1 | /* |
1 | /* |
2 | * static char *rcsid_monster_c = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: monster.C,v 1.7 2006/09/07 10:01:58 pippijn Exp $"; |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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6 | * Copyright (©) 1992 Frank Tore Johansen |
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7 | * |
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8 | * Deliantra is free software: you can redistribute it and/or modify it under |
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9 | * the terms of the Affero GNU General Public License as published by the |
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10 | * Free Software Foundation, either version 3 of the License, or (at your |
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11 | * 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 Affero GNU General Public License |
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19 | * and the GNU General Public License along with this program. If not, see |
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20 | * <http://www.gnu.org/licenses/>. |
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21 | * |
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22 | * The authors can be reached via e-mail to <support@deliantra.net> |
4 | */ |
23 | */ |
5 | |
24 | |
6 | /* |
25 | //+GPL |
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 | |
26 | |
29 | #include <global.h> |
27 | #include <global.h> |
30 | #ifndef __CEXTRACT__ |
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31 | #include <sproto.h> |
28 | #include <sproto.h> |
32 | #include <spells.h> |
29 | #include <spells.h> |
33 | #include <skills.h> |
30 | #include <skills.h> |
34 | #endif |
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35 | |
31 | |
36 | |
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37 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
32 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
38 | |
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39 | |
33 | |
40 | /* checks npc->enemy and returns that enemy if still valid, |
34 | /* checks npc->enemy and returns that enemy if still valid, |
41 | * NULL otherwise. |
35 | * NULL otherwise. |
42 | * this is map tile aware. |
36 | * this is map tile aware. |
43 | * If this returns an enemy, the range vector rv should also be |
37 | * If this returns an enemy, the range vector rv should also be |
44 | * set to sane values. |
38 | * set to sane values. |
45 | */ |
39 | */ |
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40 | object * |
46 | object *check_enemy(object *npc, rv_vector *rv) { |
41 | check_enemy (object *npc, rv_vector * rv) |
47 | |
42 | { |
48 | /* if this is pet, let him attack the same enemy as his owner |
43 | /* 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, |
44 | * TODO: when there is no ower enemy, try to find a target, |
50 | * which CAN attack the owner. */ |
45 | * which CAN attack the owner. */ |
51 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | if ((npc->attack_movement & HI4) == PETMOVE) |
52 | { |
47 | { |
53 | if (npc->owner == NULL) |
48 | if (npc->owner == NULL) |
54 | npc->enemy = NULL; |
49 | npc->enemy = NULL; |
55 | else if (npc->enemy == NULL) |
50 | else if (npc->enemy == NULL) |
56 | npc->enemy = npc->owner->enemy; |
51 | npc->enemy = npc->owner->enemy; |
57 | } |
52 | } |
58 | |
53 | |
59 | /* periodically, a monster mayu change its target. Also, if the object |
54 | /* periodically, a monster may change its target. Also, if the object |
60 | * has been destroyed, etc, clear the enemy. |
55 | * has been destroyed, etc, clear the enemy. |
61 | * TODO: this should be changed, because it invokes to attack forced or |
56 | * TODO: this should be changed, because it invokes to attack forced or |
62 | * attacked monsters to leave the attacker alone, before it is destroyed |
57 | * attacked monsters to leave the attacker alone, before it is destroyed |
63 | */ |
58 | */ |
64 | /* i had removed the random target leave, this invokes problems with friendly |
59 | /* I had removed the random target leave, this invokes problems with friendly |
65 | * objects, getting attacked and defending herself - they don't try to attack |
60 | * objects, getting attacked and defending herself - they don't try to attack |
66 | * again then but perhaps get attack on and on |
61 | * 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 |
62 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
68 | * too. */ |
63 | * too. */ |
69 | |
64 | |
70 | if(npc->enemy) |
65 | if (npc->enemy) |
71 | { |
66 | { |
72 | /* I broke these if's apart to better be able to see what |
67 | /* I broke these if's apart to better be able to see what |
73 | * the grouping checks are. Code is the same. |
68 | * the grouping checks are. Code is the same. |
74 | */ |
69 | */ |
75 | if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
70 | if (npc->enemy->flag [FLAG_REMOVED] || |
76 | QUERY_FLAG(npc->enemy,FLAG_FREED) || |
71 | npc->enemy->flag [FLAG_FREED] || |
77 | !on_same_map(npc, npc->enemy) || |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [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; |
73 | npc->enemy = 0; |
82 | |
74 | |
83 | else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
75 | else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY] |
84 | (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) || |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
85 | ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
86 | || npc->enemy == npc->owner)) |
78 | || npc->enemy == npc->owner)) |
87 | npc->enemy = NULL; |
79 | npc->enemy = 0; |
88 | |
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89 | |
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90 | else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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91 | (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
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92 | npc->enemy=NULL; |
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93 | |
80 | |
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81 | |
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82 | else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER)) |
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83 | npc->enemy = 0; |
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84 | |
94 | /* I've noticed that pets could sometimes get an arrow as the |
85 | /* I've noticed that pets could sometimes get an arrow as the |
95 | * target enemy - this code below makes sure the enemy is something |
86 | * target enemy - this code below makes sure the enemy is something |
96 | * that should be attacked. My guess is that the arrow hits |
87 | * that should be attacked. My guess is that the arrow hits |
97 | * the creature/owner, and so the creature then takes that |
88 | * the creature/owner, and so the creature then takes that |
98 | * as the enemy to attack. |
89 | * as the enemy to attack. |
99 | */ |
90 | */ |
100 | else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
91 | else if (!npc->enemy->flag [FLAG_MONSTER] |
101 | !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
92 | && !npc->enemy->flag [FLAG_GENERATOR] |
102 | npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
93 | && npc->enemy->type != PLAYER |
103 | npc->enemy=NULL; |
94 | && npc->enemy->type != GOLEM) |
104 | |
95 | npc->enemy = 0; |
105 | } |
96 | } |
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97 | |
106 | return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
107 | } |
99 | } |
108 | |
100 | |
109 | /* Returns the nearest living creature (monster or generator). |
101 | /* Returns the nearest living creature (monster or generator). |
110 | * Modified to deal with tiled maps properly. |
102 | * Modified to deal with tiled maps properly. |
111 | * Also fixed logic so that monsters in the lower directions were more |
103 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
118 | * the first few directions, it could very well choose something |
110 | * the first few directions, it could very well choose something |
119 | * 3 spaces away even though something directly north is closer. |
111 | * 3 spaces away even though something directly north is closer. |
120 | * |
112 | * |
121 | * this function is map tile aware. |
113 | * this function is map tile aware. |
122 | */ |
114 | */ |
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115 | object * |
123 | object *find_nearest_living_creature(object *npc) { |
116 | find_nearest_living_creature (object *npc) |
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117 | { |
124 | int i,mflags; |
118 | int i, mflags; |
125 | sint16 nx,ny; |
119 | sint16 nx, ny; |
126 | mapstruct *m; |
120 | maptile *m; |
127 | object *tmp; |
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128 | int search_arr[SIZEOFFREE]; |
121 | int search_arr[SIZEOFFREE]; |
129 | |
122 | |
130 | get_search_arr(search_arr); |
123 | get_search_arr (search_arr); |
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124 | |
131 | for(i=0;i<SIZEOFFREE;i++) { |
125 | for (i = 0; i < SIZEOFFREE; i++) |
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126 | { |
132 | /* modified to implement smart searching using search_arr |
127 | /* modified to implement smart searching using search_arr |
133 | * guidance array to determine direction of search order |
128 | * guidance array to determine direction of search order |
134 | */ |
129 | */ |
135 | nx = npc->x + freearr_x[search_arr[i]]; |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
136 | ny = npc->y + freearr_y[search_arr[i]]; |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
137 | m = npc->map; |
132 | m = npc->map; |
138 | |
133 | |
139 | mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
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135 | |
140 | if (mflags & P_OUT_OF_MAP) continue; |
136 | if (mflags & P_OUT_OF_MAP) |
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137 | continue; |
141 | |
138 | |
142 | if (mflags & P_IS_ALIVE) { |
139 | if (mflags & P_IS_ALIVE) |
143 | tmp=get_map_ob(m,nx,ny); |
140 | { |
144 | while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
141 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
145 | !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
142 | 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)) |
143 | if (can_see_monsterP (m, nx, ny, i)) |
154 | return tmp; |
144 | return tmp; |
155 | } |
145 | } |
156 | } /* is something living on this space */ |
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157 | } |
146 | } |
158 | return NULL; /* nothing found */ |
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159 | } |
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160 | |
147 | |
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148 | return 0; |
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149 | } |
161 | |
150 | |
162 | /* Tries to find an enmy for npc. We pass the range vector since |
151 | /* Tries to find an enemy for npc. We pass the range vector since |
163 | * our caller will find the information useful. |
152 | * our caller will find the information useful. |
164 | * Currently, only move_monster calls this function. |
153 | * Currently, only move_monster calls this function. |
165 | * Fix function so that we always make calls to get_rangevector |
154 | * Fix function so that we always make calls to get_rangevector |
166 | * if we have a valid target - function as not doing so in |
155 | * if we have a valid target - function as not doing so in |
167 | * many cases. |
156 | * many cases. |
168 | */ |
157 | */ |
169 | |
158 | static object * |
170 | object *find_enemy(object *npc, rv_vector *rv) |
159 | find_enemy (object *npc, rv_vector * rv) |
171 | { |
160 | { |
172 | object *attacker, *tmp=NULL; |
161 | object *attacker, *tmp = NULL; |
173 | |
162 | |
174 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
163 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
175 | npc->attacked_by = NULL; /* always clear the attacker entry */ |
164 | npc->attacked_by = 0; /* always clear the attacker entry */ |
176 | |
165 | |
177 | /* if we berserk, we don't care about others - we attack all we can find */ |
166 | /* if we berserk, we don't care about others - we attack all we can find */ |
178 | if(QUERY_FLAG(npc,FLAG_BERSERK)) { |
167 | if (npc->flag [FLAG_BERSERK]) |
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168 | { |
179 | tmp = find_nearest_living_creature(npc); |
169 | tmp = find_nearest_living_creature (npc); |
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170 | |
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171 | if (tmp) |
180 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
172 | get_rangevector (npc, tmp, rv, 0); |
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173 | |
181 | return tmp; |
174 | return tmp; |
182 | } |
175 | } |
183 | |
176 | |
184 | /* Here is the main enemy selection. |
177 | /* Here is the main enemy selection. |
185 | * We want this: if there is an enemy, attack him until its not possible or |
178 | * We want this: if there is an enemy, attack him until its not possible or |
186 | * one of both is dead. |
179 | * one of both is dead. |
187 | * If we have no enemy and we are... |
180 | * If we have no enemy and we are... |
188 | * a monster: try to find a player, a pet or a friendly monster |
181 | * 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 |
182 | * 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 |
183 | * a neutral: fight a attacker (but there should be none), then do nothing |
191 | * a pet: attack player enemy or a monster |
184 | * a pet: attack player enemy or a monster |
192 | */ |
185 | */ |
193 | |
186 | |
194 | /* pet move */ |
187 | /* pet move */ |
195 | if ((npc->attack_movement & HI4) == PETMOVE) { |
188 | if ((npc->attack_movement & HI4) == PETMOVE) |
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189 | { |
196 | tmp= get_pet_enemy(npc,rv); |
190 | tmp = get_pet_enemy (npc, rv); |
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191 | |
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192 | if (tmp) |
197 | if (tmp) get_rangevector(npc, tmp, rv, 0); |
193 | get_rangevector (npc, tmp, rv, 0); |
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194 | |
198 | return tmp; |
195 | return tmp; |
199 | } |
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200 | |
196 | } |
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197 | |
201 | /* we check our old enemy. */ |
198 | /* we check our old enemy. */ |
202 | if((tmp=check_enemy(npc, rv))==NULL) |
199 | if (!(tmp = check_enemy (npc, rv))) |
203 | { |
200 | { |
204 | if(attacker) /* if we have an attacker, check him */ |
201 | if (attacker) /* if we have an attacker, check him */ |
205 | { |
202 | { |
206 | /* we want be sure this is the right one! */ |
203 | /* TODO: that's not finished */ |
207 | if(attacker->count == npc->attacked_by_count) |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
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205 | |
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206 | if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */ |
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207 | (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) || |
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208 | (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER))) |
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209 | npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */ |
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210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
208 | { |
211 | { |
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! */ |
212 | npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */ |
220 | npc->enemy = attacker; |
213 | npc->enemy = attacker; |
221 | return attacker; /* yes, we face our attacker! */ |
214 | return attacker; /* yes, we face our attacker! */ |
222 | } |
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223 | } |
215 | } |
224 | } |
216 | } |
225 | |
217 | |
226 | /* we have no legal enemy or attacker, so we try to target a new one */ |
218 | /* 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) && |
219 | if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL]) |
228 | !QUERY_FLAG(npc, FLAG_NEUTRAL)) |
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229 | { |
220 | { |
230 | npc->enemy = get_nearest_player(npc); |
221 | npc->enemy = get_nearest_player (npc); |
231 | if (npc->enemy) |
222 | if (npc->enemy) |
232 | tmp = check_enemy(npc,rv); |
223 | tmp = check_enemy (npc, rv); |
233 | } |
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234 | |
224 | } |
235 | } |
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236 | |
225 | |
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226 | } |
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227 | |
237 | return tmp; |
228 | return tmp; |
238 | } |
229 | } |
239 | |
230 | |
240 | /* Sees if this monster should wake up. |
231 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
232 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
233 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
235 | */ |
245 | |
236 | static int |
246 | int check_wakeup(object *op, object *enemy, rv_vector *rv) { |
237 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
247 | int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; |
238 | { |
248 | |
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249 | /* Trim work - if no enemy, no need to do anything below */ |
239 | /* Trim work - if no enemy, no need to do anything below */ |
250 | if (!enemy) return 0; |
240 | if (!enemy) |
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241 | return 0; |
251 | |
242 | |
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243 | if (!op->flag [FLAG_SLEEP]) |
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244 | return 1; |
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245 | |
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246 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
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247 | |
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248 | if (op->flag [FLAG_BLIND]) |
252 | /* blinded monsters can only find nearby objects to attack */ |
249 | /* 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; |
250 | radius = MIN_MON_RADIUS; |
255 | |
251 | else if (op->map |
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252 | && !enemy->invisible |
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253 | && !stand_in_light (enemy) |
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254 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
256 | /* This covers the situation where the monster is in the dark |
255 | /* 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 |
256 | * and has an enemy. If the enemy has no carried light (or isnt |
258 | * glowing!) then the monster has trouble finding the enemy. |
257 | * glowing!) then the monster has trouble finding the enemy. |
259 | * Remember we already checked to see if the monster can see in |
258 | * Remember we already checked to see if the monster can see in |
260 | * the dark. */ |
259 | * the dark. */ |
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260 | min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
261 | |
261 | |
262 | else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
262 | if (enemy->flag [FLAG_STEALTH]) |
263 | !stand_in_light(enemy) && |
263 | 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 | |
264 | |
270 | /* enemy should already be on this map, so don't really need to check |
265 | /* enemy should already be on this map, so don't really need to check |
271 | * for that. |
266 | * for that. |
272 | */ |
267 | */ |
273 | if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) { |
268 | if (rv->distance <= radius) |
274 | CLEAR_FLAG(op,FLAG_SLEEP); |
269 | { |
|
|
270 | op->clr_flag (FLAG_SLEEP); |
275 | return 1; |
271 | return 1; |
276 | } |
272 | } |
|
|
273 | |
277 | return 0; |
274 | return 0; |
278 | } |
275 | } |
279 | |
276 | |
|
|
277 | static int |
280 | int move_randomly(object *op) { |
278 | move_randomly (object *op) |
281 | int i; |
279 | { |
282 | |
|
|
283 | /* Give up to 15 chances for a monster to move randomly */ |
280 | /* Give up to 15 chances for a monster to move randomly */ |
284 | for(i=0;i<15;i++) { |
281 | for (int i = 0; i < 15; i++) |
285 | if(move_object(op,RANDOM()%8+1)) |
282 | if (op->move (rndm (8) + 1)) |
286 | return 1; |
283 | return 1; |
287 | } |
284 | |
288 | return 0; |
285 | return 0; |
289 | } |
286 | } |
290 | |
287 | |
291 | /* |
288 | /* |
292 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
289 | * monster_can_pick(): If the monster is interested in picking up |
|
|
290 | * the item, then return 0. Otherwise 0. |
|
|
291 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
292 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
293 | */ |
293 | */ |
|
|
294 | static int |
|
|
295 | monster_can_pick (object *monster, object *item) |
|
|
296 | { |
|
|
297 | int flag = 0; |
|
|
298 | int i; |
294 | |
299 | |
295 | int move_monster(object *op) { |
300 | if (!can_pick (monster, item)) |
296 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
|
|
297 | object *owner, *enemy, *part, *oph=op; |
|
|
298 | rv_vector rv; |
|
|
299 | |
|
|
300 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
301 | * Like royal guards in city dwellers inventories. |
|
|
302 | */ |
|
|
303 | if (!op->map) return 0; |
|
|
304 | |
|
|
305 | /* for target facing, we copy this value here for fast access */ |
|
|
306 | if(oph->head) /* force update the head - one arch one pic */ |
|
|
307 | oph = oph->head; |
|
|
308 | |
|
|
309 | if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
310 | enemy = op->enemy = NULL; |
|
|
311 | else if((enemy= find_enemy(op, &rv))) |
|
|
312 | { |
|
|
313 | /* we have an enemy, just tell him we want him dead */ |
|
|
314 | enemy->attacked_by = op; /* our ptr */ |
|
|
315 | enemy->attacked_by_count = op->count; /* our tag */ |
|
|
316 | } |
|
|
317 | |
|
|
318 | /* generate hp, if applicable */ |
|
|
319 | if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
|
|
320 | |
|
|
321 | /* last heal is in funny units. Dividing by speed puts |
|
|
322 | * the regeneration rate on a basis of time instead of |
|
|
323 | * #moves the monster makes. The scaling by 8 is |
|
|
324 | * to capture 8th's of a hp fraction regens |
|
|
325 | * |
|
|
326 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
327 | * overflow might produce monsters with negative hp. |
|
|
328 | */ |
|
|
329 | |
|
|
330 | 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 */ |
|
|
332 | op->last_heal%=32; |
|
|
333 | |
|
|
334 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
335 | if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
|
|
336 | op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
|
|
337 | (float)op->stats.maxhp)) |
|
|
338 | CLEAR_FLAG(op, FLAG_RUN_AWAY); |
|
|
339 | |
|
|
340 | if(op->stats.hp>op->stats.maxhp) |
|
|
341 | op->stats.hp=op->stats.maxhp; |
|
|
342 | } |
|
|
343 | |
|
|
344 | /* generate sp, if applicable */ |
|
|
345 | if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
|
|
346 | |
|
|
347 | /* last_sp is in funny units. Dividing by speed puts |
|
|
348 | * the regeneration rate on a basis of time instead of |
|
|
349 | * #moves the monster makes. The scaling by 8 is |
|
|
350 | * to capture 8th's of a sp fraction regens |
|
|
351 | * |
|
|
352 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
353 | * overflow might produce monsters with negative sp. |
|
|
354 | */ |
|
|
355 | |
|
|
356 | op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
|
|
357 | op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
358 | op->last_sp%=128; |
|
|
359 | } |
|
|
360 | |
|
|
361 | /* this should probably get modified by many more values. |
|
|
362 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
363 | */ |
|
|
364 | if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
|
|
365 | CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
366 | } |
|
|
367 | |
|
|
368 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
369 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
370 | |
|
|
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 */ |
|
|
379 | if(op->hide) do_hidden_move(op); |
|
|
380 | |
|
|
381 | if(op->pick_up) |
|
|
382 | monster_check_pickup(op); |
|
|
383 | |
|
|
384 | if(op->will_apply) |
|
|
385 | monster_apply_below(op); /* Check for items to apply below */ |
|
|
386 | |
|
|
387 | /* If we don't have an enemy, do special movement or the like */ |
|
|
388 | if(!enemy) { |
|
|
389 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
|
|
390 | remove_ob(op); |
|
|
391 | free_object(op); |
|
|
392 | return 1; |
|
|
393 | } |
|
|
394 | |
|
|
395 | /* Probably really a bug for a creature to have both |
|
|
396 | * stand still and a movement type set. |
|
|
397 | */ |
|
|
398 | if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
|
|
399 | if (op->attack_movement & HI4) |
|
|
400 | { |
|
|
401 | switch (op->attack_movement & HI4) { |
|
|
402 | case (PETMOVE): |
|
|
403 | pet_move (op); |
|
|
404 | break; |
|
|
405 | |
|
|
406 | case (CIRCLE1): |
|
|
407 | circ1_move (op); |
|
|
408 | break; |
|
|
409 | |
|
|
410 | case (CIRCLE2): |
|
|
411 | circ2_move (op); |
|
|
412 | break; |
|
|
413 | |
|
|
414 | case (PACEV): |
|
|
415 | pace_movev(op); |
|
|
416 | break; |
|
|
417 | |
|
|
418 | case (PACEH): |
|
|
419 | pace_moveh(op); |
|
|
420 | break; |
|
|
421 | |
|
|
422 | case (PACEV2): |
|
|
423 | pace2_movev (op); |
|
|
424 | break; |
|
|
425 | |
|
|
426 | case (PACEH2): |
|
|
427 | pace2_moveh (op); |
|
|
428 | break; |
|
|
429 | |
|
|
430 | case (RANDO): |
|
|
431 | rand_move (op); |
|
|
432 | break; |
|
|
433 | |
|
|
434 | case (RANDO2): |
|
|
435 | move_randomly (op); |
|
|
436 | break; |
|
|
437 | } |
|
|
438 | return 0; |
|
|
439 | } |
|
|
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 | op->name = enemy->name; |
|
|
459 | } |
|
|
460 | |
|
|
461 | /* Calculate range information for closest body part - this |
|
|
462 | * is used for the 'skill' code, which isn't that smart when |
|
|
463 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
464 | * into themselves. |
|
|
465 | */ |
|
|
466 | get_rangevector(op, enemy, &rv, 0); |
|
|
467 | |
|
|
468 | /* Move the check for scared up here - if the monster was scared, |
|
|
469 | * we were not doing any of the logic below, so might as well save |
|
|
470 | * a few cpu cycles. |
|
|
471 | */ |
|
|
472 | if (!QUERY_FLAG(op, FLAG_SCARED)) |
|
|
473 | { |
|
|
474 | rv_vector rv1; |
|
|
475 | |
|
|
476 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
477 | for (part=op; part!=NULL; part=part->more) { |
|
|
478 | get_rangevector(part, enemy, &rv1, 0x1); |
|
|
479 | dir=rv1.direction; |
|
|
480 | |
|
|
481 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
482 | * but that we test above... so can be old code here |
|
|
483 | */ |
|
|
484 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
485 | dir=absdir(dir+4); |
|
|
486 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
487 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
488 | |
|
|
489 | if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
|
|
490 | if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
|
|
491 | return 0; |
|
|
492 | } |
|
|
493 | |
|
|
494 | if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
|
|
495 | if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
|
|
496 | return 0; |
|
|
497 | } |
|
|
498 | |
|
|
499 | if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
|
|
500 | if(monster_use_range(op,part,enemy,dir)) |
|
|
501 | return 0; |
|
|
502 | } |
|
|
503 | if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
|
|
504 | if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
|
|
505 | return 0; |
|
|
506 | } |
|
|
507 | if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
|
|
508 | if(monster_use_bow(op,part,enemy,dir)) |
|
|
509 | return 0; |
|
|
510 | } |
|
|
511 | } /* for processing of all parts */ |
|
|
512 | } /* If not scared */ |
|
|
513 | |
|
|
514 | |
|
|
515 | part = rv.part; |
|
|
516 | dir=rv.direction; |
|
|
517 | |
|
|
518 | if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
519 | dir=absdir(dir+4); |
|
|
520 | |
|
|
521 | if(QUERY_FLAG(op,FLAG_CONFUSED)) |
|
|
522 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
523 | |
|
|
524 | pre_att_dir = dir; /* remember the original direction */ |
|
|
525 | |
|
|
526 | if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
|
|
527 | { |
|
|
528 | switch (op->attack_movement & LO4) { |
|
|
529 | case DISTATT: |
|
|
530 | dir = dist_att (dir,op,enemy,part,&rv); |
|
|
531 | break; |
|
|
532 | |
|
|
533 | case RUNATT: |
|
|
534 | dir = run_att (dir,op,enemy,part,&rv); |
|
|
535 | break; |
|
|
536 | |
|
|
537 | case HITRUN: |
|
|
538 | dir = hitrun_att(dir,op,enemy); |
|
|
539 | break; |
|
|
540 | |
|
|
541 | case WAITATT: |
|
|
542 | dir = wait_att (dir,op,enemy,part,&rv); |
|
|
543 | break; |
|
|
544 | |
|
|
545 | case RUSH: /* default - monster normally moves towards player */ |
|
|
546 | case ALLRUN: |
|
|
547 | break; |
|
|
548 | |
|
|
549 | case DISTHIT: |
|
|
550 | dir = disthit_att (dir,op,enemy,part,&rv); |
|
|
551 | break; |
|
|
552 | |
|
|
553 | case WAIT2: |
|
|
554 | dir = wait_att2 (dir,op,enemy,part,&rv); |
|
|
555 | break; |
|
|
556 | |
|
|
557 | default: |
|
|
558 | LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
|
|
559 | } |
|
|
560 | } |
|
|
561 | |
|
|
562 | if (!dir) |
|
|
563 | return 0; |
301 | return 0; |
564 | |
302 | |
565 | if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
303 | if (item->flag [FLAG_UNPAID]) |
566 | if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
304 | return 0; |
|
|
305 | |
|
|
306 | if (monster->pick_up & 64) /* All */ |
|
|
307 | flag = 1; |
|
|
308 | |
|
|
309 | else |
|
|
310 | switch (item->type) |
|
|
311 | { |
|
|
312 | case MONEY: |
|
|
313 | case GEM: |
|
|
314 | flag = monster->pick_up & 2; |
|
|
315 | break; |
|
|
316 | |
|
|
317 | case FOOD: |
|
|
318 | flag = monster->pick_up & 4; |
|
|
319 | break; |
|
|
320 | |
|
|
321 | case WEAPON: |
|
|
322 | flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON]; |
|
|
323 | break; |
|
|
324 | |
|
|
325 | case ARMOUR: |
|
|
326 | case SHIELD: |
|
|
327 | case HELMET: |
|
|
328 | case BOOTS: |
|
|
329 | case GLOVES: |
|
|
330 | case GIRDLE: |
|
|
331 | flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR]; |
|
|
332 | break; |
|
|
333 | |
|
|
334 | case SKILL: |
|
|
335 | flag = monster->flag [FLAG_CAN_USE_SKILL]; |
|
|
336 | break; |
|
|
337 | |
|
|
338 | case RING: |
|
|
339 | flag = monster->flag [FLAG_USE_RING]; |
|
|
340 | break; |
|
|
341 | |
|
|
342 | case RANGED: |
|
|
343 | case WAND: |
|
|
344 | case HORN: |
|
|
345 | case ROD: |
|
|
346 | flag = monster->flag [FLAG_USE_RANGE]; |
|
|
347 | break; |
|
|
348 | |
|
|
349 | case SPELLBOOK: |
|
|
350 | flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL]; |
|
|
351 | break; |
|
|
352 | |
|
|
353 | case SCROLL: |
|
|
354 | flag = monster->flag [FLAG_USE_SCROLL]; |
|
|
355 | break; |
|
|
356 | |
|
|
357 | case BOW: |
|
|
358 | case ARROW: |
|
|
359 | flag = monster->flag [FLAG_USE_BOW]; |
|
|
360 | break; |
|
|
361 | } |
|
|
362 | |
|
|
363 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
364 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
365 | * use several locations. |
|
|
366 | */ |
|
|
367 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
368 | { |
|
|
369 | if (monster->slot[i].info && item->slot[i].info) |
567 | { |
370 | { |
568 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
371 | flag = 1; |
569 | if ((op->attack_movement & LO4) == DISTATT) |
372 | break; |
570 | op->direction = pre_att_dir; |
|
|
571 | |
|
|
572 | return 0; |
|
|
573 | } |
373 | } |
574 | |
|
|
575 | if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
|
|
576 | || QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
|
|
577 | |
|
|
578 | /* Try move around corners if !close */ |
|
|
579 | int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
|
|
580 | for(diff = 1; diff <= maxdiff; diff++) { |
|
|
581 | /* try different detours */ |
|
|
582 | int m = 1-(RANDOM()&2); /* Try left or right first? */ |
|
|
583 | if(move_object(op,absdir(dir + diff*m)) || |
|
|
584 | move_object(op,absdir(dir - diff*m))) |
|
|
585 | return 0; |
|
|
586 | } |
|
|
587 | } |
|
|
588 | } /* if monster is not standing still */ |
|
|
589 | |
|
|
590 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
591 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
592 | op->direction = pre_att_dir; |
|
|
593 | |
|
|
594 | /* |
|
|
595 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
596 | * direction if they can't move away. |
|
|
597 | */ |
|
|
598 | if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
|
|
599 | if(move_randomly(op)) |
|
|
600 | return 0; |
|
|
601 | |
|
|
602 | /* |
|
|
603 | * Try giving the monster a new enemy - the player that is closest |
|
|
604 | * to it. In this way, it won't just keep trying to get to a target |
|
|
605 | * that is inaccessible. |
|
|
606 | * This could be more clever - it should go through a list of several |
|
|
607 | * enemies, as it is now, you could perhaps get situations where there |
|
|
608 | * are two players flanking the monster at close distance, but which |
|
|
609 | * the monster can't get to, and a third one at a far distance that |
|
|
610 | * the monster could get to - as it is, the monster won't look at that |
|
|
611 | * third one. |
|
|
612 | */ |
|
|
613 | if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
614 | { |
374 | } |
615 | object *nearest_player = get_nearest_player(op); |
|
|
616 | if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
|
|
617 | op->enemy = NULL; |
|
|
618 | enemy = nearest_player; |
|
|
619 | } |
|
|
620 | } |
|
|
621 | |
375 | |
622 | if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
376 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
623 | { |
|
|
624 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
625 | * since wc can in fact get negative, that would mean by adding |
|
|
626 | * the current wc, the creature gets better? Instead, just |
|
|
627 | * add a fixed amount - nasty creatures that are runny away should |
|
|
628 | * still be pretty nasty. |
|
|
629 | */ |
|
|
630 | if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
|
|
631 | { |
|
|
632 | part->stats.wc+=10; |
|
|
633 | (void)skill_attack(enemy,part,0,NULL, NULL); |
|
|
634 | part->stats.wc-=10; |
|
|
635 | } |
|
|
636 | else |
|
|
637 | (void)skill_attack(enemy,part,0,NULL, NULL); |
|
|
638 | } /* if monster is in attack range */ |
|
|
639 | |
|
|
640 | if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
641 | return 1; |
377 | return 1; |
642 | |
378 | |
643 | if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
379 | return 0; |
|
|
380 | } |
|
|
381 | |
|
|
382 | /* |
|
|
383 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
384 | * |
|
|
385 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
386 | * Each time the blob passes over some treasure, it will |
|
|
387 | * grab it a.s.a.p. |
|
|
388 | * |
|
|
389 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
390 | * to handle this. |
|
|
391 | * |
|
|
392 | * This function was seen be continueing looping at one point (tmp->below |
|
|
393 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
394 | * after we pick everything up, since that function may call others which |
|
|
395 | * affect stacking on this space. |
|
|
396 | */ |
|
|
397 | static void |
|
|
398 | monster_check_pickup (object *monster) |
|
|
399 | { |
|
|
400 | object *tmp, *next; |
|
|
401 | |
|
|
402 | for (tmp = monster->below; tmp != NULL; tmp = next) |
644 | { |
403 | { |
645 | remove_ob(op); |
404 | next = tmp->below; |
646 | free_object(op); |
405 | if (monster_can_pick (monster, tmp)) |
|
|
406 | { |
|
|
407 | tmp->remove (); |
|
|
408 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
409 | monster_check_apply (monster, tmp); |
|
|
410 | } |
|
|
411 | |
|
|
412 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
413 | * not a big deal to just bail out. |
|
|
414 | */ |
|
|
415 | if (next && next->destroyed ()) |
647 | return 1; |
416 | return; |
|
|
417 | } |
|
|
418 | } |
|
|
419 | |
|
|
420 | /* |
|
|
421 | * monster_apply_below(): |
|
|
422 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
423 | * eager to apply things, encounters something apply-able, |
|
|
424 | * then make him apply it |
|
|
425 | */ |
|
|
426 | static void |
|
|
427 | monster_apply_below (object *monster) |
|
|
428 | { |
|
|
429 | object *tmp, *next; |
|
|
430 | |
|
|
431 | for (tmp = monster->below; tmp != NULL; tmp = next) |
648 | } |
432 | { |
649 | return 0; |
433 | next = tmp->below; |
650 | } |
434 | switch (tmp->type) |
|
|
435 | { |
|
|
436 | case T_HANDLE: |
|
|
437 | case TRIGGER: |
|
|
438 | if (monster->will_apply & 1) |
|
|
439 | monster->apply (tmp); |
|
|
440 | break; |
651 | |
441 | |
652 | int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
442 | case TREASURE: |
653 | object *more; |
443 | if (monster->will_apply & 2) |
654 | rv_vector rv1; |
444 | monster->apply (tmp); |
|
|
445 | break; |
655 | |
446 | |
656 | if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
447 | } |
657 | return 0; |
448 | if (tmp->flag [FLAG_IS_FLOOR]) |
658 | |
449 | break; |
659 | if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
|
|
660 | |
|
|
661 | /* check all the parts of ob2 - just because we can't get to |
|
|
662 | * its head doesn't mean we don't want to pound its feet |
|
|
663 | */ |
|
|
664 | for (more = ob2->more; more!=NULL; more = more->more) { |
|
|
665 | get_rangevector(ob1, more, &rv1, 0); |
|
|
666 | if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
|
|
667 | } |
450 | } |
668 | return 0; |
|
|
669 | |
|
|
670 | } |
451 | } |
671 | |
452 | |
672 | /* Returns 1 is monster should cast spell sp at an enemy |
453 | /* Returns 1 is monster should cast spell sp at an enemy |
673 | * Returns 0 if the monster should not cast this spell. |
454 | * Returns 0 if the monster should not cast this spell. |
674 | * |
455 | * |
… | |
… | |
682 | * |
463 | * |
683 | * This could be a lot smarter - if there are few monsters around, |
464 | * This could be a lot smarter - if there are few monsters around, |
684 | * then disease might not be as bad. Likewise, if the monster is damaged, |
465 | * then disease might not be as bad. Likewise, if the monster is damaged, |
685 | * the right type of healing spell could be useful. |
466 | * the right type of healing spell could be useful. |
686 | */ |
467 | */ |
687 | |
468 | static int |
688 | static int monster_should_cast_spell(object *monster, object *spell_ob) |
469 | monster_should_cast_spell (object *monster, object *spell_ob) |
689 | { |
470 | { |
690 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
471 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
691 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
472 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
692 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
473 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
693 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
474 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
694 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
475 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
695 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
476 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
696 | spell_ob->subtype == SP_INVISIBLE) |
477 | return 1; |
697 | |
478 | |
|
|
479 | return 0; |
|
|
480 | } |
|
|
481 | |
|
|
482 | /* Checks if putting on 'item' will make 'who' do more |
|
|
483 | * damage. This is a very simplistic check - also checking things |
|
|
484 | * like speed and ac are also relevant. |
|
|
485 | * |
|
|
486 | * return true if item is a better object. |
|
|
487 | */ |
|
|
488 | static int |
|
|
489 | check_good_weapon (object *who, object *item) |
|
|
490 | { |
|
|
491 | object *other_weap; |
|
|
492 | int val = 0, i; |
|
|
493 | |
|
|
494 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
|
|
495 | if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED]) |
|
|
496 | break; |
|
|
497 | |
|
|
498 | if (!other_weap) /* No other weapons */ |
|
|
499 | return 1; |
|
|
500 | |
|
|
501 | /* Rather than go through and apply the new one, and see if it is |
|
|
502 | * better, just do some simple checks |
|
|
503 | * Put some multipliers for things that hvae several effects, |
|
|
504 | * eg, magic affects both damage and wc, so it has more weight |
|
|
505 | */ |
|
|
506 | |
|
|
507 | val = item->stats.dam - other_weap->stats.dam; |
|
|
508 | val += (item->magic - other_weap->magic) * 3; |
|
|
509 | /* Monsters don't really get benefits from things like regen rates |
|
|
510 | * from items. But the bonus for their stats are very important. |
|
|
511 | */ |
|
|
512 | for (i = 0; i < NUM_STATS; i++) |
|
|
513 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
|
|
514 | |
|
|
515 | if (val > 0) |
|
|
516 | return 1; |
|
|
517 | else |
|
|
518 | return 0; |
|
|
519 | } |
|
|
520 | |
|
|
521 | static int |
|
|
522 | check_good_armour (object *who, object *item) |
|
|
523 | { |
|
|
524 | object *other_armour; |
|
|
525 | int val = 0, i; |
|
|
526 | |
|
|
527 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
|
|
528 | if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED]) |
|
|
529 | break; |
|
|
530 | |
|
|
531 | if (other_armour == NULL) /* No other armour, use the new */ |
|
|
532 | return 1; |
|
|
533 | |
|
|
534 | /* Like above function , see which is better */ |
|
|
535 | val = item->stats.ac - other_armour->stats.ac; |
|
|
536 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
|
|
537 | val += (item->magic - other_armour->magic) * 3; |
|
|
538 | |
|
|
539 | /* for the other protections, do weigh them very much in the equation - |
|
|
540 | * it is the armor protection which is most important, because there is |
|
|
541 | * no good way to know what the player may attack the monster with. |
|
|
542 | * So if the new item has better protection than the old, give that higher |
|
|
543 | * value. If the reverse, then decrease the value of this item some. |
|
|
544 | */ |
|
|
545 | for (i = 1; i < NROFATTACKS; i++) |
|
|
546 | { |
|
|
547 | if (item->resist[i] > other_armour->resist[i]) |
|
|
548 | val++; |
|
|
549 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
550 | val--; |
|
|
551 | } |
|
|
552 | |
|
|
553 | /* Very few armours have stats, so not much need to worry about those. */ |
|
|
554 | |
|
|
555 | if (val > 0) |
|
|
556 | return 1; |
|
|
557 | else |
|
|
558 | return 0; |
|
|
559 | } |
|
|
560 | |
|
|
561 | /* |
|
|
562 | * monster_check_apply() is meant to be called after an item is |
|
|
563 | * inserted in a monster. |
|
|
564 | * If an item becomes outdated (monster found a better item), |
|
|
565 | * a pointer to that object is returned, so it can be dropped. |
|
|
566 | * (so that other monsters can pick it up and use it) |
|
|
567 | * Note that as things are now, monsters never drop something - |
|
|
568 | * they can pick up all that they can use. |
|
|
569 | */ |
|
|
570 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
|
|
571 | void |
|
|
572 | monster_check_apply (object *mon, object *item) |
|
|
573 | { |
|
|
574 | int flag = 0; |
|
|
575 | |
|
|
576 | if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL])) |
|
|
577 | { |
|
|
578 | mon->set_flag (FLAG_CAST_SPELL); |
|
|
579 | return; |
|
|
580 | } |
|
|
581 | |
|
|
582 | /* If for some reason, this item is already applied, no more work to do */ |
|
|
583 | if (item->flag [FLAG_APPLIED]) |
|
|
584 | return; |
|
|
585 | |
|
|
586 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
587 | * it is possible in his wanderings, he will find one to use. In |
|
|
588 | * which case, it would be nice to have ammo for it. |
|
|
589 | */ |
|
|
590 | if (mon->flag [FLAG_USE_BOW] && item->type == ARROW) |
|
|
591 | { |
|
|
592 | /* Check for the right kind of bow */ |
|
|
593 | object *bow; |
|
|
594 | |
|
|
595 | for (bow = mon->inv; bow; bow = bow->below) |
|
|
596 | if (bow->type == BOW && bow->race == item->race) |
|
|
597 | { |
|
|
598 | mon->set_flag (FLAG_READY_BOW); |
|
|
599 | return; /* nothing more to do for arrows */ |
|
|
600 | } |
|
|
601 | } |
|
|
602 | |
|
|
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
604 | flag = 1; |
|
|
605 | /* Eating food gets hp back */ |
|
|
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
607 | flag = 1; |
|
|
608 | else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL]) |
|
|
609 | { |
|
|
610 | if (!item->inv) |
|
|
611 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
612 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
613 | mon->set_flag (FLAG_READY_SCROLL); |
|
|
614 | /* Don't use it right now */ |
|
|
615 | return; |
|
|
616 | } |
|
|
617 | else if (item->type == WEAPON) |
|
|
618 | flag = check_good_weapon (mon, item); |
|
|
619 | else if (item->is_armor ()) |
|
|
620 | flag = check_good_armour (mon, item); |
|
|
621 | /* Should do something more, like make sure this is a better item */ |
|
|
622 | else if (item->type == RING) |
|
|
623 | flag = 1; |
|
|
624 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
625 | { |
|
|
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
627 | * weapon would get undone. |
|
|
628 | */ |
|
|
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
630 | { |
|
|
631 | mon->set_flag (FLAG_READY_RANGE); |
|
|
632 | item->set_flag (FLAG_APPLIED); |
|
|
633 | } |
|
|
634 | return; |
|
|
635 | } |
|
|
636 | else if (item->type == BOW) |
|
|
637 | { |
|
|
638 | /* We never really 'ready' the bow, because that would mean the |
|
|
639 | * weapon would get undone. |
|
|
640 | */ |
|
|
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
642 | mon->set_flag (FLAG_READY_BOW); |
|
|
643 | return; |
|
|
644 | } |
|
|
645 | else if (item->type == SKILL) |
|
|
646 | { |
|
|
647 | /* |
|
|
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
649 | * else they can't use the skill... |
|
|
650 | * Skills also don't need to get applied, so return now. |
|
|
651 | */ |
|
|
652 | mon->set_flag (FLAG_READY_SKILL); |
|
|
653 | return; |
|
|
654 | } |
|
|
655 | |
|
|
656 | /* if we don't match one of the above types, return now. |
|
|
657 | * can_apply_object will say that we can apply things like flesh, |
|
|
658 | * bolts, and whatever else, because it only checks against the |
|
|
659 | * body_info locations. |
|
|
660 | */ |
|
|
661 | if (!flag) |
|
|
662 | return; |
|
|
663 | |
|
|
664 | /* Check to see if the monster can use this item. If not, no need |
|
|
665 | * to do further processing. Note that can_apply_object already checks |
|
|
666 | * for the CAN_USE flags. |
|
|
667 | */ |
|
|
668 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
669 | return; |
|
|
670 | |
|
|
671 | /* should only be applying this item, not unapplying it. |
|
|
672 | * also, ignore status of curse so they can take off old armour. |
|
|
673 | * monsters have some advantages after all. |
|
|
674 | */ |
|
|
675 | mon->apply (item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
676 | } |
|
|
677 | |
|
|
678 | static int |
|
|
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
680 | { |
|
|
681 | object *more; |
|
|
682 | rv_vector rv1; |
|
|
683 | |
|
|
684 | if (ob1->flag [FLAG_CONFUSED] && !(rndm (3))) |
|
|
685 | return 0; |
|
|
686 | |
|
|
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
688 | return 1; |
|
|
689 | |
|
|
690 | /* check all the parts of ob2 - just because we can't get to |
|
|
691 | * its head doesn't mean we don't want to pound its feet |
|
|
692 | */ |
|
|
693 | for (more = ob2->more; more; more = more->more) |
|
|
694 | { |
|
|
695 | get_rangevector (ob1, more, &rv1, 0); |
|
|
696 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
698 | return 1; |
697 | return 1; |
|
|
698 | } |
699 | |
699 | |
700 | return 0; |
700 | return 0; |
701 | } |
701 | } |
702 | |
702 | |
|
|
703 | static int |
|
|
704 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
|
|
705 | { |
|
|
706 | if (can_hit (part, enemy, rv)) |
|
|
707 | return dir; |
|
|
708 | |
|
|
709 | if (rv->distance < 10) |
|
|
710 | return absdir (dir + 4); |
|
|
711 | else if (rv->distance > 18) |
|
|
712 | return dir; |
|
|
713 | |
|
|
714 | return 0; |
|
|
715 | } |
|
|
716 | |
|
|
717 | static int |
|
|
718 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
|
|
719 | { |
|
|
720 | if (can_hit (part, enemy, rv)) |
|
|
721 | return dir; |
|
|
722 | else |
|
|
723 | return absdir (dir + 4); |
|
|
724 | } |
|
|
725 | |
|
|
726 | static int |
|
|
727 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
728 | { |
|
|
729 | if (ob->move_status++ < 25) |
|
|
730 | return dir; |
|
|
731 | else if (ob->move_status < 50) |
|
|
732 | return absdir (dir + 4); |
|
|
733 | else |
|
|
734 | ob->move_status = 0; |
|
|
735 | |
|
|
736 | return absdir (dir + 4); |
|
|
737 | } |
|
|
738 | |
|
|
739 | static int |
|
|
740 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
741 | { |
|
|
742 | int inrange = can_hit (part, enemy, rv); |
|
|
743 | |
|
|
744 | if (ob->move_status || inrange) |
|
|
745 | ob->move_status++; |
|
|
746 | |
|
|
747 | if (ob->move_status == 0) |
|
|
748 | return 0; |
|
|
749 | else if (ob->move_status < 10) |
|
|
750 | return dir; |
|
|
751 | else if (ob->move_status < 15) |
|
|
752 | return absdir (dir + 4); |
|
|
753 | |
|
|
754 | ob->move_status = 0; |
|
|
755 | return 0; |
|
|
756 | } |
|
|
757 | |
|
|
758 | static int |
|
|
759 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
760 | { |
|
|
761 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
762 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
763 | * the creature should run away (dir+4) |
|
|
764 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
765 | * at least one map has this set, and whatever the map contains, the |
|
|
766 | * server should try to be resilant enough to avoid the problem |
|
|
767 | */ |
|
|
768 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
|
|
769 | return absdir (dir + 4); |
|
|
770 | |
|
|
771 | return dist_att (dir, ob, enemy, part, rv); |
|
|
772 | } |
|
|
773 | |
|
|
774 | static int |
|
|
775 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
776 | { |
|
|
777 | if (rv->distance < 9) |
|
|
778 | return absdir (dir + 4); |
|
|
779 | |
|
|
780 | return 0; |
|
|
781 | } |
|
|
782 | |
|
|
783 | static void |
|
|
784 | circ1_move (object *ob) |
|
|
785 | { |
|
|
786 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
787 | |
|
|
788 | if (++ob->move_status > 11) |
|
|
789 | ob->move_status = 0; |
|
|
790 | |
|
|
791 | if (!(ob->move (circle[ob->move_status]))) |
|
|
792 | ob->move (rndm (8) + 1); |
|
|
793 | } |
|
|
794 | |
|
|
795 | static void |
|
|
796 | circ2_move (object *ob) |
|
|
797 | { |
|
|
798 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
799 | |
|
|
800 | if (++ob->move_status > 19) |
|
|
801 | ob->move_status = 0; |
|
|
802 | |
|
|
803 | if (!(ob->move (circle[ob->move_status]))) |
|
|
804 | ob->move (rndm (8) + 1); |
|
|
805 | } |
|
|
806 | |
|
|
807 | static void |
|
|
808 | pace_movev (object *ob) |
|
|
809 | { |
|
|
810 | if (ob->move_status++ > 6) |
|
|
811 | ob->move_status = 0; |
|
|
812 | |
|
|
813 | if (ob->move_status < 4) |
|
|
814 | ob->move (5); |
|
|
815 | else |
|
|
816 | ob->move (1); |
|
|
817 | } |
|
|
818 | |
|
|
819 | static void |
|
|
820 | pace_moveh (object *ob) |
|
|
821 | { |
|
|
822 | if (ob->move_status++ > 6) |
|
|
823 | ob->move_status = 0; |
|
|
824 | |
|
|
825 | if (ob->move_status < 4) |
|
|
826 | ob->move (3); |
|
|
827 | else |
|
|
828 | ob->move (7); |
|
|
829 | } |
|
|
830 | |
|
|
831 | static void |
|
|
832 | pace2_movev (object *ob) |
|
|
833 | { |
|
|
834 | if (ob->move_status++ > 16) |
|
|
835 | ob->move_status = 0; |
|
|
836 | |
|
|
837 | if (ob->move_status < 6) |
|
|
838 | ob->move (5); |
|
|
839 | else if (ob->move_status < 8) |
|
|
840 | return; |
|
|
841 | else if (ob->move_status < 13) |
|
|
842 | ob->move (1); |
|
|
843 | else |
|
|
844 | return; |
|
|
845 | } |
|
|
846 | |
|
|
847 | static void |
|
|
848 | pace2_moveh (object *ob) |
|
|
849 | { |
|
|
850 | if (ob->move_status++ > 16) |
|
|
851 | ob->move_status = 0; |
|
|
852 | |
|
|
853 | if (ob->move_status < 6) |
|
|
854 | ob->move (3); |
|
|
855 | else if (ob->move_status < 8) |
|
|
856 | return; |
|
|
857 | else if (ob->move_status < 13) |
|
|
858 | ob->move (7); |
|
|
859 | else |
|
|
860 | return; |
|
|
861 | } |
|
|
862 | |
|
|
863 | static void |
|
|
864 | rand_move (object *ob) |
|
|
865 | { |
|
|
866 | if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9))))) |
|
|
867 | for (int i = 0; i < 5; i++) |
|
|
868 | if (ob->move (ob->move_status = rndm (8) + 1)) |
|
|
869 | return; |
|
|
870 | } |
703 | |
871 | |
704 | #define MAX_KNOWN_SPELLS 20 |
872 | #define MAX_KNOWN_SPELLS 20 |
705 | |
873 | |
706 | /* Returns a randomly selected spell. This logic is still |
874 | /* Returns a randomly selected spell. This logic is still |
707 | * less than ideal. This code also only seems to deal with |
875 | * less than ideal. This code also only seems to deal with |
708 | * wizard spells, as the check is against sp, and not grace. |
876 | * wizard spells, as the check is against sp, and not grace. |
709 | * can mosnters know cleric spells? |
877 | * can mosnters know cleric spells? |
710 | */ |
878 | */ |
|
|
879 | static object * |
711 | object *monster_choose_random_spell(object *monster) { |
880 | monster_choose_random_spell (object *monster) |
|
|
881 | { |
712 | object *altern[MAX_KNOWN_SPELLS]; |
882 | object *altern[MAX_KNOWN_SPELLS]; |
713 | object *tmp; |
|
|
714 | int i=0; |
883 | int i = 0; |
715 | |
884 | |
716 | for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
885 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
717 | if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
886 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
|
|
887 | { |
718 | /* Check and see if it's actually a useful spell. |
888 | /* Check and see if it's actually a useful spell. |
719 | * If its a spellbook, the spell is actually the inventory item. |
889 | * If its a spellbook, the spell is actually the inventory item. |
720 | * if it is a spell, then it is just the object itself. |
890 | * if it is a spell, then it is just the object itself. |
721 | */ |
891 | */ |
722 | if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
892 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
|
|
893 | { |
723 | altern[i++]=tmp; |
894 | altern [i++] = tmp; |
|
|
895 | |
724 | if(i==MAX_KNOWN_SPELLS) |
896 | if (i == MAX_KNOWN_SPELLS) |
725 | break; |
897 | break; |
726 | } |
898 | } |
727 | } |
899 | } |
728 | if(!i) |
900 | |
729 | return NULL; |
901 | return i ? altern [rndm (i)] : 0; |
730 | return altern[RANDOM()%i]; |
|
|
731 | } |
902 | } |
732 | |
903 | |
733 | /* This checks to see if the monster should cast a spell/ability. |
904 | /* This checks to see if the monster should cast a spell/ability. |
734 | * it returns true if the monster casts a spell, 0 if he doesn't. |
905 | * it returns true if the monster casts a spell, 0 if he doesn't. |
735 | * head is the head of the monster. |
906 | * head is the head of the monster. |
736 | * part is the part of the monster we are checking against. |
907 | * part is the part of the monster we are checking against. |
737 | * pl is the target. |
908 | * pl is the target. |
738 | * dir is the direction to case. |
909 | * dir is the direction to case. |
739 | * rv is the vector which describes where the enemy is. |
910 | * rv is the vector which describes where the enemy is. |
740 | */ |
911 | */ |
741 | |
912 | static int |
742 | int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
913 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
914 | { |
743 | object *spell_item; |
915 | object *spell_item; |
744 | object *owner; |
916 | object *owner; |
745 | rv_vector rv1; |
917 | rv_vector rv1; |
746 | |
918 | |
747 | /* If you want monsters to cast spells over friends, this spell should |
919 | /* If you want monsters to cast spells over friends, this spell should |
748 | * be removed. It probably should be in most cases, since monsters still |
920 | * be removed. It probably should be in most cases, since monsters still |
749 | * don't care about residual effects (ie, casting a cone which may have a |
921 | * don't care about residual effects (ie, casting a cone which may have a |
750 | * clear path to the player, the side aspects of the code will still hit |
922 | * clear path to the player, the side aspects of the code will still hit |
751 | * other monsters) |
923 | * other monsters) |
752 | */ |
924 | */ |
753 | if(!(dir=path_to_player(part,pl,0))) |
925 | if (!(dir = path_to_player (part, pl, 0))) |
754 | return 0; |
926 | return 0; |
|
|
927 | |
|
|
928 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
755 | |
929 | { |
756 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
757 | get_rangevector(head, owner, &rv1, 0x1); |
930 | get_rangevector (head, owner, &rv1, 0x1); |
758 | if(dirdiff(dir,rv1.direction) < 2) { |
931 | if (dirdiff (dir, rv1.direction) < 2) |
759 | return 0; /* Might hit owner with spell */ |
932 | return 0; /* Might hit owner with spell */ |
760 | } |
|
|
761 | } |
933 | } |
762 | |
934 | |
763 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
935 | if (head->flag [FLAG_CONFUSED]) |
764 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
765 | |
937 | |
766 | /* If the monster hasn't already chosen a spell, choose one |
938 | /* If the monster hasn't already chosen a spell, choose one |
767 | * I'm not sure if it really make sense to pre-select spells (events |
939 | * I'm not sure if it really make sense to pre-select spells (events |
768 | * could be different by the time the monster goes again). |
940 | * could be different by the time the monster goes again). |
769 | */ |
941 | */ |
770 | if(head->spellitem==NULL) { |
942 | if (head->spellitem == NULL) |
|
|
943 | { |
771 | if((spell_item=monster_choose_random_spell(head))==NULL) { |
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
772 | LOG(llevMonster,"Turned off spells in %s\n",&head->name); |
945 | { |
773 | CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
946 | head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
774 | return 0; |
947 | return 0; |
775 | } |
948 | } |
|
|
949 | |
776 | if (spell_item->type == SPELLBOOK) { |
950 | if (spell_item->type == SPELLBOOK) |
|
|
951 | { |
777 | if (!spell_item->inv) { |
952 | if (!spell_item->inv) |
|
|
953 | { |
778 | LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name); |
954 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
779 | return 0; |
955 | return 0; |
780 | } |
956 | } |
|
|
957 | |
781 | spell_item=spell_item->inv; |
958 | spell_item = spell_item->inv; |
782 | } |
959 | } |
783 | } |
960 | } |
784 | else |
961 | else |
785 | spell_item=head->spellitem; |
962 | spell_item = head->spellitem; |
786 | |
963 | |
787 | if (!spell_item) return 0; |
964 | if (!spell_item) |
|
|
965 | return 0; |
788 | |
966 | |
789 | /* Best guess this is a defensive/healing spell */ |
967 | /* Best guess this is a defensive/healing spell */ |
790 | if (spell_item->range<=1 || spell_item->stats.dam < 0) |
968 | if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
791 | dir = 0; |
969 | dir = 0; |
792 | |
970 | |
793 | /* Monster doesn't have enough spell-points */ |
971 | /* Monster doesn't have enough spell-points */ |
794 | if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
972 | if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
795 | return 0; |
973 | return 0; |
796 | |
974 | |
797 | if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
975 | if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
798 | return 0; |
976 | return 0; |
799 | |
977 | |
800 | head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
978 | head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
801 | head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
979 | head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
802 | |
980 | |
803 | /* set this to null, so next time monster will choose something different */ |
981 | /* set this to null, so next time monster will choose something different */ |
804 | head->spellitem = NULL; |
982 | head->spellitem = NULL; |
805 | |
983 | |
806 | return cast_spell(part,part,dir, spell_item, NULL); |
984 | return cast_spell (part, part, dir, spell_item, NULL); |
807 | } |
985 | } |
808 | |
986 | |
809 | |
987 | static int |
810 | int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
988 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
|
|
989 | { |
811 | object *scroll; |
990 | object *scroll; |
812 | object *owner; |
991 | object *owner; |
813 | rv_vector rv1; |
992 | rv_vector rv1; |
814 | |
993 | |
815 | /* If you want monsters to cast spells over friends, this spell should |
994 | /* If you want monsters to cast spells over friends, this spell should |
816 | * be removed. It probably should be in most cases, since monsters still |
995 | * be removed. It probably should be in most cases, since monsters still |
817 | * don't care about residual effects (ie, casting a cone which may have a |
996 | * don't care about residual effects (ie, casting a cone which may have a |
818 | * clear path to the player, the side aspects of the code will still hit |
997 | * clear path to the player, the side aspects of the code will still hit |
819 | * other monsters) |
998 | * other monsters) |
820 | */ |
999 | */ |
821 | if(!(dir=path_to_player(part,pl,0))) |
1000 | if (!(dir = path_to_player (part, pl, 0))) |
822 | return 0; |
1001 | return 0; |
|
|
1002 | |
|
|
1003 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
823 | |
1004 | { |
824 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
825 | get_rangevector(head, owner, &rv1, 0x1); |
1005 | get_rangevector (head, owner, &rv1, 0x1); |
826 | if(dirdiff(dir,rv1.direction) < 2) { |
1006 | if (dirdiff (dir, rv1.direction) < 2) |
827 | return 0; /* Might hit owner with spell */ |
|
|
828 | } |
1007 | { |
|
|
1008 | return 0; /* Might hit owner with spell */ |
|
|
1009 | } |
829 | } |
1010 | } |
830 | |
1011 | |
831 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
1012 | if (head->flag [FLAG_CONFUSED]) |
832 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
1013 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
833 | |
1014 | |
834 | for (scroll=head->inv; scroll; scroll=scroll->below) |
1015 | for (scroll = head->inv; scroll; scroll = scroll->below) |
835 | if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
1016 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
|
|
1017 | break; |
836 | |
1018 | |
837 | /* Used up all his scrolls, so nothing do to */ |
1019 | /* Used up all his scrolls, so nothing do to */ |
838 | if (!scroll) { |
1020 | if (!scroll) |
839 | CLEAR_FLAG(head, FLAG_READY_SCROLL); |
1021 | { |
|
|
1022 | head->clr_flag (FLAG_READY_SCROLL); |
840 | return 0; |
1023 | return 0; |
841 | } |
1024 | } |
842 | |
1025 | |
843 | /* Spell should be cast on caster (ie, heal, strength) */ |
1026 | /* Spell should be cast on caster (ie, heal, strength) */ |
844 | if (scroll->inv->range==0) |
1027 | if (scroll->inv->range == 0) |
845 | dir = 0; |
1028 | dir = 0; |
846 | |
1029 | |
847 | apply_scroll(part, scroll, dir); |
1030 | apply_scroll (part, scroll, dir); |
848 | return 1; |
1031 | return 1; |
849 | } |
1032 | } |
850 | |
1033 | |
851 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
1034 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
852 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
1035 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
853 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
1036 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
… | |
… | |
856 | * |
1039 | * |
857 | * The skills we are treating here are all but those. -b.t. |
1040 | * The skills we are treating here are all but those. -b.t. |
858 | * |
1041 | * |
859 | * At the moment this is only useful for throwing, perhaps for |
1042 | * At the moment this is only useful for throwing, perhaps for |
860 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
1043 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
861 | */ |
1044 | */ |
862 | |
1045 | static int |
863 | int monster_use_skill(object *head, object *part, object *pl,int dir) { |
1046 | monster_use_skill (object *head, object *part, object *pl, int dir) |
|
|
1047 | { |
864 | object *skill, *owner; |
1048 | object *skill, *owner; |
865 | |
1049 | |
866 | if(!(dir=path_to_player(part,pl,0))) |
1050 | if (!(dir = path_to_player (part, pl, 0))) |
|
|
1051 | return 0; |
|
|
1052 | |
|
|
1053 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1054 | { |
|
|
1055 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1056 | |
|
|
1057 | if (dirdiff (dir, dir2) < 1) |
|
|
1058 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
|
|
1059 | } |
|
|
1060 | |
|
|
1061 | if (head->flag [FLAG_CONFUSED]) |
|
|
1062 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1063 | |
|
|
1064 | object *new_skill = 0; |
|
|
1065 | |
|
|
1066 | // skill selection - monster will use the last unused skill |
|
|
1067 | // and rotate, eventually cycling through all skills. |
|
|
1068 | for (skill = head->inv; skill; skill = skill->below) |
|
|
1069 | if (skill->type == SKILL && skill != head->chosen_skill) |
|
|
1070 | new_skill = skill; |
|
|
1071 | |
|
|
1072 | if (new_skill) |
|
|
1073 | splay (head->chosen_skill = new_skill); |
|
|
1074 | else if (!head->chosen_skill) |
|
|
1075 | { |
|
|
1076 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
|
|
1077 | head->clr_flag (FLAG_READY_SKILL); |
867 | return 0; |
1078 | return 0; |
868 | |
|
|
869 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
|
|
870 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
|
|
871 | if(dirdiff(dir,dir2) < 1) |
|
|
872 | return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
|
|
873 | } |
1079 | } |
874 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
|
|
875 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
876 | |
1080 | |
877 | /* skill selection - monster will use the next unused skill. |
|
|
878 | * well...the following scenario will allow the monster to |
|
|
879 | * toggle between 2 skills. One day it would be nice to make |
|
|
880 | * more skills available to monsters. |
|
|
881 | */ |
|
|
882 | |
|
|
883 | for(skill=head->inv;skill!=NULL;skill=skill->below) |
|
|
884 | if(skill->type==SKILL && skill!=head->chosen_skill) { |
|
|
885 | head->chosen_skill=skill; |
|
|
886 | break; |
|
|
887 | } |
|
|
888 | |
|
|
889 | if(!skill && !head->chosen_skill) { |
|
|
890 | LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
|
|
891 | &head->name,head->count); |
|
|
892 | CLEAR_FLAG(head, FLAG_READY_SKILL); |
|
|
893 | return 0; |
|
|
894 | } |
|
|
895 | /* use skill */ |
1081 | /* use skill */ |
896 | return do_skill(head, part, head->chosen_skill,dir,NULL); |
1082 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
897 | } |
1083 | } |
898 | |
1084 | |
899 | /* Monster will use a ranged spell attack. */ |
1085 | /* Monster will use a ranged spell attack. */ |
900 | |
1086 | static int |
901 | int monster_use_range(object *head,object *part,object *pl,int dir) |
1087 | monster_use_range (object *head, object *part, object *pl, int dir) |
902 | { |
1088 | { |
903 | object *wand, *owner; |
1089 | object *wand, *owner; |
904 | int at_least_one = 0; |
1090 | int at_least_one = 0; |
905 | |
1091 | |
906 | if(!(dir=path_to_player(part,pl,0))) |
1092 | if (!(dir = path_to_player (part, pl, 0))) |
907 | return 0; |
1093 | return 0; |
908 | |
1094 | |
909 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
1095 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1096 | { |
910 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
1097 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1098 | |
911 | if(dirdiff(dir,dir2) < 2) |
1099 | if (dirdiff (dir, dir2) < 2) |
912 | return 0; /* Might hit owner with spell */ |
1100 | return 0; /* Might hit owner with spell */ |
913 | } |
1101 | } |
914 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
|
|
915 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
916 | |
1102 | |
|
|
1103 | if (head->flag [FLAG_CONFUSED]) |
|
|
1104 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1105 | |
917 | for(wand=head->inv;wand!=NULL;wand=wand->below) |
1106 | for (wand = head->inv; wand; wand = wand->below) |
918 | { |
1107 | { |
919 | if (wand->type == WAND) |
1108 | if (wand->type == WAND) |
|
|
1109 | { |
|
|
1110 | /* Found a wand, let's see if it has charges left */ |
|
|
1111 | at_least_one = 1; |
|
|
1112 | if (wand->stats.food <= 0) |
|
|
1113 | continue; |
|
|
1114 | |
|
|
1115 | cast_spell (head, wand, dir, wand->inv, NULL); |
|
|
1116 | |
|
|
1117 | if (!(--wand->stats.food)) |
920 | { |
1118 | { |
921 | /* Found a wand, let's see if it has charges left */ |
1119 | if (wand->arch) |
922 | at_least_one = 1; |
|
|
923 | if( wand->stats.food<=0 ) |
|
|
924 | continue; |
|
|
925 | |
|
|
926 | cast_spell( head, wand, dir, wand->inv, NULL ); |
|
|
927 | |
|
|
928 | if ( !( --wand->stats.food ) ) |
|
|
929 | { |
1120 | { |
930 | if ( wand->arch ) |
1121 | wand->clr_flag (FLAG_ANIMATE); |
931 | { |
|
|
932 | CLEAR_FLAG(wand, FLAG_ANIMATE); |
|
|
933 | wand->face = wand->arch->clone.face; |
1122 | wand->face = wand->arch->face; |
934 | wand->speed = 0; |
1123 | wand->set_speed (0); |
935 | update_ob_speed(wand); |
|
|
936 | } |
|
|
937 | } |
1124 | } |
938 | /* Success */ |
|
|
939 | return 1; |
|
|
940 | } |
1125 | } |
|
|
1126 | /* Success */ |
|
|
1127 | return 1; |
|
|
1128 | } |
941 | else if ( wand->type == ROD || wand->type==HORN ) { |
1129 | else if (wand->type == ROD || wand->type == HORN) |
|
|
1130 | { |
942 | /* Found rod/horn, let's use it if possible */ |
1131 | /* Found rod/horn, let's use it if possible */ |
943 | at_least_one = 1; |
1132 | at_least_one = 1; |
944 | if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
1133 | if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace)) |
945 | continue; |
1134 | continue; |
946 | |
1135 | |
947 | /* drain charge before casting spell - can be a case where the |
1136 | /* drain charge before casting spell - can be a case where the |
948 | * spell destroys the monster, and rod, so if done after, results |
1137 | * spell destroys the monster, and rod, so if done after, results |
949 | * in crash. |
1138 | * in crash. |
950 | */ |
1139 | */ |
951 | drain_rod_charge( wand ); |
1140 | drain_rod_charge (wand); |
952 | cast_spell( head, wand, dir, wand->inv, NULL ); |
1141 | cast_spell (head, wand, dir, wand->inv, NULL); |
953 | |
1142 | |
954 | /* Success */ |
1143 | /* Success */ |
955 | return 1; |
1144 | return 1; |
956 | } |
1145 | } |
957 | } |
1146 | } |
958 | |
1147 | |
959 | if ( at_least_one ) |
1148 | if (at_least_one) |
960 | return 0; |
1149 | return 0; |
961 | |
1150 | |
962 | LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
1151 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
963 | &head->name,head->count); |
1152 | head->clr_flag (FLAG_READY_RANGE); |
964 | CLEAR_FLAG(head, FLAG_READY_RANGE); |
|
|
965 | return 0; |
1153 | return 0; |
966 | } |
1154 | } |
967 | |
1155 | |
|
|
1156 | static int |
968 | int monster_use_bow(object *head, object *part, object *pl, int dir) { |
1157 | monster_use_bow (object *head, object *part, object *pl, int dir) |
|
|
1158 | { |
969 | object *owner; |
1159 | object *owner; |
970 | |
1160 | |
971 | if(!(dir=path_to_player(part,pl,0))) |
1161 | if (!(dir = path_to_player (part, pl, 0))) |
972 | return 0; |
1162 | return 0; |
973 | if(QUERY_FLAG(head,FLAG_CONFUSED)) |
|
|
974 | dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
|
|
975 | |
1163 | |
976 | if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
1164 | if (head->flag [FLAG_CONFUSED]) |
|
|
1165 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1166 | |
|
|
1167 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
|
|
1168 | { |
977 | int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
1169 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
|
|
1170 | |
978 | if(dirdiff(dir,dir2) < 1) |
1171 | if (dirdiff (dir, dir2) < 1) |
979 | return 0; /* Might hit owner with arrow */ |
1172 | return 0; /* Might hit owner with arrow */ |
980 | } |
1173 | } |
981 | |
1174 | |
982 | /* in server/player.c */ |
1175 | /* in server/player.c */ |
983 | return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
1176 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
984 | |
1177 | |
985 | } |
1178 | } |
986 | |
1179 | |
987 | /* Checks if putting on 'item' will make 'who' do more |
1180 | void |
988 | * damage. This is a very simplistic check - also checking things |
1181 | npc_call_help (object *op) |
989 | * like speed and ac are also relevant. |
1182 | { |
990 | * |
1183 | unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7) |
991 | * return true if item is a better object. |
|
|
992 | */ |
|
|
993 | |
|
|
994 | int check_good_weapon(object *who, object *item) { |
|
|
995 | object *other_weap; |
|
|
996 | int val=0, i; |
|
|
997 | |
|
|
998 | for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
|
|
999 | if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
|
|
1000 | break; |
|
|
1001 | |
|
|
1002 | if(other_weap==NULL) /* No other weapons */ |
|
|
1003 | return 1; |
|
|
1004 | |
|
|
1005 | /* Rather than go through and apply the new one, and see if it is |
|
|
1006 | * better, just do some simple checks |
|
|
1007 | * Put some multipliers for things that hvae several effects, |
|
|
1008 | * eg, magic affects both damage and wc, so it has more weight |
|
|
1009 | */ |
|
|
1010 | |
|
|
1011 | val = item->stats.dam - other_weap->stats.dam; |
|
|
1012 | val += (item->magic - other_weap->magic) * 3; |
|
|
1013 | /* Monsters don't really get benefits from things like regen rates |
|
|
1014 | * from items. But the bonus for their stats are very important. |
|
|
1015 | */ |
|
|
1016 | for (i=0; i<NUM_STATS; i++) |
|
|
1017 | val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
|
|
1018 | |
|
|
1019 | if (val > 0) return 1; |
|
|
1020 | else return 0; |
|
|
1021 | |
|
|
1022 | } |
|
|
1023 | |
|
|
1024 | int check_good_armour(object *who, object *item) { |
|
|
1025 | object *other_armour; |
|
|
1026 | int val=0,i; |
|
|
1027 | |
|
|
1028 | for (other_armour = who->inv; other_armour != NULL; |
|
|
1029 | other_armour = other_armour->below) |
|
|
1030 | if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
|
|
1031 | break; |
|
|
1032 | |
|
|
1033 | if (other_armour == NULL) /* No other armour, use the new */ |
|
|
1034 | return 1; |
|
|
1035 | |
|
|
1036 | /* Like above function , see which is better */ |
|
|
1037 | val = item->stats.ac - other_armour->stats.ac; |
|
|
1038 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
|
|
1039 | val += (item->magic - other_armour->magic) * 3; |
|
|
1040 | |
|
|
1041 | /* for the other protections, do weigh them very much in the equation - |
|
|
1042 | * it is the armor protection which is most important, because there is |
|
|
1043 | * no good way to know what the player may attack the monster with. |
|
|
1044 | * So if the new item has better protection than the old, give that higher |
|
|
1045 | * value. If the reverse, then decrease the value of this item some. |
|
|
1046 | */ |
|
|
1047 | for (i=1; i <NROFATTACKS; i++) { |
|
|
1048 | if (item->resist[i] > other_armour->resist[i]) val++; |
|
|
1049 | else if (item->resist[i] < other_armour->resist[i]) val--; |
|
|
1050 | } |
1184 | { |
|
|
1185 | mapspace &ms = m->at (nx, ny); |
1051 | |
1186 | |
1052 | /* Very few armours have stats, so not much need to worry about those. */ |
1187 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1188 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
1189 | continue; |
1053 | |
1190 | |
1054 | if (val > 0) return 1; |
1191 | for (object *npc = ms.bot; npc; npc = npc->above) |
1055 | else return 0; |
1192 | if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE]) |
1056 | |
1193 | npc->enemy = op->enemy; |
|
|
1194 | } |
1057 | } |
1195 | } |
1058 | |
1196 | |
1059 | /* |
1197 | void |
1060 | * monster_check_pickup(): checks for items that monster can pick up. |
1198 | check_earthwalls (object *op, maptile *m, int x, int y) |
1061 | * |
1199 | { |
1062 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
1200 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1063 | * Each time the blob passes over some treasure, it will |
1201 | if (tmp->type == EARTHWALL) |
1064 | * grab it a.s.a.p. |
|
|
1065 | * |
|
|
1066 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
1067 | * to handle this. |
|
|
1068 | * |
|
|
1069 | * This function was seen be continueing looping at one point (tmp->below |
|
|
1070 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
1071 | * after we pick everything up, since that function may call others which |
|
|
1072 | * affect stacking on this space. |
|
|
1073 | */ |
|
|
1074 | |
|
|
1075 | void monster_check_pickup(object *monster) { |
|
|
1076 | object *tmp,*next; |
|
|
1077 | int next_tag; |
|
|
1078 | |
|
|
1079 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
|
|
1080 | next=tmp->below; |
|
|
1081 | next_tag = next ? next->count : 0; |
|
|
1082 | if (monster_can_pick(monster,tmp)) { |
|
|
1083 | remove_ob(tmp); |
|
|
1084 | tmp = insert_ob_in_ob(tmp,monster); |
|
|
1085 | (void) monster_check_apply(monster,tmp); |
|
|
1086 | } |
1202 | { |
1087 | /* We could try to re-establish the cycling, of the space, but probably |
1203 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1088 | * not a big deal to just bail out. |
|
|
1089 | */ |
|
|
1090 | if (next && was_destroyed(next, next_tag)) return; |
|
|
1091 | } |
|
|
1092 | } |
|
|
1093 | |
|
|
1094 | /* |
|
|
1095 | * monster_can_pick(): If the monster is interested in picking up |
|
|
1096 | * the item, then return 0. Otherwise 0. |
|
|
1097 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
1098 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
1099 | */ |
|
|
1100 | |
|
|
1101 | int monster_can_pick(object *monster, object *item) { |
|
|
1102 | int flag=0; |
|
|
1103 | int i; |
|
|
1104 | |
|
|
1105 | if(!can_pick(monster,item)) |
|
|
1106 | return 0; |
|
|
1107 | |
|
|
1108 | if(QUERY_FLAG(item,FLAG_UNPAID)) |
|
|
1109 | return 0; |
|
|
1110 | |
|
|
1111 | if (monster->pick_up&64) /* All */ |
|
|
1112 | flag=1; |
|
|
1113 | |
|
|
1114 | else switch(item->type) { |
|
|
1115 | case MONEY: |
|
|
1116 | case GEM: |
|
|
1117 | flag=monster->pick_up&2; |
|
|
1118 | break; |
|
|
1119 | |
|
|
1120 | case FOOD: |
|
|
1121 | flag=monster->pick_up&4; |
|
|
1122 | break; |
|
|
1123 | |
|
|
1124 | case WEAPON: |
|
|
1125 | flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
|
|
1126 | break; |
|
|
1127 | |
|
|
1128 | case ARMOUR: |
|
|
1129 | case SHIELD: |
|
|
1130 | case HELMET: |
|
|
1131 | case BOOTS: |
|
|
1132 | case GLOVES: |
|
|
1133 | case GIRDLE: |
|
|
1134 | flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
|
|
1135 | break; |
|
|
1136 | |
|
|
1137 | case SKILL: |
|
|
1138 | flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
|
|
1139 | break; |
|
|
1140 | |
|
|
1141 | case RING: |
|
|
1142 | flag=QUERY_FLAG(monster,FLAG_USE_RING); |
|
|
1143 | break; |
|
|
1144 | |
|
|
1145 | case WAND: |
|
|
1146 | case HORN: |
|
|
1147 | case ROD: |
|
|
1148 | flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
|
|
1149 | break; |
|
|
1150 | |
|
|
1151 | case SPELLBOOK: |
|
|
1152 | flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
|
|
1153 | break; |
|
|
1154 | |
|
|
1155 | case SCROLL: |
|
|
1156 | flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
|
|
1157 | break; |
|
|
1158 | |
|
|
1159 | case BOW: |
|
|
1160 | case ARROW: |
|
|
1161 | flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
|
|
1162 | break; |
|
|
1163 | } |
|
|
1164 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
1165 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
1166 | * use several locations. |
|
|
1167 | */ |
|
|
1168 | for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
|
|
1169 | if (monster->body_info[i] && item->body_info[i]) { |
|
|
1170 | flag=1; |
|
|
1171 | break; |
|
|
1172 | } |
|
|
1173 | } |
|
|
1174 | |
|
|
1175 | if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
|
|
1176 | return 1; |
|
|
1177 | return 0; |
|
|
1178 | } |
|
|
1179 | |
|
|
1180 | /* |
|
|
1181 | * monster_apply_below(): |
|
|
1182 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
1183 | * eager to apply things, encounters something apply-able, |
|
|
1184 | * then make him apply it |
|
|
1185 | */ |
|
|
1186 | |
|
|
1187 | void monster_apply_below(object *monster) { |
|
|
1188 | object *tmp, *next; |
|
|
1189 | |
|
|
1190 | for(tmp=monster->below;tmp!=NULL;tmp=next) { |
|
|
1191 | next=tmp->below; |
|
|
1192 | switch (tmp->type) { |
|
|
1193 | case CF_HANDLE: |
|
|
1194 | case TRIGGER: |
|
|
1195 | if (monster->will_apply&1) |
|
|
1196 | manual_apply(monster,tmp,0); |
|
|
1197 | break; |
|
|
1198 | |
|
|
1199 | case TREASURE: |
|
|
1200 | if (monster->will_apply&2) |
|
|
1201 | manual_apply(monster,tmp,0); |
|
|
1202 | break; |
|
|
1203 | |
|
|
1204 | } |
|
|
1205 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1206 | break; |
|
|
1207 | } |
|
|
1208 | } |
|
|
1209 | |
|
|
1210 | /* |
|
|
1211 | * monster_check_apply() is meant to be called after an item is |
|
|
1212 | * inserted in a monster. |
|
|
1213 | * If an item becomes outdated (monster found a better item), |
|
|
1214 | * a pointer to that object is returned, so it can be dropped. |
|
|
1215 | * (so that other monsters can pick it up and use it) |
|
|
1216 | * Note that as things are now, monsters never drop something - |
|
|
1217 | * they can pick up all that they can use. |
|
|
1218 | */ |
|
|
1219 | |
|
|
1220 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
|
|
1221 | |
|
|
1222 | void monster_check_apply(object *mon, object *item) { |
|
|
1223 | |
|
|
1224 | int flag = 0; |
|
|
1225 | |
|
|
1226 | if(item->type==SPELLBOOK&& |
|
|
1227 | mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
|
|
1228 | SET_FLAG(mon, FLAG_CAST_SPELL); |
|
|
1229 | return; |
1204 | return; |
1230 | } |
1205 | } |
|
|
1206 | } |
1231 | |
1207 | |
1232 | /* If for some reason, this item is already applied, no more work to do */ |
1208 | void |
1233 | if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1209 | check_doors (object *op, maptile *m, int x, int y) |
1234 | |
1210 | { |
1235 | /* Might be better not to do this - if the monster can fire a bow, |
1211 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1236 | * it is possible in his wanderings, he will find one to use. In |
1212 | if (tmp->type == DOOR) |
1237 | * which case, it would be nice to have ammo for it. |
1213 | { |
1238 | */ |
1214 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1239 | if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
|
|
1240 | /* Check for the right kind of bow */ |
|
|
1241 | object *bow; |
|
|
1242 | for(bow=mon->inv;bow!=NULL;bow=bow->below) |
|
|
1243 | if(bow->type==BOW && bow->race==item->race) { |
|
|
1244 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1245 | LOG(llevMonster,"Found correct bow for arrows.\n"); |
|
|
1246 | return; /* nothing more to do for arrows */ |
|
|
1247 | } |
|
|
1248 | } |
|
|
1249 | |
|
|
1250 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
|
|
1251 | /* Eating food gets hp back */ |
|
|
1252 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
|
|
1253 | else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { |
|
|
1254 | if (!item->inv) |
|
|
1255 | LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1256 | else if (monster_should_cast_spell(mon, item->inv)) |
|
|
1257 | SET_FLAG(mon, FLAG_READY_SCROLL); |
|
|
1258 | /* Don't use it right now */ |
|
|
1259 | return; |
1215 | return; |
1260 | } |
|
|
1261 | else if (item->type == WEAPON) flag = check_good_weapon(mon,item); |
|
|
1262 | else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); |
|
|
1263 | /* Should do something more, like make sure this is a better item */ |
|
|
1264 | else if (item->type == RING) |
|
|
1265 | flag=1; |
|
|
1266 | else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
|
|
1267 | { |
|
|
1268 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1269 | * weapon would get undone. |
|
|
1270 | */ |
|
|
1271 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1272 | { |
|
|
1273 | SET_FLAG(mon, FLAG_READY_RANGE); |
|
|
1274 | SET_FLAG(item, FLAG_APPLIED); |
|
|
1275 | } |
|
|
1276 | return; |
|
|
1277 | } |
|
|
1278 | else if (item->type == BOW) { |
|
|
1279 | /* We never really 'ready' the bow, because that would mean the |
|
|
1280 | * weapon would get undone. |
|
|
1281 | */ |
|
|
1282 | if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1283 | SET_FLAG(mon, FLAG_READY_BOW); |
|
|
1284 | return; |
|
|
1285 | } |
|
|
1286 | else if ( item->type == SKILL ) |
|
|
1287 | { |
|
|
1288 | /* |
|
|
1289 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1290 | * else they can't use the skill... |
|
|
1291 | * Skills also don't need to get applied, so return now. |
|
|
1292 | */ |
|
|
1293 | SET_FLAG(mon, FLAG_READY_SKILL); |
|
|
1294 | return; |
|
|
1295 | } |
|
|
1296 | |
|
|
1297 | |
|
|
1298 | /* if we don't match one of the above types, return now. |
|
|
1299 | * can_apply_object will say that we can apply things like flesh, |
|
|
1300 | * bolts, and whatever else, because it only checks against the |
|
|
1301 | * body_info locations. |
|
|
1302 | */ |
|
|
1303 | if (!flag) return; |
|
|
1304 | |
|
|
1305 | /* Check to see if the monster can use this item. If not, no need |
|
|
1306 | * to do further processing. Note that can_apply_object already checks |
|
|
1307 | * for the CAN_USE flags. |
|
|
1308 | */ |
|
|
1309 | if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return; |
|
|
1310 | |
|
|
1311 | /* should only be applying this item, not unapplying it. |
|
|
1312 | * also, ignore status of curse so they can take off old armour. |
|
|
1313 | * monsters have some advantages after all. |
|
|
1314 | */ |
|
|
1315 | manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1316 | |
|
|
1317 | return; |
|
|
1318 | } |
|
|
1319 | |
|
|
1320 | void npc_call_help(object *op) { |
|
|
1321 | int x,y, mflags; |
|
|
1322 | object *npc; |
|
|
1323 | sint16 sx, sy; |
|
|
1324 | mapstruct *m; |
|
|
1325 | |
|
|
1326 | for(x = -3; x < 4; x++) |
|
|
1327 | for(y = -3; y < 4; y++) { |
|
|
1328 | m = op->map; |
|
|
1329 | sx = op->x + x; |
|
|
1330 | sy = op->y + y; |
|
|
1331 | mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
|
|
1332 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1333 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
1334 | continue; |
|
|
1335 | |
|
|
1336 | for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
|
|
1337 | if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
|
|
1338 | npc->enemy = op->enemy; |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | |
|
|
1343 | int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
|
|
1344 | |
|
|
1345 | if (can_hit(part,enemy,rv)) |
|
|
1346 | return dir; |
|
|
1347 | if (rv->distance < 10) |
|
|
1348 | return absdir(dir+4); |
|
|
1349 | else if (rv->distance>18) |
|
|
1350 | return dir; |
|
|
1351 | return 0; |
|
|
1352 | } |
|
|
1353 | |
|
|
1354 | int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
|
|
1355 | |
|
|
1356 | if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
|
|
1357 | ob->move_status++; |
|
|
1358 | return (dir); |
|
|
1359 | } |
|
|
1360 | else if (ob->move_status >20) |
|
|
1361 | ob->move_status = 0; |
|
|
1362 | return absdir (dir+4); |
|
|
1363 | } |
|
|
1364 | |
|
|
1365 | int hitrun_att (int dir, object *ob,object *enemy) { |
|
|
1366 | if (ob->move_status ++ < 25) |
|
|
1367 | return dir; |
|
|
1368 | else if (ob->move_status <50) |
|
|
1369 | return absdir (dir+4); |
|
|
1370 | else |
|
|
1371 | ob->move_status = 0; |
|
|
1372 | return absdir(dir+4); |
|
|
1373 | } |
|
|
1374 | |
|
|
1375 | int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
|
|
1376 | |
|
|
1377 | int inrange = can_hit (part, enemy,rv); |
|
|
1378 | |
1216 | } |
1379 | if (ob->move_status || inrange) |
|
|
1380 | ob->move_status++; |
|
|
1381 | |
|
|
1382 | if (ob->move_status == 0) |
|
|
1383 | return 0; |
|
|
1384 | else if (ob->move_status <10) |
|
|
1385 | return dir; |
|
|
1386 | else if (ob->move_status <15) |
|
|
1387 | return absdir(dir+4); |
|
|
1388 | ob->move_status = 0; |
|
|
1389 | return 0; |
|
|
1390 | } |
|
|
1391 | |
|
|
1392 | int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
|
|
1393 | |
|
|
1394 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1395 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1396 | * the creature should run away (dir+4) |
|
|
1397 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1398 | * at least one map has this set, and whatever the map contains, the |
|
|
1399 | * server should try to be resilant enough to avoid the problem |
|
|
1400 | */ |
|
|
1401 | if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
|
|
1402 | return absdir(dir+4); |
|
|
1403 | return dist_att (dir,ob,enemy,part,rv); |
|
|
1404 | } |
|
|
1405 | |
|
|
1406 | int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
|
|
1407 | if (rv->distance < 9) |
|
|
1408 | return absdir (dir+4); |
|
|
1409 | return 0; |
|
|
1410 | } |
|
|
1411 | |
|
|
1412 | void circ1_move (object *ob) { |
|
|
1413 | static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
|
|
1414 | if(++ob->move_status > 11) |
|
|
1415 | ob->move_status = 0; |
|
|
1416 | if (!(move_object(ob,circle[ob->move_status]))) |
|
|
1417 | (void) move_object(ob,RANDOM()%8+1); |
|
|
1418 | } |
|
|
1419 | |
|
|
1420 | void circ2_move (object *ob) { |
|
|
1421 | static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; |
|
|
1422 | if(++ob->move_status > 19) |
|
|
1423 | ob->move_status = 0; |
|
|
1424 | if(!(move_object(ob,circle[ob->move_status]))) |
|
|
1425 | (void) move_object(ob,RANDOM()%8+1); |
|
|
1426 | } |
|
|
1427 | |
|
|
1428 | void pace_movev(object *ob) { |
|
|
1429 | if (ob->move_status++ > 6) |
|
|
1430 | ob->move_status = 0; |
|
|
1431 | if (ob->move_status < 4) |
|
|
1432 | (void) move_object (ob,5); |
|
|
1433 | else |
|
|
1434 | (void) move_object(ob,1); |
|
|
1435 | } |
|
|
1436 | |
|
|
1437 | void pace_moveh (object *ob) { |
|
|
1438 | if (ob->move_status++ > 6) |
|
|
1439 | ob->move_status = 0; |
|
|
1440 | if (ob->move_status < 4) |
|
|
1441 | (void) move_object(ob,3); |
|
|
1442 | else |
|
|
1443 | (void) move_object(ob,7); |
|
|
1444 | } |
|
|
1445 | |
|
|
1446 | void pace2_movev (object *ob) { |
|
|
1447 | if (ob->move_status ++ > 16) |
|
|
1448 | ob->move_status = 0; |
|
|
1449 | if (ob->move_status <6) |
|
|
1450 | (void) move_object (ob,5); |
|
|
1451 | else if (ob->move_status < 8) |
|
|
1452 | return; |
|
|
1453 | else if (ob->move_status <13) |
|
|
1454 | (void) move_object (ob,1); |
|
|
1455 | else return; |
|
|
1456 | } |
|
|
1457 | |
|
|
1458 | void pace2_moveh (object *ob) { |
|
|
1459 | if (ob->move_status ++ > 16) |
|
|
1460 | ob->move_status = 0; |
|
|
1461 | if (ob->move_status <6) |
|
|
1462 | (void) move_object (ob,3); |
|
|
1463 | else if (ob->move_status < 8) |
|
|
1464 | return; |
|
|
1465 | else if (ob->move_status <13) |
|
|
1466 | (void) move_object (ob,7); |
|
|
1467 | else return; |
|
|
1468 | } |
|
|
1469 | |
|
|
1470 | void rand_move (object *ob) { |
|
|
1471 | int i; |
|
|
1472 | if (ob->move_status <1 || ob->move_status >8 || |
|
|
1473 | !(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) |
|
|
1474 | for (i = 0; i < 5; i++) |
|
|
1475 | if (move_object(ob,ob->move_status = RANDOM()%8+1)) |
|
|
1476 | return; |
|
|
1477 | } |
|
|
1478 | |
|
|
1479 | void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
|
|
1480 | object *tmp; |
|
|
1481 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
|
|
1482 | if (tmp->type == EARTHWALL) { |
|
|
1483 | hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
|
|
1484 | return; |
|
|
1485 | } |
|
|
1486 | } |
|
|
1487 | } |
|
|
1488 | |
|
|
1489 | void check_doors(object *op, mapstruct *m, int x, int y) { |
|
|
1490 | object *tmp; |
|
|
1491 | for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
|
|
1492 | if (tmp->type == DOOR) { |
|
|
1493 | hit_player(tmp,1000,op,AT_PHYSICAL,1); |
|
|
1494 | return; |
|
|
1495 | } |
|
|
1496 | } |
|
|
1497 | } |
1217 | } |
1498 | |
1218 | |
1499 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1219 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1500 | * This is probably overly simplistic as it is now - We want |
1220 | * This is probably overly simplistic as it is now - We want |
1501 | * monsters to throw things like chairs and other pieces of |
1221 | * monsters to throw things like chairs and other pieces of |
1502 | * furniture, even if they are not good throwable objects. |
1222 | * furniture, even if they are not good throwable objects. |
1503 | * Probably better to have the monster throw a throwable object |
1223 | * Probably better to have the monster throw a throwable object |
1504 | * first, then throw any non equipped weapon. |
1224 | * first, then throw any non equipped weapon. |
1505 | */ |
1225 | */ |
1506 | |
1226 | object * |
1507 | object *find_mon_throw_ob( object *op ) { |
1227 | find_mon_throw_ob (object *op) |
|
|
1228 | { |
1508 | object *tmp = NULL; |
1229 | object *tmp = NULL; |
1509 | |
|
|
1510 | if(op->head) tmp=op->head; else tmp=op; |
|
|
1511 | |
1230 | |
|
|
1231 | if (op->head) |
|
|
1232 | tmp = op->head; |
|
|
1233 | else |
|
|
1234 | tmp = op; |
|
|
1235 | |
1512 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1236 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1513 | * marked item and throw it to the enemy. |
1237 | * marked item and throw it to the enemy. |
1514 | */ |
1238 | */ |
1515 | |
|
|
1516 | for(tmp=op->inv;tmp;tmp=tmp->below) { |
1239 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1517 | |
1240 | { |
1518 | /* Can't throw invisible objects or items that are applied */ |
1241 | /* Can't throw invisible objects or items that are applied */ |
1519 | if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1242 | if (tmp->invisible || tmp->flag [FLAG_APPLIED]) |
|
|
1243 | continue; |
1520 | |
1244 | |
1521 | if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1245 | if (tmp->flag [FLAG_IS_THROWN]) |
1522 | break; |
1246 | break; |
1523 | |
1247 | |
1524 | } |
1248 | } |
1525 | |
1249 | |
1526 | #ifdef DEBUG_THROW |
1250 | #ifdef DEBUG_THROW |
1527 | LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1251 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1528 | !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
|
|
1529 | #endif |
1252 | #endif |
1530 | |
1253 | |
1531 | return tmp; |
1254 | return tmp; |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | /* |
|
|
1258 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
|
|
1259 | */ |
|
|
1260 | int |
|
|
1261 | move_monster (object *op) |
|
|
1262 | { |
|
|
1263 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
|
|
1264 | object *owner, *enemy, *part, *oph = op; |
|
|
1265 | rv_vector rv; |
|
|
1266 | |
|
|
1267 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
1268 | * Like royal guards in city dwellers inventories. |
|
|
1269 | */ |
|
|
1270 | if (!op->map) |
|
|
1271 | return 0; |
|
|
1272 | |
|
|
1273 | /* for target facing, we copy this value here for fast access */ |
|
|
1274 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
1275 | oph = oph->head; |
|
|
1276 | |
|
|
1277 | if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */ |
|
|
1278 | enemy = op->enemy = 0; |
|
|
1279 | else if ((enemy = find_enemy (op, &rv))) |
|
|
1280 | /* we have an enemy, just tell him we want him dead */ |
|
|
1281 | enemy->attacked_by = op; /* our ptr */ |
|
|
1282 | |
|
|
1283 | /* generate hp, if applicable */ |
|
|
1284 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
1285 | { |
|
|
1286 | /* last heal is in funny units. Dividing by speed puts |
|
|
1287 | * the regeneration rate on a basis of time instead of |
|
|
1288 | * #moves the monster makes. The scaling by 8 is |
|
|
1289 | * to capture 8th's of a hp fraction regens |
|
|
1290 | */ |
|
|
1291 | uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed; |
|
|
1292 | op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
1293 | op->last_heal = last_heal % 32; |
|
|
1294 | |
|
|
1295 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
1296 | if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away) |
|
|
1297 | op->flag [FLAG_RUN_AWAY] = false; |
|
|
1298 | } |
|
|
1299 | |
|
|
1300 | /* generate sp, if applicable */ |
|
|
1301 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
1302 | { |
|
|
1303 | /* last_sp is in funny units. Dividing by speed puts |
|
|
1304 | * the regeneration rate on a basis of time instead of |
|
|
1305 | * #moves the monster makes. The scaling by 8 is |
|
|
1306 | * to capture 8th's of a sp fraction regens |
|
|
1307 | */ |
|
|
1308 | |
|
|
1309 | uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed; |
|
|
1310 | op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
1311 | op->last_sp = last_sp % 128; |
|
|
1312 | } |
|
|
1313 | |
|
|
1314 | /* this should probably get modified by many more values. |
|
|
1315 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
1316 | */ |
|
|
1317 | if (op->flag [FLAG_SCARED] && !(rndm (20))) |
|
|
1318 | op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
1319 | |
|
|
1320 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
1321 | return op->flag [FLAG_FREED]; |
|
|
1322 | |
|
|
1323 | if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] || |
|
|
1324 | ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE])) |
|
|
1325 | if (!check_wakeup (op, enemy, &rv)) |
|
|
1326 | return 0; |
|
|
1327 | |
|
|
1328 | /* check if monster pops out of hidden spot */ |
|
|
1329 | if (op->flag [FLAG_HIDDEN]) |
|
|
1330 | do_hidden_move (op); |
|
|
1331 | |
|
|
1332 | if (op->pick_up) |
|
|
1333 | monster_check_pickup (op); |
|
|
1334 | |
|
|
1335 | if (op->will_apply) |
|
|
1336 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
1337 | |
|
|
1338 | /* If we don't have an enemy, do special movement or the like */ |
|
|
1339 | if (!enemy) |
|
|
1340 | { |
|
|
1341 | if (op->flag [FLAG_ONLY_ATTACK]) |
|
|
1342 | { |
|
|
1343 | op->drop_and_destroy (); |
|
|
1344 | return 1; |
|
|
1345 | } |
|
|
1346 | |
|
|
1347 | /* Probably really a bug for a creature to have both |
|
|
1348 | * stand still and a movement type set. |
|
|
1349 | */ |
|
|
1350 | if (!op->flag [FLAG_STAND_STILL]) |
|
|
1351 | { |
|
|
1352 | if (op->attack_movement & HI4) |
|
|
1353 | { |
|
|
1354 | switch (op->attack_movement & HI4) |
|
|
1355 | { |
|
|
1356 | case PETMOVE: |
|
|
1357 | pet_move (op); |
|
|
1358 | break; |
|
|
1359 | |
|
|
1360 | case CIRCLE1: |
|
|
1361 | circ1_move (op); |
|
|
1362 | break; |
|
|
1363 | |
|
|
1364 | case CIRCLE2: |
|
|
1365 | circ2_move (op); |
|
|
1366 | break; |
|
|
1367 | |
|
|
1368 | case PACEV: |
|
|
1369 | pace_movev (op); |
|
|
1370 | break; |
|
|
1371 | |
|
|
1372 | case PACEH: |
|
|
1373 | pace_moveh (op); |
|
|
1374 | break; |
|
|
1375 | |
|
|
1376 | case PACEV2: |
|
|
1377 | pace2_movev (op); |
|
|
1378 | break; |
|
|
1379 | |
|
|
1380 | case PACEH2: |
|
|
1381 | pace2_moveh (op); |
|
|
1382 | break; |
|
|
1383 | |
|
|
1384 | case RANDO: |
|
|
1385 | rand_move (op); |
|
|
1386 | break; |
|
|
1387 | |
|
|
1388 | case RANDO2: |
|
|
1389 | move_randomly (op); |
|
|
1390 | break; |
|
|
1391 | } |
|
|
1392 | |
|
|
1393 | return 0; |
|
|
1394 | } |
|
|
1395 | else if (op->flag [FLAG_RANDOM_MOVE]) |
|
|
1396 | move_randomly (op); |
|
|
1397 | } /* stand still */ |
|
|
1398 | |
|
|
1399 | return 0; |
|
|
1400 | } /* no enemy */ |
|
|
1401 | |
|
|
1402 | /* We have an enemy. Block immediately below is for pets */ |
|
|
1403 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
1404 | && (owner = op->owner) != NULL |
|
|
1405 | && !on_same_map (op, owner) |
|
|
1406 | && !owner->flag [FLAG_REMOVED]) |
|
|
1407 | return follow_owner (op, owner); |
|
|
1408 | |
|
|
1409 | /* doppleganger code to change monster facing to that of the nearest |
|
|
1410 | * player. Hmm. The code is here, but no monster in the current |
|
|
1411 | * arch set uses it. |
|
|
1412 | */ |
|
|
1413 | if (op->race == shstr_doppleganger) |
|
|
1414 | { |
|
|
1415 | op->face = enemy->face; |
|
|
1416 | op->name = enemy->name; |
|
|
1417 | } |
|
|
1418 | |
|
|
1419 | /* Calculate range information for closest body part - this |
|
|
1420 | * is used for the 'skill' code, which isn't that smart when |
|
|
1421 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
1422 | * into themselves. |
|
|
1423 | */ |
|
|
1424 | get_rangevector (op, enemy, &rv, 0); |
|
|
1425 | |
|
|
1426 | /* Move the check for scared up here - if the monster was scared, |
|
|
1427 | * we were not doing any of the logic below, so might as well save |
|
|
1428 | * a few cpu cycles. |
|
|
1429 | */ |
|
|
1430 | if (!op->flag [FLAG_SCARED]) |
|
|
1431 | { |
|
|
1432 | rv_vector rv1; |
|
|
1433 | |
|
|
1434 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
1435 | for (part = op; part; part = part->more) |
|
|
1436 | { |
|
|
1437 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
1438 | dir = rv1.direction; |
|
|
1439 | |
|
|
1440 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
1441 | * but that we test above... so can be old code here |
|
|
1442 | */ |
|
|
1443 | if (op->flag [FLAG_RUN_AWAY]) |
|
|
1444 | dir = absdir (dir + 4); |
|
|
1445 | |
|
|
1446 | if (op->flag [FLAG_CONFUSED]) |
|
|
1447 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1448 | |
|
|
1449 | if (op->flag [FLAG_CAST_SPELL] && !(rndm (3))) |
|
|
1450 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
1451 | return 0; |
|
|
1452 | |
|
|
1453 | if (op->flag [FLAG_READY_SCROLL] && !(rndm (3))) |
|
|
1454 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
1455 | return 0; |
|
|
1456 | |
|
|
1457 | if (op->flag [FLAG_READY_RANGE] && !(rndm (3))) |
|
|
1458 | if (monster_use_range (op, part, enemy, dir)) |
|
|
1459 | return 0; |
|
|
1460 | |
|
|
1461 | if (op->flag [FLAG_READY_SKILL] && !(rndm (3))) |
|
|
1462 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
1463 | return 0; |
|
|
1464 | |
|
|
1465 | if (op->flag [FLAG_READY_BOW] && !(rndm (2))) |
|
|
1466 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
1467 | return 0; |
|
|
1468 | } /* for processing of all parts */ |
|
|
1469 | } /* If not scared */ |
|
|
1470 | |
|
|
1471 | part = rv.part; |
|
|
1472 | dir = rv.direction; |
|
|
1473 | |
|
|
1474 | //-GPL |
|
|
1475 | |
|
|
1476 | // if the enemy is a player, we have los. if los says we |
|
|
1477 | // can directly reach the player, we do not deviate. |
|
|
1478 | // for non-players, we never deviate |
|
|
1479 | if (op->stats.Wis >= 8 |
|
|
1480 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
1481 | { |
|
|
1482 | int sdir = 0; |
|
|
1483 | uint32_t &smell = op->ms ().smell; |
|
|
1484 | |
|
|
1485 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
1486 | { |
|
|
1487 | mapxy pos (op); pos.move (ndir); |
|
|
1488 | |
|
|
1489 | if (pos.normalise ()) |
|
|
1490 | { |
|
|
1491 | mapspace &ms = pos.ms (); |
|
|
1492 | |
|
|
1493 | if (ms.smell > smell) |
|
|
1494 | { |
|
|
1495 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
1496 | if (op->stats.Wis >= 10) |
|
|
1497 | smell = ms.smell - 1; // smarter: tell others |
|
|
1498 | |
|
|
1499 | sdir = ndir; |
|
|
1500 | |
|
|
1501 | // perturbing the path might let the monster lose track, |
|
|
1502 | // but it will also widen the actual path, spreading information |
|
|
1503 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
1504 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
1505 | } |
|
|
1506 | } |
|
|
1507 | } |
|
|
1508 | |
|
|
1509 | if (sdir) |
|
|
1510 | dir = sdir; |
|
|
1511 | else if (smell) |
|
|
1512 | { |
|
|
1513 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
1514 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
1515 | unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1) |
|
|
1516 | m->at (nx, ny).smell = 0; |
|
|
1517 | } |
|
|
1518 | } |
|
|
1519 | |
|
|
1520 | //+GPL |
|
|
1521 | |
|
|
1522 | if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY]) |
|
|
1523 | dir = absdir (dir + 4); |
|
|
1524 | |
|
|
1525 | if (op->flag [FLAG_CONFUSED]) |
|
|
1526 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1527 | |
|
|
1528 | pre_att_dir = dir; /* remember the original direction */ |
|
|
1529 | |
|
|
1530 | if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED]) |
|
|
1531 | { |
|
|
1532 | switch (op->attack_movement & LO4) |
|
|
1533 | { |
|
|
1534 | case DISTATT: |
|
|
1535 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
1536 | break; |
|
|
1537 | |
|
|
1538 | case RUNATT: |
|
|
1539 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
1540 | break; |
|
|
1541 | |
|
|
1542 | case HITRUN: |
|
|
1543 | dir = hitrun_att (dir, op, enemy); |
|
|
1544 | break; |
|
|
1545 | |
|
|
1546 | case WAITATT: |
|
|
1547 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
1548 | break; |
|
|
1549 | |
|
|
1550 | case RUSH: /* default - monster normally moves towards player */ |
|
|
1551 | case ALLRUN: |
|
|
1552 | break; |
|
|
1553 | |
|
|
1554 | case DISTHIT: |
|
|
1555 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
1556 | break; |
|
|
1557 | |
|
|
1558 | case WAIT2: |
|
|
1559 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
1560 | break; |
|
|
1561 | |
|
|
1562 | default: |
|
|
1563 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
1564 | } |
|
|
1565 | } |
|
|
1566 | |
|
|
1567 | if (!dir) |
|
|
1568 | return 0; |
|
|
1569 | |
|
|
1570 | if (!op->flag [FLAG_STAND_STILL]) |
|
|
1571 | { |
|
|
1572 | if (op->move (dir)) /* Can the monster move directly toward player? */ |
|
|
1573 | { |
|
|
1574 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1575 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1576 | op->direction = pre_att_dir; |
|
|
1577 | |
|
|
1578 | return 0; |
|
|
1579 | } |
|
|
1580 | |
|
|
1581 | if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY]) |
|
|
1582 | { |
|
|
1583 | /* Try move around corners if !close */ |
|
|
1584 | int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2; |
|
|
1585 | |
|
|
1586 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
1587 | { |
|
|
1588 | /* try different detours */ |
|
|
1589 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
|
|
1590 | |
|
|
1591 | if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m))) |
|
|
1592 | return 0; |
|
|
1593 | } |
|
|
1594 | } |
|
|
1595 | } /* if monster is not standing still */ |
|
|
1596 | |
|
|
1597 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1598 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1599 | op->direction = pre_att_dir; |
|
|
1600 | |
|
|
1601 | /* |
|
|
1602 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
1603 | * direction if they can't move away. |
|
|
1604 | */ |
|
|
1605 | if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED])) |
|
|
1606 | if (move_randomly (op)) |
|
|
1607 | return 0; |
|
|
1608 | |
|
|
1609 | /* |
|
|
1610 | * Try giving the monster a new enemy - the player that is closest |
|
|
1611 | * to it. In this way, it won't just keep trying to get to a target |
|
|
1612 | * that is inaccessible. |
|
|
1613 | * This could be more clever - it should go through a list of several |
|
|
1614 | * enemies, as it is now, you could perhaps get situations where there |
|
|
1615 | * are two players flanking the monster at close distance, but which |
|
|
1616 | * the monster can't get to, and a third one at a far distance that |
|
|
1617 | * the monster could get to - as it is, the monster won't look at that |
|
|
1618 | * third one. |
|
|
1619 | */ |
|
|
1620 | if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy) |
|
|
1621 | { |
|
|
1622 | object *nearest_player = get_nearest_player (op); |
|
|
1623 | |
|
|
1624 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
1625 | { |
|
|
1626 | op->enemy = 0; |
|
|
1627 | enemy = nearest_player; |
|
|
1628 | } |
|
|
1629 | } |
|
|
1630 | |
|
|
1631 | if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv)) |
|
|
1632 | { |
|
|
1633 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
1634 | * since wc can in fact get negative, that would mean by adding |
|
|
1635 | * the current wc, the creature gets better? Instead, just |
|
|
1636 | * add a fixed amount - nasty creatures that are runny away should |
|
|
1637 | * still be pretty nasty. |
|
|
1638 | */ |
|
|
1639 | if (op->flag [FLAG_RUN_AWAY]) |
|
|
1640 | { |
|
|
1641 | part->stats.wc += 10; |
|
|
1642 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1643 | part->stats.wc -= 10; |
|
|
1644 | } |
|
|
1645 | else |
|
|
1646 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1647 | } /* if monster is in attack range */ |
|
|
1648 | |
|
|
1649 | if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */ |
|
|
1650 | return 1; |
|
|
1651 | |
|
|
1652 | if (op->flag [FLAG_ONLY_ATTACK]) |
|
|
1653 | { |
|
|
1654 | op->drop_and_destroy (); |
|
|
1655 | return 1; |
|
|
1656 | } |
|
|
1657 | |
|
|
1658 | return 0; |
1532 | } |
1659 | } |
1533 | |
1660 | |
1534 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1661 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1535 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1662 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1536 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1663 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1538 | * properly. I also so odd code in place that checked for x distance |
1665 | * properly. I also so odd code in place that checked for x distance |
1539 | * OR y distance being within some range - that seemed wrong - both should |
1666 | * OR y distance being within some range - that seemed wrong - both should |
1540 | * be within the valid range. MSW 2001-08-05 |
1667 | * be within the valid range. MSW 2001-08-05 |
1541 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1668 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1542 | */ |
1669 | */ |
1543 | |
1670 | int |
1544 | int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { |
1671 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1545 | int radius = MIN_MON_RADIUS, hide_discovery; |
1672 | { |
1546 | |
|
|
1547 | /* null detection for any of these condtions always */ |
1673 | /* null detection for any of these condtions always */ |
1548 | if(!op || !enemy || !op->map || !enemy->map) |
1674 | if (!op || !enemy || !op->map || !enemy->map) |
1549 | return 0; |
1675 | return 0; |
1550 | |
1676 | |
1551 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1677 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1552 | if (!on_same_map(op, enemy)) |
1678 | if (!on_same_map (op, enemy)) |
1553 | return 0; |
1679 | return 0; |
1554 | |
1680 | |
1555 | get_rangevector(op, enemy, rv, 0); |
1681 | get_rangevector (op, enemy, rv, 0); |
1556 | |
1682 | |
1557 | /* Monsters always ignore the DM */ |
1683 | /* Monsters always ignore the DM */ |
1558 | if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) |
1684 | if (!op->is_player () && enemy->flag [FLAG_WIZ]) |
1559 | return 0; |
1685 | return 0; |
1560 | |
1686 | |
1561 | /* simple check. Should probably put some range checks in here. */ |
1687 | /* simple check. Should probably put some range checks in here. */ |
1562 | if(can_see_enemy(op,enemy)) return 1; |
1688 | if (can_see_enemy (op, enemy)) |
|
|
1689 | return 1; |
1563 | |
1690 | |
1564 | /* The rest of this is for monsters. Players are on their own for |
1691 | /* The rest of this is for monsters. Players are on their own for |
1565 | * finding enemies! |
1692 | * finding enemies! |
1566 | */ |
1693 | */ |
1567 | if(op->type==PLAYER) return 0; |
1694 | if (op->is_player ()) |
|
|
1695 | return 0; |
1568 | |
1696 | |
1569 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1697 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1570 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1698 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1571 | */ |
1699 | */ |
1572 | if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1700 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1573 | return 0; |
1701 | return 0; |
1574 | |
1702 | |
|
|
1703 | int radius = MIN_MON_RADIUS; |
|
|
1704 | |
1575 | /* use this for invis also */ |
1705 | /* use this for invis also */ |
1576 | hide_discovery = op->stats.Int/5; |
1706 | int hide_discovery = op->stats.Int / 5; |
1577 | |
1707 | |
1578 | /* Determine Detection radii */ |
1708 | /* Determine Detection radii */ |
1579 | if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1709 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1580 | radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1710 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
|
|
1711 | else |
1581 | else { /* a level/INT/Dex adjustment for hiding */ |
1712 | { /* a level/INT/Dex adjustment for hiding */ |
1582 | object *sk_hide; |
|
|
1583 | int bonus = (op->level/2) + (op->stats.Int/5); |
1713 | int bonus = op->level / 2 + op->stats.Int / 5; |
1584 | |
1714 | |
1585 | if(enemy->type==PLAYER) { |
1715 | if (enemy->is_player ()) |
|
|
1716 | { |
1586 | if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1717 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1587 | bonus -= sk_hide->level; |
1718 | bonus -= sk_hide->level; |
1588 | else { |
1719 | else |
|
|
1720 | { |
1589 | LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1721 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1590 | make_visible(enemy); |
1722 | make_visible (enemy); |
1591 | radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1723 | radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1592 | } |
1724 | } |
1593 | } |
1725 | } |
1594 | else /* enemy is not a player */ |
1726 | else /* enemy is not a player */ |
1595 | bonus -= enemy->level; |
1727 | bonus -= enemy->level; |
1596 | |
1728 | |
1597 | radius += bonus/5; |
1729 | radius += bonus / 5; |
1598 | hide_discovery += bonus*5; |
1730 | hide_discovery += bonus * 5; |
1599 | } /* else creature has modifiers for hiding */ |
1731 | } /* else creature has modifiers for hiding */ |
1600 | |
1732 | |
1601 | /* Radii stealth adjustment. Only if you are stealthy |
1733 | /* Radii stealth adjustment. Only if you are stealthy |
1602 | * will you be able to sneak up closer to creatures */ |
1734 | * will you be able to sneak up closer to creatures */ |
1603 | if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1735 | if (enemy->flag [FLAG_STEALTH]) |
1604 | radius = radius/2, hide_discovery = hide_discovery/3; |
1736 | { |
|
|
1737 | radius /= 2; |
|
|
1738 | hide_discovery /= 3; |
|
|
1739 | } |
1605 | |
1740 | |
1606 | /* Radii adjustment for enemy standing in the dark */ |
1741 | /* Radii adjustment for enemy standing in the dark */ |
1607 | if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1742 | if (!stand_in_light (enemy)) |
|
|
1743 | { |
1608 | /* on dark maps body heat can help indicate location with infravision |
1744 | /* on dark maps body heat can help indicate location with infravision |
1609 | * undead don't have body heat, so no benefit detecting them. |
1745 | * undead don't have body heat, so no benefit detecting them. |
1610 | */ |
1746 | */ |
1611 | if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1747 | if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy)) |
1612 | radius += op->map->darkness/2; |
1748 | radius += op->map->darklevel () / 2; |
1613 | else |
1749 | else |
1614 | radius -= op->map->darkness/2; |
1750 | radius -= op->map->darklevel () / 2; |
1615 | |
1751 | |
1616 | /* op next to a monster (and not in complete darkness) |
1752 | /* op next to a monster (and not in complete darkness) |
1617 | * the monster should have a chance to see you. |
1753 | * the monster should have a chance to see you. |
1618 | */ |
1754 | */ |
1619 | if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1755 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1620 | radius = MIN_MON_RADIUS; |
1756 | radius = MIN_MON_RADIUS; |
1621 | } /* if on dark map */ |
1757 | } /* if on dark map */ |
1622 | |
1758 | |
1623 | /* Lets not worry about monsters that have incredible detection |
1759 | /* Lets not worry about monsters that have incredible detection |
1624 | * radii, we only need to worry here about things the player can |
1760 | * radii, we only need to worry here about things the player can |
1625 | * (potentially) see. This is 13, as that is the maximum size the player |
1761 | * (potentially) see. This is 13, as that is the maximum size the player |
1626 | * may have for their map - in that way, creatures at the edge will |
1762 | * may have for their map - in that way, creatures at the edge will |
1627 | * do something. Note that the distance field in the |
1763 | * do something. Note that the distance field in the |
1628 | * vector is real distance, so in theory this should be 18 to |
1764 | * vector is real distance, so in theory this should be 18 to |
1629 | * find that. |
1765 | * find that. |
1630 | */ |
1766 | */ |
1631 | if(radius>13) radius = 13; |
1767 | // note that the above reasoning was utter bullshit even at the time it was written |
|
|
1768 | // we use 25, lets see if we have the cpu time for it |
|
|
1769 | min_it (radius, 25); |
1632 | |
1770 | |
1633 | /* Enemy in range! Now test for detection */ |
1771 | /* Enemy in range! Now test for detection */ |
1634 | if ((int) rv->distance <= radius) { |
1772 | if (rv->distance <= radius) |
|
|
1773 | { |
1635 | /* ah, we are within range, detected? take cases */ |
1774 | /* ah, we are within range, detected? take cases */ |
1636 | if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1775 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1637 | return 1; |
1776 | return 1; |
1638 | |
1777 | |
1639 | /* hidden or low-quality invisible */ |
1778 | /* hidden or low-quality invisible */ |
1640 | if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1779 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
|
|
1780 | { |
1641 | make_visible(enemy); |
1781 | make_visible (enemy); |
|
|
1782 | |
1642 | /* inform players of new status */ |
1783 | /* inform players of new status */ |
1643 | if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1784 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1644 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1785 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1645 | "You are discovered by %s!",&op->name); |
1786 | |
1646 | return 1; /* detected enemy */ |
1787 | return 1; /* detected enemy */ |
1647 | } |
1788 | } |
1648 | else if (enemy->invisible) { |
1789 | else if (enemy->invisible) |
|
|
1790 | { |
1649 | /* Change this around - instead of negating the invisible, just |
1791 | /* Change this around - instead of negating the invisible, just |
1650 | * return true so that the mosnter that managed to detect you can |
1792 | * return true so that the monster that managed to detect you can |
1651 | * do something to you. Decreasing the duration of invisible |
1793 | * do something to you. Decreasing the duration of invisible |
1652 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1794 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1653 | * can then basically negate the spell. The spell isn't negated - |
1795 | * can then basically negate the spell. The spell isn't negated - |
1654 | * they just know where you are! |
1796 | * they just know where you are! |
1655 | */ |
1797 | */ |
1656 | if ((RANDOM() % 50) <= hide_discovery) { |
1798 | if (rndm (50) <= hide_discovery) |
|
|
1799 | { |
1657 | if (enemy->type == PLAYER) { |
1800 | if (enemy->type == PLAYER) |
1658 | new_draw_info_format(NDI_UNIQUE,0, enemy, |
1801 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1659 | "You see %s noticing your position.", query_name(op)); |
1802 | |
1660 | } |
|
|
1661 | return 1; |
1803 | return 1; |
1662 | } |
1804 | } |
1663 | } |
1805 | } |
1664 | } /* within range */ |
1806 | } /* within range */ |
1665 | |
1807 | |
1666 | /* Wasn't detected above, so still hidden */ |
1808 | /* Wasn't detected above, so still hidden */ |
1667 | return 0; |
1809 | return 0; |
1668 | } |
1810 | } |
1669 | |
1811 | |
1670 | /* determine if op stands in a lighted square. This is not a very |
1812 | /* determine if op stands in a lighted square. This is not a very |
1671 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1813 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1672 | * is possible for a bright light to illuminate a player on the |
1814 | * is possible for a bright light to illuminate a player on the |
1673 | * other side of a wall (!). |
1815 | * other side of a wall (!). |
1674 | */ |
1816 | */ |
1675 | |
1817 | int |
1676 | int stand_in_light( object *op) { |
1818 | stand_in_light (object *op) |
1677 | sint16 nx,ny; |
1819 | { |
1678 | mapstruct *m; |
1820 | if (op) |
|
|
1821 | { |
|
|
1822 | if (!op->is_on_map ()) |
|
|
1823 | return 0; |
1679 | |
1824 | |
|
|
1825 | if (op->map->darklevel () <= 0) |
|
|
1826 | return 1; |
1680 | |
1827 | |
1681 | if(!op) return 0; |
|
|
1682 | if(op->glow_radius > 0) return 1; |
1828 | if (op->glow_radius > 0) |
|
|
1829 | return 1; |
1683 | |
1830 | |
1684 | if(op->map) { |
1831 | if (op->map) |
1685 | int x, y, x1, y1; |
1832 | unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1686 | |
1833 | { |
1687 | |
1834 | mapspace &ms = m->at (nx, ny); |
1688 | |
1835 | |
|
|
1836 | ms.update (); |
|
|
1837 | |
1689 | /* Check the spaces with the max light radius to see if any of them |
1838 | /* Check the spaces with the max light radius to see if any of them |
1690 | * have lights, and if any of them light the player enough, then return 1. |
1839 | * have lights, and if any of them light the player enough, then return 1. |
1691 | */ |
1840 | */ |
1692 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1841 | int light = ms.light; |
1693 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
|
|
1694 | m = op->map; |
|
|
1695 | nx = x; |
|
|
1696 | ny = y; |
|
|
1697 | |
1842 | |
1698 | if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1843 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1699 | |
1844 | return 1; |
1700 | x1 = abs(x - op->x)*abs(x - op->x); |
|
|
1701 | y1 = abs(y - op->y)*abs(y - op->y); |
|
|
1702 | if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
|
|
1703 | } |
1845 | } |
1704 | } |
|
|
1705 | } |
1846 | } |
|
|
1847 | |
1706 | return 0; |
1848 | return 0; |
1707 | } |
1849 | } |
1708 | |
|
|
1709 | |
1850 | |
1710 | /* assuming no walls/barriers, lets check to see if its *possible* |
1851 | /* assuming no walls/barriers, lets check to see if its *possible* |
1711 | * to see an enemy. Note, "detection" is different from "seeing". |
1852 | * to see an enemy. Note, "detection" is different from "seeing". |
1712 | * See can_detect_enemy() for more details. -b.t. |
1853 | * See can_detect_enemy() for more details. -b.t. |
1713 | * return 0 if can't be seen, 1 if can be |
1854 | * return 0 if can't be seen, 1 if can be |
1714 | */ |
1855 | */ |
1715 | |
1856 | int |
1716 | int can_see_enemy (object *op, object *enemy) { |
1857 | can_see_enemy (object *op, object *enemy) |
|
|
1858 | { |
1717 | object *looker = op->head?op->head:op; |
1859 | object *looker = op->head ? op->head : op; |
1718 | |
1860 | |
1719 | /* safety */ |
1861 | /* safety */ |
1720 | if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1862 | if (!looker || !enemy || !looker->flag [FLAG_ALIVE]) |
1721 | return 0; |
1863 | return 0; |
1722 | |
1864 | |
1723 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1865 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1724 | * see through walls). Should we change the code elsewhere to make you |
1866 | * see through walls). Should we change the code elsewhere to make you |
1725 | * blind even if you can xray? |
1867 | * blind even if you can xray? |
1726 | */ |
1868 | */ |
1727 | if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1869 | if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS]) |
1728 | return 0; |
1870 | return 0; |
1729 | |
1871 | |
1730 | /* checking for invisible things */ |
1872 | /* checking for invisible things */ |
1731 | if(enemy->invisible) { |
1873 | if (enemy->invisible) |
|
|
1874 | { |
1732 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1875 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1733 | * However,if you carry any source of light, then the hidden |
1876 | * However,if you carry any source of light, then the hidden |
1734 | * creature is seeable (and stupid) */ |
1877 | * creature is seeable (and stupid) */ |
1735 | |
1878 | |
1736 | if(has_carried_lights(enemy)) { |
1879 | if (enemy->has_carried_lights ()) |
1737 | if(enemy->hide) { |
1880 | { |
|
|
1881 | if (enemy->flag [FLAG_HIDDEN]) |
|
|
1882 | { |
1738 | make_visible(enemy); |
1883 | make_visible (enemy); |
1739 | new_draw_info(NDI_UNIQUE,0, enemy, |
1884 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1740 | "Your light reveals your hiding spot!"); |
|
|
1741 | } |
1885 | } |
|
|
1886 | |
1742 | return 1; |
1887 | return 1; |
1743 | } else if (enemy->hide) return 0; |
1888 | } |
|
|
1889 | else if (enemy->flag [FLAG_HIDDEN]) |
|
|
1890 | return 0; |
1744 | |
1891 | |
1745 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1892 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1746 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1893 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1747 | * and making it a conditional makes the code pretty ugly. |
1894 | * and making it a conditional makes the code pretty ugly. |
1748 | */ |
1895 | */ |
1749 | if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1896 | if (!looker->flag [FLAG_SEE_INVISIBLE]) |
1750 | if (makes_invisible_to(enemy, looker)) return 0; |
1897 | if (makes_invisible_to (enemy, looker)) |
1751 | } |
1898 | return 0; |
|
|
1899 | } |
1752 | } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1900 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1753 | if(player_can_view(looker,enemy)) return 1; |
1901 | if (player_can_view (looker, enemy)) |
|
|
1902 | return 1; |
1754 | |
1903 | |
1755 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1904 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1756 | * unless they carry a light or stand in light. Darkness doesnt |
1905 | * unless they carry a light or stand in light. Darkness doesnt |
1757 | * inhibit the undead per se (but we should give their archs |
1906 | * inhibit the undead per se (but we should give their archs |
1758 | * CAN_SEE_IN_DARK, this is just a safety |
1907 | * CAN_SEE_IN_DARK, this is just a safety |
1759 | * we care about the enemy maps status, not the looker. |
1908 | * we care about the enemy maps status, not the looker. |
1760 | * only relevant for tiled maps, but it is possible that the |
1909 | * only relevant for tiled maps, but it is possible that the |
1761 | * enemy is on a bright map and the looker on a dark - in that |
1910 | * enemy is on a bright map and the looker on a dark - in that |
1762 | * case, the looker can still see the enemy |
1911 | * case, the looker can still see the enemy |
1763 | */ |
1912 | */ |
1764 | if(enemy->map->darkness>0&&!stand_in_light(enemy) |
1913 | if (!stand_in_light (enemy) |
1765 | &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| |
1914 | && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS])) |
1766 | !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) |
|
|
1767 | return 0; |
1915 | return 0; |
1768 | |
1916 | |
1769 | return 1; |
1917 | return 1; |
1770 | } |
1918 | } |
1771 | |
1919 | |
|
|
1920 | //-GPL |