… | |
… | |
46 | npc->enemy = NULL; |
46 | npc->enemy = NULL; |
47 | else if (npc->enemy == NULL) |
47 | else if (npc->enemy == NULL) |
48 | npc->enemy = npc->owner->enemy; |
48 | npc->enemy = npc->owner->enemy; |
49 | } |
49 | } |
50 | |
50 | |
51 | /* periodically, a monster mayu change its target. Also, if the object |
51 | /* periodically, a monster may change its target. Also, if the object |
52 | * has been destroyed, etc, clear the enemy. |
52 | * has been destroyed, etc, clear the enemy. |
53 | * 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 |
54 | * attacked monsters to leave the attacker alone, before it is destroyed |
54 | * attacked monsters to leave the attacker alone, before it is destroyed |
55 | */ |
55 | */ |
56 | /* 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 |
57 | * 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 |
58 | * again then but perhaps get attack on and on |
58 | * again then but perhaps get attack on and on |
59 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
59 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
60 | * too. */ |
60 | * too. */ |
61 | |
61 | |
… | |
… | |
65 | * the grouping checks are. Code is the same. |
65 | * the grouping checks are. Code is the same. |
66 | */ |
66 | */ |
67 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
67 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
68 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
68 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
69 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
69 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
70 | npc->enemy = NULL; |
70 | npc->enemy = 0; |
71 | |
71 | |
72 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
72 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
73 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
73 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
74 | || ((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))) |
75 | || npc->enemy == npc->owner)) |
75 | || npc->enemy == npc->owner)) |
76 | npc->enemy = NULL; |
76 | npc->enemy = 0; |
77 | |
77 | |
78 | |
78 | |
79 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
79 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
80 | npc->enemy = NULL; |
80 | npc->enemy = 0; |
81 | |
81 | |
82 | /* 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 |
83 | * target enemy - this code below makes sure the enemy is something |
83 | * target enemy - this code below makes sure the enemy is something |
84 | * that should be attacked. My guess is that the arrow hits |
84 | * that should be attacked. My guess is that the arrow hits |
85 | * the creature/owner, and so the creature then takes that |
85 | * the creature/owner, and so the creature then takes that |
… | |
… | |
87 | */ |
87 | */ |
88 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
88 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
89 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
89 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
90 | && npc->enemy->type != PLAYER |
90 | && npc->enemy->type != PLAYER |
91 | && npc->enemy->type != GOLEM) |
91 | && npc->enemy->type != GOLEM) |
92 | npc->enemy = NULL; |
92 | npc->enemy = 0; |
93 | |
|
|
94 | } |
93 | } |
95 | |
94 | |
96 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
95 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
97 | } |
96 | } |
98 | |
97 | |
99 | /* Returns the nearest living creature (monster or generator). |
98 | /* Returns the nearest living creature (monster or generator). |
100 | * Modified to deal with tiled maps properly. |
99 | * Modified to deal with tiled maps properly. |
101 | * Also fixed logic so that monsters in the lower directions were more |
100 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
706 | return 1; |
705 | return 1; |
707 | |
706 | |
708 | /* check all the parts of ob2 - just because we can't get to |
707 | /* 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 |
708 | * its head doesn't mean we don't want to pound its feet |
710 | */ |
709 | */ |
711 | for (more = ob2->more; more != NULL; more = more->more) |
710 | for (more = ob2->more; more; more = more->more) |
712 | { |
711 | { |
713 | get_rangevector (ob1, more, &rv1, 0); |
712 | get_rangevector (ob1, more, &rv1, 0); |
714 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
713 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
715 | return 1; |
714 | return 1; |
716 | } |
715 | } |
… | |
… | |
1197 | flag = 1; |
1196 | flag = 1; |
1198 | |
1197 | |
1199 | else |
1198 | else |
1200 | switch (item->type) |
1199 | switch (item->type) |
1201 | { |
1200 | { |
1202 | case MONEY: |
1201 | case MONEY: |
1203 | case GEM: |
1202 | case GEM: |
1204 | flag = monster->pick_up & 2; |
1203 | flag = monster->pick_up & 2; |
1205 | break; |
1204 | break; |
1206 | |
1205 | |
1207 | case FOOD: |
1206 | case FOOD: |
1208 | flag = monster->pick_up & 4; |
1207 | flag = monster->pick_up & 4; |
1209 | break; |
1208 | break; |
1210 | |
1209 | |
1211 | case WEAPON: |
1210 | case WEAPON: |
1212 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1211 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1213 | break; |
1212 | break; |
1214 | |
1213 | |
1215 | case ARMOUR: |
1214 | case ARMOUR: |
1216 | case SHIELD: |
1215 | case SHIELD: |
1217 | case HELMET: |
1216 | case HELMET: |
1218 | case BOOTS: |
1217 | case BOOTS: |
1219 | case GLOVES: |
1218 | case GLOVES: |
1220 | case GIRDLE: |
1219 | case GIRDLE: |
1221 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1220 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1222 | break; |
1221 | break; |
1223 | |
1222 | |
1224 | case SKILL: |
1223 | case SKILL: |
1225 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1224 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1226 | break; |
1225 | break; |
1227 | |
1226 | |
1228 | case RING: |
1227 | case RING: |
1229 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1228 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1230 | break; |
1229 | break; |
1231 | |
1230 | |
1232 | case WAND: |
1231 | case WAND: |
1233 | case HORN: |
1232 | case HORN: |
1234 | case ROD: |
1233 | case ROD: |
1235 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1234 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1236 | break; |
1235 | break; |
1237 | |
1236 | |
1238 | case SPELLBOOK: |
1237 | case SPELLBOOK: |
1239 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1238 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
1240 | break; |
1239 | break; |
1241 | |
1240 | |
1242 | case SCROLL: |
1241 | case SCROLL: |
1243 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1242 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1244 | break; |
1243 | break; |
1245 | |
1244 | |
1246 | case BOW: |
1245 | case BOW: |
1247 | case ARROW: |
1246 | case ARROW: |
1248 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1247 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1249 | break; |
1248 | break; |
1250 | } |
1249 | } |
1251 | |
1250 | |
1252 | /* Simplistic check - if the monster has a location to equip it, he will |
1251 | /* Simplistic check - if the monster has a location to equip it, he will |
1253 | * pick it up. Note that this doesn't handle cases where an item may |
1252 | * pick it up. Note that this doesn't handle cases where an item may |
1254 | * use several locations. |
1253 | * use several locations. |
… | |
… | |
1499 | * the creature should run away (dir+4) |
1498 | * the creature should run away (dir+4) |
1500 | * I think its wrong for a creature to have a zero maxhp value, but |
1499 | * I think its wrong for a creature to have a zero maxhp value, but |
1501 | * at least one map has this set, and whatever the map contains, the |
1500 | * at least one map has this set, and whatever the map contains, the |
1502 | * server should try to be resilant enough to avoid the problem |
1501 | * server should try to be resilant enough to avoid the problem |
1503 | */ |
1502 | */ |
1504 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1503 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
1505 | return absdir (dir + 4); |
1504 | return absdir (dir + 4); |
1506 | |
1505 | |
1507 | return dist_att (dir, ob, enemy, part, rv); |
1506 | return dist_att (dir, ob, enemy, part, rv); |
1508 | } |
1507 | } |
1509 | |
1508 | |