ |
1864 | /* safety */ |
1721 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1865 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1722 | return 0; |
1866 | return 0; |
1723 | |
1867 | |
1724 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1868 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1725 | * see through walls). Should we change the code elsewhere to make you |
1869 | * see through walls). Should we change the code elsewhere to make you |
1726 | * blind even if you can xray? |
1870 | * blind even if you can xray? |
1727 | */ |
1871 | */ |
1728 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1872 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1729 | return 0; |
1873 | return 0; |
1730 | |
1874 | |
1731 | /* checking for invisible things */ |
1875 | /* checking for invisible things */ |
1732 | if(enemy->invisible) { |
1876 | if (enemy->invisible) |
|
|
1877 | { |
1733 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1878 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1734 | * However,if you carry any source of light, then the hidden |
1879 | * However,if you carry any source of light, then the hidden |
1735 | * creature is seeable (and stupid) */ |
1880 | * creature is seeable (and stupid) */ |
1736 | |
1881 | |
1737 | if(has_carried_lights(enemy)) { |
1882 | if (enemy->has_carried_lights ()) |
1738 | if(enemy->hide) { |
1883 | { |
|
|
1884 | if (enemy->flag [FLAG_HIDDEN]) |
|
|
1885 | { |
1739 | make_visible(enemy); |
1886 | make_visible (enemy); |
1740 | new_draw_info(NDI_UNIQUE,0, enemy, |
1887 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1741 | "Your light reveals your hiding spot!"); |
|
|
1742 | } |
1888 | } |
|
|
1889 | |
1743 | return 1; |
1890 | return 1; |
1744 | } else if (enemy->hide) return 0; |
1891 | } |
|
|
1892 | else if (enemy->flag [FLAG_HIDDEN]) |
|
|
1893 | return 0; |
1745 | |
1894 | |
1746 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1895 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1747 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1896 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1748 | * and making it a conditional makes the code pretty ugly. |
1897 | * and making it a conditional makes the code pretty ugly. |
1749 | */ |
1898 | */ |
1750 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1899 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1751 | if (makes_invisible_to(enemy, looker)) return 0; |
1900 | if (makes_invisible_to (enemy, looker)) |
1752 | } |
1901 | return 0; |
|
|
1902 | } |
1753 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1903 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1754 | if(player_can_view(looker,enemy)) return 1; |
1904 | if (player_can_view (looker, enemy)) |
|
|
1905 | return 1; |
1755 | |
1906 | |
1756 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1907 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1757 | * unless they carry a light or stand in light. Darkness doesnt |
1908 | * unless they carry a light or stand in light. Darkness doesnt |
1758 | * inhibit the undead per se (but we should give their archs |
1909 | * inhibit the undead per se (but we should give their archs |
1759 | * CAN_SEE_IN_DARK, this is just a safety |
1910 | * CAN_SEE_IN_DARK, this is just a safety |
1760 | * we care about the enemy maps status, not the looker. |
1911 | * we care about the enemy maps status, not the looker. |
1761 | * only relevant for tiled maps, but it is possible that the |
1912 | * only relevant for tiled maps, but it is possible that the |
1762 | * enemy is on a bright map and the looker on a dark - in that |
1913 | * enemy is on a bright map and the looker on a dark - in that |
1763 | * case, the looker can still see the enemy |
1914 | * case, the looker can still see the enemy |
1764 | */ |
1915 | */ |
1765 | if(enemy->map->darkness>0&&!stand_in_light(enemy) |
1916 | if (!stand_in_light (enemy) |
1766 | &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| |
1917 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1767 | !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) |
|
|
1768 | return 0; |
1918 | return 0; |
1769 | |
1919 | |
1770 | return 1; |
1920 | return 1; |
1771 | } |
1921 | } |
1772 | |
1922 | |