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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.20 by pippijn, Sat Jan 6 14:42:31 2007 UTC vs.
Revision 1.72 by root, Fri Nov 6 12:27:06 2009 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 (at your option) any later version. 11 * option) any later version.
12 12 *
13 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details. 16 * GNU General Public License for more details.
17 17 *
18 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23*/ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* 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
43 * 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,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * 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
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* 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
59 * 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
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * 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
62 * too. */ 63 * too. */
63 64
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((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)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* 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
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack. 89 * as the enemy to attack.
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
97
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96} 99}
97 100
98/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
100 * 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
113find_nearest_living_creature (object *npc) 116find_nearest_living_creature (object *npc)
114{ 117{
115 int i, mflags; 118 int i, mflags;
116 sint16 nx, ny; 119 sint16 nx, ny;
117 maptile *m; 120 maptile *m;
118 object *tmp;
119 int search_arr[SIZEOFFREE]; 121 int search_arr[SIZEOFFREE];
120 122
121 get_search_arr (search_arr); 123 get_search_arr (search_arr);
124
122 for (i = 0; i < SIZEOFFREE; i++) 125 for (i = 0; i < SIZEOFFREE; i++)
123 { 126 {
124 /* modified to implement smart searching using search_arr 127 /* modified to implement smart searching using search_arr
125 * guidance array to determine direction of search order 128 * guidance array to determine direction of search order
126 */ 129 */
127 nx = npc->x + freearr_x[search_arr[i]]; 130 nx = npc->x + freearr_x[search_arr[i]];
128 ny = npc->y + freearr_y[search_arr[i]]; 131 ny = npc->y + freearr_y[search_arr[i]];
129 m = npc->map; 132 m = npc->map;
130 133
131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); 134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
132 if (mflags & P_OUT_OF_MAP) 136 if (mflags & P_OUT_OF_MAP)
133 continue; 137 continue;
134 138
135 if (mflags & P_IS_ALIVE) 139 if (mflags & P_IS_ALIVE)
136 { 140 {
137 tmp = GET_MAP_OB (m, nx, ny); 141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
138 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) 142 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
139 tmp = tmp->above;
140
141 if (!tmp)
142 {
143 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
144 &m->path, nx, ny);
145 }
146 else
147 {
148 if (can_see_monsterP (m, nx, ny, i)) 143 if (can_see_monsterP (m, nx, ny, i))
149 return tmp; 144 return tmp;
150 } 145 }
151 } /* is something living on this space */
152 } 146 }
153 return NULL; /* nothing found */
154}
155 147
148 return 0;
149}
156 150
157/* 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
158 * our caller will find the information useful. 152 * our caller will find the information useful.
159 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
160 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
161 * 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
162 * many cases. 156 * many cases.
163 */ 157 */
164
165object * 158object *
166find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
167{ 160{
168 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
169 162
175 { 168 {
176 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
177 170
178 if (tmp) 171 if (tmp)
179 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
180 return tmp; 174 return tmp;
181 } 175 }
182 176
183 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
184 * 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
204 /* we check our old enemy. */ 198 /* we check our old enemy. */
205 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
206 { 200 {
207 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
208 { 202 {
209 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
210 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
211 205
212 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
215 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
216 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
217 { 211 {
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
219 npc->enemy = attacker; 213 npc->enemy = attacker;
220 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
221 } 215 }
237/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
238 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
239 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
240 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
241 */ 235 */
242
243int 236int
244check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
245{ 238{
246 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
247
248 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
249 if (!enemy) 240 if (!enemy)
250 return 0; 241 return 0;
251 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
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))
254 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
255 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
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. */
260 radius = min (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) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
264 {
265 int dark = radius / (op->map->darkness);
266
267 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
268 }
269 else if (!QUERY_FLAG (op, FLAG_SLEEP))
270 return 1;
271 264
272 /* 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
273 * for that. 266 * for that.
274 */ 267 */
275 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
276 { 269 {
277 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
278 return 1; 271 return 1;
279 } 272 }
273
280 return 0; 274 return 0;
281} 275}
282 276
283int 277int
284move_randomly (object *op) 278move_randomly (object *op)
285{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
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 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
286 int i; 298 int i;
287 299
288 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
289 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
290 { 311 {
291 if (move_object (op, RANDOM () % 8 + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
292 return 1; 376 return 1;
293 } 377
294 return 0; 378 return 0;
295} 379}
296 380
297/* 381/*
298 * Move-monster returns 1 if the object has been freed, otherwise 0. 382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
299 */ 395 */
300 396static void
301int 397monster_check_pickup (object *monster)
302move_monster (object *op)
303{ 398{
304 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
305 object *owner, *enemy, *part, *oph = op;
306 rv_vector rv;
307 400
308 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
309 * Like royal guards in city dwellers inventories.
310 */
311 if (!op->map)
312 return 0;
313
314 /* for target facing, we copy this value here for fast access */
315 if (oph->head) /* force update the head - one arch one pic */
316 oph = oph->head;
317
318 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
319 enemy = op->enemy = NULL;
320 else if ((enemy = find_enemy (op, &rv)))
321 /* we have an enemy, just tell him we want him dead */
322 enemy->attacked_by = op; /* our ptr */
323
324 /* generate hp, if applicable */
325 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
326 { 402 {
327 403 next = tmp->below;
328 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
329 * the regeneration rate on a basis of time instead of
330 * #moves the monster makes. The scaling by 8 is
331 * to capture 8th's of a hp fraction regens
332 * 405 {
333 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
334 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
335 */ 412 */
336 413 if (next && next->destroyed ())
337 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
338 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
339 op->last_heal %= 32;
340
341 /* So if the monster has gained enough HP that they are no longer afraid */
342 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
343 CLEAR_FLAG (op, FLAG_RUN_AWAY);
344
345 if (op->stats.hp > op->stats.maxhp)
346 op->stats.hp = op->stats.maxhp;
347 }
348
349 /* generate sp, if applicable */
350 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
351 {
352
353 /* last_sp is in funny units. Dividing by speed puts
354 * the regeneration rate on a basis of time instead of
355 * #moves the monster makes. The scaling by 8 is
356 * to capture 8th's of a sp fraction regens
357 *
358 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
359 * overflow might produce monsters with negative sp.
360 */
361
362 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
363 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
364 op->last_sp %= 128;
365 }
366
367 /* this should probably get modified by many more values.
368 * (eg, creatures resistance to fear, level, etc. )
369 */
370 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
371 {
372 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
373 }
374
375 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
376 return QUERY_FLAG (op, FLAG_FREED);
377
378 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
379 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
380 {
381 if (!check_wakeup (op, enemy, &rv))
382 return 0; 414 return;
383 }
384
385 /* check if monster pops out of hidden spot */
386 if (op->hide)
387 do_hidden_move (op);
388
389 if (op->pick_up)
390 monster_check_pickup (op);
391
392 if (op->will_apply)
393 monster_apply_below (op); /* Check for items to apply below */
394
395 /* If we don't have an enemy, do special movement or the like */
396 if (!enemy)
397 { 415 }
398 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 416}
399 { 417
400 op->destroy (); 418/*
401 return 1; 419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
402 } 433 {
403 434 case T_HANDLE:
404 /* Probably really a bug for a creature to have both
405 * stand still and a movement type set.
406 */
407 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
408 {
409 if (op->attack_movement & HI4)
410 {
411 switch (op->attack_movement & HI4)
412 {
413 case (PETMOVE):
414 pet_move (op);
415 break;
416
417 case (CIRCLE1):
418 circ1_move (op);
419 break;
420
421 case (CIRCLE2):
422 circ2_move (op);
423 break;
424
425 case (PACEV):
426 pace_movev (op);
427 break;
428
429 case (PACEH):
430 pace_moveh (op);
431 break;
432
433 case (PACEV2):
434 pace2_movev (op);
435 break;
436
437 case (PACEH2):
438 pace2_moveh (op);
439 break;
440
441 case (RANDO):
442 rand_move (op);
443 break;
444
445 case (RANDO2):
446 move_randomly (op);
447 break;
448 }
449 return 0;
450 }
451 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
452 (void) move_randomly (op);
453
454 } /* stand still */
455 return 0;
456 } /* no enemy */
457
458 /* We have an enemy. Block immediately below is for pets */
459 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
460 return follow_owner (op, owner);
461
462 /* doppleganger code to change monster facing to that of the nearest
463 * player. Hmm. The code is here, but no monster in the current
464 * arch set uses it.
465 */
466 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
467 {
468 op->face = enemy->face;
469 op->name = enemy->name;
470 }
471
472 /* Calculate range information for closest body part - this
473 * is used for the 'skill' code, which isn't that smart when
474 * it comes to figuring it out - otherwise, giants throw boulders
475 * into themselves.
476 */
477 get_rangevector (op, enemy, &rv, 0);
478
479 /* Move the check for scared up here - if the monster was scared,
480 * we were not doing any of the logic below, so might as well save
481 * a few cpu cycles.
482 */
483 if (!QUERY_FLAG (op, FLAG_SCARED))
484 {
485 rv_vector rv1;
486
487 /* now we test every part of an object .... this is a real ugly piece of code */
488 for (part = op; part != NULL; part = part->more)
489 {
490 get_rangevector (part, enemy, &rv1, 0x1);
491 dir = rv1.direction;
492
493 /* hm, not sure about this part - in original was a scared flag here too
494 * but that we test above... so can be old code here
495 */
496 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
497 dir = absdir (dir + 4);
498 if (QUERY_FLAG (op, FLAG_CONFUSED))
499 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
500
501 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
502 {
503 if (monster_cast_spell (op, part, enemy, dir, &rv1))
504 return 0;
505 }
506
507 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
508 {
509 if (monster_use_scroll (op, part, enemy, dir, &rv1))
510 return 0;
511 }
512
513 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
514 {
515 if (monster_use_range (op, part, enemy, dir))
516 return 0;
517 }
518 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
519 {
520 if (monster_use_skill (op, rv.part, enemy, rv.direction))
521 return 0;
522 }
523 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
524 {
525 if (monster_use_bow (op, part, enemy, dir))
526 return 0;
527 }
528 } /* for processing of all parts */
529 } /* If not scared */
530
531
532 part = rv.part;
533 dir = rv.direction;
534
535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
536 dir = absdir (dir + 4);
537
538 if (QUERY_FLAG (op, FLAG_CONFUSED))
539 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
540
541 pre_att_dir = dir; /* remember the original direction */
542
543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
544 {
545 switch (op->attack_movement & LO4)
546 {
547 case DISTATT: 435 case TRIGGER:
548 dir = dist_att (dir, op, enemy, part, &rv); 436 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0);
549 break; 438 break;
550 439
551 case RUNATT: 440 case TREASURE:
552 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
553 break; 443 break;
554 444
555 case HITRUN:
556 dir = hitrun_att (dir, op, enemy);
557 break;
558
559 case WAITATT:
560 dir = wait_att (dir, op, enemy, part, &rv);
561 break;
562
563 case RUSH: /* default - monster normally moves towards player */
564 case ALLRUN:
565 break;
566
567 case DISTHIT:
568 dir = disthit_att (dir, op, enemy, part, &rv);
569 break;
570
571 case WAIT2:
572 dir = wait_att2 (dir, op, enemy, part, &rv);
573 break;
574
575 default:
576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
577 }
578 }
579
580 if (!dir)
581 return 0;
582
583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
584 {
585 if (move_object (op, dir)) /* Can the monster move directly toward player? */
586 { 445 }
587 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
588 if ((op->attack_movement & LO4) == DISTATT) 447 break;
589 op->direction = pre_att_dir;
590
591 return 0;
592 }
593
594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
595 {
596
597 /* Try move around corners if !close */
598 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
599
600 for (diff = 1; diff <= maxdiff; diff++)
601 {
602 /* try different detours */
603 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
604
605 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
606 return 0;
607 }
608 }
609 } /* if monster is not standing still */
610
611 /* elmex: Turn our monster after it moved if it has DISTATT attack */
612 if ((op->attack_movement & LO4) == DISTATT)
613 op->direction = pre_att_dir;
614
615 /*
616 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
617 * direction if they can't move away.
618 */
619 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
620 if (move_randomly (op))
621 return 0;
622
623 /*
624 * Try giving the monster a new enemy - the player that is closest
625 * to it. In this way, it won't just keep trying to get to a target
626 * that is inaccessible.
627 * This could be more clever - it should go through a list of several
628 * enemies, as it is now, you could perhaps get situations where there
629 * are two players flanking the monster at close distance, but which
630 * the monster can't get to, and a third one at a far distance that
631 * the monster could get to - as it is, the monster won't look at that
632 * third one.
633 */
634 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
635 { 448 }
636 object *nearest_player = get_nearest_player (op);
637
638 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
639 {
640 op->enemy = NULL;
641 enemy = nearest_player;
642 }
643 }
644
645 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
646 {
647 /* The adjustement to wc that was here before looked totally bogus -
648 * since wc can in fact get negative, that would mean by adding
649 * the current wc, the creature gets better? Instead, just
650 * add a fixed amount - nasty creatures that are runny away should
651 * still be pretty nasty.
652 */
653 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
654 {
655 part->stats.wc += 10;
656 (void) skill_attack (enemy, part, 0, NULL, NULL);
657 part->stats.wc -= 10;
658 }
659 else
660 (void) skill_attack (enemy, part, 0, NULL, NULL);
661 } /* if monster is in attack range */
662
663 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
664 return 1;
665
666 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
667 {
668 op->remove ();
669 op->destroy ();
670 return 1;
671 }
672 return 0;
673}
674
675int
676can_hit (object *ob1, object *ob2, rv_vector * rv)
677{
678 object *more;
679 rv_vector rv1;
680
681 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
682 return 0;
683
684 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
685 return 1;
686
687 /* check all the parts of ob2 - just because we can't get to
688 * its head doesn't mean we don't want to pound its feet
689 */
690 for (more = ob2->more; more != NULL; more = more->more)
691 {
692 get_rangevector (ob1, more, &rv1, 0);
693 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
694 return 1;
695 }
696 return 0;
697
698} 449}
699 450
700/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
701 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
702 * 453 *
710 * 461 *
711 * This could be a lot smarter - if there are few monsters around, 462 * This could be a lot smarter - if there are few monsters around,
712 * then disease might not be as bad. Likewise, if the monster is damaged, 463 * then disease might not be as bad. Likewise, if the monster is damaged,
713 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
714 */ 465 */
715
716static int 466static int
717monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
718{ 468{
719 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
720 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
721 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 471 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
722 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 472 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
723 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 473 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
724 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 474 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
725
726 return 1; 475 return 1;
727 476
728 return 0; 477 return 0;
729} 478}
730 479
480/* Checks if putting on 'item' will make 'who' do more
481 * damage. This is a very simplistic check - also checking things
482 * like speed and ac are also relevant.
483 *
484 * return true if item is a better object.
485 */
486static int
487check_good_weapon (object *who, object *item)
488{
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517}
518
519static int
520check_good_armour (object *who, object *item)
521{
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557}
558
559/*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568/* Sept 96, fixed this so skills will be readied -b.t.*/
569void
570monster_check_apply (object *mon, object *item)
571{
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675}
676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
699 return 0;
700}
701
702static int
703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704{
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714}
715
716static int
717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718{
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723}
724
725static int
726hitrun_att (int dir, object *ob, object *enemy)
727{
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736}
737
738static int
739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740{
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755}
756
757static int
758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759{
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771}
772
773static int
774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775{
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780}
781
782static void
783circ1_move (object *ob)
784{
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792}
793
794static void
795circ2_move (object *ob)
796{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804}
805
806static void
807pace_movev (object *ob)
808{
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816}
817
818static void
819pace_moveh (object *ob)
820{
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828}
829
830static void
831pace2_movev (object *ob)
832{
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844}
845
846static void
847pace2_moveh (object *ob)
848{
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860}
861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
869}
731 870
732#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
733 872
734/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
735 * less than ideal. This code also only seems to deal with 874 * less than ideal. This code also only seems to deal with
738 */ 877 */
739object * 878object *
740monster_choose_random_spell (object *monster) 879monster_choose_random_spell (object *monster)
741{ 880{
742 object *altern[MAX_KNOWN_SPELLS]; 881 object *altern[MAX_KNOWN_SPELLS];
743 object *tmp;
744 int i = 0; 882 int i = 0;
745 883
746 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) 884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
747 if (tmp->type == SPELLBOOK || tmp->type == SPELL) 885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
748 { 886 {
749 /* Check and see if it's actually a useful spell. 887 /* Check and see if it's actually a useful spell.
750 * If its a spellbook, the spell is actually the inventory item. 888 * If its a spellbook, the spell is actually the inventory item.
751 * if it is a spell, then it is just the object itself. 889 * if it is a spell, then it is just the object itself.
752 */ 890 */
753 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) 891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
754 { 892 {
755 altern[i++] = tmp; 893 altern [i++] = tmp;
894
756 if (i == MAX_KNOWN_SPELLS) 895 if (i == MAX_KNOWN_SPELLS)
757 break; 896 break;
758 } 897 }
759 } 898 }
760 if (!i) 899
761 return NULL; 900 return i ? altern [rndm (i)] : 0;
762 return altern[RANDOM () % i];
763} 901}
764 902
765/* This checks to see if the monster should cast a spell/ability. 903/* This checks to see if the monster should cast a spell/ability.
766 * it returns true if the monster casts a spell, 0 if he doesn't. 904 * it returns true if the monster casts a spell, 0 if he doesn't.
767 * head is the head of the monster. 905 * head is the head of the monster.
768 * part is the part of the monster we are checking against. 906 * part is the part of the monster we are checking against.
769 * pl is the target. 907 * pl is the target.
770 * dir is the direction to case. 908 * dir is the direction to case.
771 * rv is the vector which describes where the enemy is. 909 * rv is the vector which describes where the enemy is.
772 */ 910 */
773
774int 911int
775monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) 912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
776{ 913{
777 object *spell_item; 914 object *spell_item;
778 object *owner; 915 object *owner;
789 926
790 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
791 { 928 {
792 get_rangevector (head, owner, &rv1, 0x1); 929 get_rangevector (head, owner, &rv1, 0x1);
793 if (dirdiff (dir, rv1.direction) < 2) 930 if (dirdiff (dir, rv1.direction) < 2)
794 {
795 return 0; /* Might hit owner with spell */ 931 return 0; /* Might hit owner with spell */
796 }
797 } 932 }
798 933
799 if (QUERY_FLAG (head, FLAG_CONFUSED)) 934 if (QUERY_FLAG (head, FLAG_CONFUSED))
800 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
801 936
802 /* If the monster hasn't already chosen a spell, choose one 937 /* If the monster hasn't already chosen a spell, choose one
803 * I'm not sure if it really make sense to pre-select spells (events 938 * I'm not sure if it really make sense to pre-select spells (events
804 * could be different by the time the monster goes again). 939 * could be different by the time the monster goes again).
805 */ 940 */
809 { 944 {
810 LOG (llevMonster, "Turned off spells in %s\n", &head->name); 945 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
811 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ 946 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
812 return 0; 947 return 0;
813 } 948 }
949
814 if (spell_item->type == SPELLBOOK) 950 if (spell_item->type == SPELLBOOK)
815 { 951 {
816 if (!spell_item->inv) 952 if (!spell_item->inv)
817 { 953 {
818 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);
819 return 0; 955 return 0;
820 } 956 }
957
821 spell_item = spell_item->inv; 958 spell_item = spell_item->inv;
822 } 959 }
823 } 960 }
824 else 961 else
825 spell_item = head->spellitem; 962 spell_item = head->spellitem;
844 /* 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 */
845 head->spellitem = NULL; 982 head->spellitem = NULL;
846 983
847 return cast_spell (part, part, dir, spell_item, NULL); 984 return cast_spell (part, part, dir, spell_item, NULL);
848} 985}
849
850 986
851int 987int
852monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) 988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
853{ 989{
854 object *scroll; 990 object *scroll;
872 return 0; /* Might hit owner with spell */ 1008 return 0; /* Might hit owner with spell */
873 } 1009 }
874 } 1010 }
875 1011
876 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1012 if (QUERY_FLAG (head, FLAG_CONFUSED))
877 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
878 1014
879 for (scroll = head->inv; scroll; scroll = scroll->below) 1015 for (scroll = head->inv; scroll; scroll = scroll->below)
880 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) 1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
881 break; 1017 break;
882 1018
904 * 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.
905 * 1041 *
906 * At the moment this is only useful for throwing, perhaps for 1042 * At the moment this is only useful for throwing, perhaps for
907 * 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
908 */ 1044 */
909
910int 1045int
911monster_use_skill (object *head, object *part, object *pl, int dir) 1046monster_use_skill (object *head, object *part, object *pl, int dir)
912{ 1047{
913 object *skill, *owner; 1048 object *skill, *owner;
914 1049
920 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
921 1056
922 if (dirdiff (dir, dir2) < 1) 1057 if (dirdiff (dir, dir2) < 1)
923 return 0; /* Might hit owner with skill -thrown rocks for example ? */ 1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
924 } 1059 }
1060
925 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1061 if (QUERY_FLAG (head, FLAG_CONFUSED))
926 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
927 1063
928 /* skill selection - monster will use the next unused skill. 1064 /* skill selection - monster will use the next unused skill.
929 * well...the following scenario will allow the monster to 1065 * well...the following scenario will allow the monster to
930 * toggle between 2 skills. One day it would be nice to make 1066 * toggle between 2 skills. One day it would be nice to make
931 * more skills available to monsters. 1067 * more skills available to monsters.
932 */ 1068 */
933
934 for (skill = head->inv; skill != NULL; skill = skill->below) 1069 for (skill = head->inv; skill; skill = skill->below)
935 if (skill->type == SKILL && skill != head->chosen_skill) 1070 if (skill->type == SKILL && skill != head->chosen_skill)
936 { 1071 {
937 head->chosen_skill = skill; 1072 head->chosen_skill = skill;
938 break; 1073 break;
939 } 1074 }
942 { 1077 {
943 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); 1078 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
944 CLEAR_FLAG (head, FLAG_READY_SKILL); 1079 CLEAR_FLAG (head, FLAG_READY_SKILL);
945 return 0; 1080 return 0;
946 } 1081 }
1082
947 /* use skill */ 1083 /* use skill */
948 return do_skill (head, part, head->chosen_skill, dir, NULL); 1084 return do_skill (head, part, head->chosen_skill, dir, NULL);
949} 1085}
950 1086
951/* Monster will use a ranged spell attack. */ 1087/* Monster will use a ranged spell attack. */
952
953int 1088int
954monster_use_range (object *head, object *part, object *pl, int dir) 1089monster_use_range (object *head, object *part, object *pl, int dir)
955{ 1090{
956 object *wand, *owner; 1091 object *wand, *owner;
957 int at_least_one = 0; 1092 int at_least_one = 0;
964 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
965 1100
966 if (dirdiff (dir, dir2) < 2) 1101 if (dirdiff (dir, dir2) < 2)
967 return 0; /* Might hit owner with spell */ 1102 return 0; /* Might hit owner with spell */
968 } 1103 }
1104
969 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1105 if (QUERY_FLAG (head, FLAG_CONFUSED))
970 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
971 1107
972 for (wand = head->inv; wand != NULL; wand = wand->below) 1108 for (wand = head->inv; wand; wand = wand->below)
973 { 1109 {
974 if (wand->type == WAND) 1110 if (wand->type == WAND)
975 { 1111 {
976 /* Found a wand, let's see if it has charges left */ 1112 /* Found a wand, let's see if it has charges left */
977 at_least_one = 1; 1113 at_least_one = 1;
983 if (!(--wand->stats.food)) 1119 if (!(--wand->stats.food))
984 { 1120 {
985 if (wand->arch) 1121 if (wand->arch)
986 { 1122 {
987 CLEAR_FLAG (wand, FLAG_ANIMATE); 1123 CLEAR_FLAG (wand, FLAG_ANIMATE);
988 wand->face = wand->arch->clone.face; 1124 wand->face = wand->arch->face;
989 wand->set_speed (0); 1125 wand->set_speed (0);
990 } 1126 }
991 } 1127 }
992 /* Success */ 1128 /* Success */
993 return 1; 1129 return 1;
1012 } 1148 }
1013 1149
1014 if (at_least_one) 1150 if (at_least_one)
1015 return 0; 1151 return 0;
1016 1152
1017 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); 1153 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1018 CLEAR_FLAG (head, FLAG_READY_RANGE); 1154 CLEAR_FLAG (head, FLAG_READY_RANGE);
1019 return 0; 1155 return 0;
1020} 1156}
1021 1157
1022int 1158int
1024{ 1160{
1025 object *owner; 1161 object *owner;
1026 1162
1027 if (!(dir = path_to_player (part, pl, 0))) 1163 if (!(dir = path_to_player (part, pl, 0)))
1028 return 0; 1164 return 0;
1165
1029 if (QUERY_FLAG (head, FLAG_CONFUSED)) 1166 if (QUERY_FLAG (head, FLAG_CONFUSED))
1030 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 1167 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1031 1168
1032 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) 1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1033 { 1170 {
1034 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); 1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1035 1172
1040 /* in server/player.c */ 1177 /* in server/player.c */
1041 return fire_bow (head, part, NULL, dir, 0, part->x, part->y); 1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1042 1179
1043} 1180}
1044 1181
1045/* Checks if putting on 'item' will make 'who' do more
1046 * damage. This is a very simplistic check - also checking things
1047 * like speed and ac are also relevant.
1048 *
1049 * return true if item is a better object.
1050 */
1051
1052int
1053check_good_weapon (object *who, object *item)
1054{
1055 object *other_weap;
1056 int val = 0, i;
1057
1058 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1059 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1060 break;
1061
1062 if (other_weap == NULL) /* No other weapons */
1063 return 1;
1064
1065 /* Rather than go through and apply the new one, and see if it is
1066 * better, just do some simple checks
1067 * Put some multipliers for things that hvae several effects,
1068 * eg, magic affects both damage and wc, so it has more weight
1069 */
1070
1071 val = item->stats.dam - other_weap->stats.dam;
1072 val += (item->magic - other_weap->magic) * 3;
1073 /* Monsters don't really get benefits from things like regen rates
1074 * from items. But the bonus for their stats are very important.
1075 */
1076 for (i = 0; i < NUM_STATS; i++)
1077 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1078
1079 if (val > 0)
1080 return 1;
1081 else
1082 return 0;
1083
1084}
1085
1086int
1087check_good_armour (object *who, object *item)
1088{
1089 object *other_armour;
1090 int val = 0, i;
1091
1092 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1093 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1094 break;
1095
1096 if (other_armour == NULL) /* No other armour, use the new */
1097 return 1;
1098
1099 /* Like above function , see which is better */
1100 val = item->stats.ac - other_armour->stats.ac;
1101 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1102 val += (item->magic - other_armour->magic) * 3;
1103
1104 /* for the other protections, do weigh them very much in the equation -
1105 * it is the armor protection which is most important, because there is
1106 * no good way to know what the player may attack the monster with.
1107 * So if the new item has better protection than the old, give that higher
1108 * value. If the reverse, then decrease the value of this item some.
1109 */
1110 for (i = 1; i < NROFATTACKS; i++)
1111 {
1112 if (item->resist[i] > other_armour->resist[i])
1113 val++;
1114 else if (item->resist[i] < other_armour->resist[i])
1115 val--;
1116 }
1117
1118 /* Very few armours have stats, so not much need to worry about those. */
1119
1120 if (val > 0)
1121 return 1;
1122 else
1123 return 0;
1124
1125}
1126
1127/*
1128 * monster_check_pickup(): checks for items that monster can pick up.
1129 *
1130 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1131 * Each time the blob passes over some treasure, it will
1132 * grab it a.s.a.p.
1133 *
1134 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1135 * to handle this.
1136 *
1137 * This function was seen be continueing looping at one point (tmp->below
1138 * became a recursive loop. It may be better to call monster_check_apply
1139 * after we pick everything up, since that function may call others which
1140 * affect stacking on this space.
1141 */
1142
1143void
1144monster_check_pickup (object *monster)
1145{
1146 object *tmp, *next;
1147
1148 for (tmp = monster->below; tmp != NULL; tmp = next)
1149 {
1150 next = tmp->below;
1151 if (monster_can_pick (monster, tmp))
1152 {
1153 tmp->remove ();
1154 tmp = insert_ob_in_ob (tmp, monster);
1155 (void) monster_check_apply (monster, tmp);
1156 }
1157 /* We could try to re-establish the cycling, of the space, but probably
1158 * not a big deal to just bail out.
1159 */
1160 if (next && next->destroyed ())
1161 return;
1162 }
1163}
1164
1165/*
1166 * monster_can_pick(): If the monster is interested in picking up
1167 * the item, then return 0. Otherwise 0.
1168 * Instead of pick_up, flags for "greed", etc, should be used.
1169 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1170 */
1171
1172int
1173monster_can_pick (object *monster, object *item)
1174{
1175 int flag = 0;
1176 int i;
1177
1178 if (!can_pick (monster, item))
1179 return 0;
1180
1181 if (QUERY_FLAG (item, FLAG_UNPAID))
1182 return 0;
1183
1184 if (monster->pick_up & 64) /* All */
1185 flag = 1;
1186
1187 else
1188 switch (item->type)
1189 {
1190 case MONEY:
1191 case GEM:
1192 flag = monster->pick_up & 2;
1193 break;
1194
1195 case FOOD:
1196 flag = monster->pick_up & 4;
1197 break;
1198
1199 case WEAPON:
1200 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1201 break;
1202
1203 case ARMOUR:
1204 case SHIELD:
1205 case HELMET:
1206 case BOOTS:
1207 case GLOVES:
1208 case GIRDLE:
1209 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1210 break;
1211
1212 case SKILL:
1213 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1214 break;
1215
1216 case RING:
1217 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1218 break;
1219
1220 case WAND:
1221 case HORN:
1222 case ROD:
1223 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1224 break;
1225
1226 case SPELLBOOK:
1227 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1228 break;
1229
1230 case SCROLL:
1231 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1232 break;
1233
1234 case BOW:
1235 case ARROW:
1236 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1237 break;
1238 }
1239 /* Simplistic check - if the monster has a location to equip it, he will
1240 * pick it up. Note that this doesn't handle cases where an item may
1241 * use several locations.
1242 */
1243 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1244 {
1245 if (monster->body_info[i] && item->body_info[i])
1246 {
1247 flag = 1;
1248 break;
1249 }
1250 }
1251
1252 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1253 return 1;
1254 return 0;
1255}
1256
1257/*
1258 * monster_apply_below():
1259 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1260 * eager to apply things, encounters something apply-able,
1261 * then make him apply it
1262 */
1263
1264void
1265monster_apply_below (object *monster)
1266{
1267 object *tmp, *next;
1268
1269 for (tmp = monster->below; tmp != NULL; tmp = next)
1270 {
1271 next = tmp->below;
1272 switch (tmp->type)
1273 {
1274 case CF_HANDLE:
1275 case TRIGGER:
1276 if (monster->will_apply & 1)
1277 manual_apply (monster, tmp, 0);
1278 break;
1279
1280 case TREASURE:
1281 if (monster->will_apply & 2)
1282 manual_apply (monster, tmp, 0);
1283 break;
1284
1285 }
1286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1287 break;
1288 }
1289}
1290
1291/*
1292 * monster_check_apply() is meant to be called after an item is
1293 * inserted in a monster.
1294 * If an item becomes outdated (monster found a better item),
1295 * a pointer to that object is returned, so it can be dropped.
1296 * (so that other monsters can pick it up and use it)
1297 * Note that as things are now, monsters never drop something -
1298 * they can pick up all that they can use.
1299 */
1300
1301/* Sept 96, fixed this so skills will be readied -b.t.*/
1302
1303void
1304monster_check_apply (object *mon, object *item)
1305{
1306
1307 int flag = 0;
1308
1309 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1310 {
1311 SET_FLAG (mon, FLAG_CAST_SPELL);
1312 return;
1313 }
1314
1315 /* If for some reason, this item is already applied, no more work to do */
1316 if (QUERY_FLAG (item, FLAG_APPLIED))
1317 return;
1318
1319 /* Might be better not to do this - if the monster can fire a bow,
1320 * it is possible in his wanderings, he will find one to use. In
1321 * which case, it would be nice to have ammo for it.
1322 */
1323 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1324 {
1325 /* Check for the right kind of bow */
1326 object *bow;
1327
1328 for (bow = mon->inv; bow != NULL; bow = bow->below)
1329 if (bow->type == BOW && bow->race == item->race)
1330 {
1331 SET_FLAG (mon, FLAG_READY_BOW);
1332 LOG (llevMonster, "Found correct bow for arrows.\n");
1333 return; /* nothing more to do for arrows */
1334 }
1335 }
1336
1337 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1338 flag = 1;
1339 /* Eating food gets hp back */
1340 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1341 flag = 1;
1342 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1343 {
1344 if (!item->inv)
1345 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1346 else if (monster_should_cast_spell (mon, item->inv))
1347 SET_FLAG (mon, FLAG_READY_SCROLL);
1348 /* Don't use it right now */
1349 return;
1350 }
1351 else if (item->type == WEAPON)
1352 flag = check_good_weapon (mon, item);
1353 else if (item->is_armor ())
1354 flag = check_good_armour (mon, item);
1355 /* Should do something more, like make sure this is a better item */
1356 else if (item->type == RING)
1357 flag = 1;
1358 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1359 {
1360 /* We never really 'ready' the wand/rod/horn, because that would mean the
1361 * weapon would get undone.
1362 */
1363 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1364 {
1365 SET_FLAG (mon, FLAG_READY_RANGE);
1366 SET_FLAG (item, FLAG_APPLIED);
1367 }
1368 return;
1369 }
1370 else if (item->type == BOW)
1371 {
1372 /* We never really 'ready' the bow, because that would mean the
1373 * weapon would get undone.
1374 */
1375 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1376 SET_FLAG (mon, FLAG_READY_BOW);
1377 return;
1378 }
1379 else if (item->type == SKILL)
1380 {
1381 /*
1382 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1383 * else they can't use the skill...
1384 * Skills also don't need to get applied, so return now.
1385 */
1386 SET_FLAG (mon, FLAG_READY_SKILL);
1387 return;
1388 }
1389
1390
1391 /* if we don't match one of the above types, return now.
1392 * can_apply_object will say that we can apply things like flesh,
1393 * bolts, and whatever else, because it only checks against the
1394 * body_info locations.
1395 */
1396 if (!flag)
1397 return;
1398
1399 /* Check to see if the monster can use this item. If not, no need
1400 * to do further processing. Note that can_apply_object already checks
1401 * for the CAN_USE flags.
1402 */
1403 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1404 return;
1405
1406 /* should only be applying this item, not unapplying it.
1407 * also, ignore status of curse so they can take off old armour.
1408 * monsters have some advantages after all.
1409 */
1410 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1411
1412 return;
1413}
1414
1415void 1182void
1416npc_call_help (object *op) 1183npc_call_help (object *op)
1417{ 1184{
1418 int x, y, mflags; 1185 unordered_mapwalk (op, -7, -7, 7, 7)
1419 object *npc;
1420 sint16 sx, sy;
1421 maptile *m;
1422
1423 for (x = -3; x < 4; x++)
1424 for (y = -3; y < 4; y++)
1425 { 1186 {
1426 m = op->map; 1187 mapspace &ms = m->at (nx, ny);
1427 sx = op->x + x; 1188
1428 sy = op->y + y;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 /* If nothing alive on this space, no need to search the space. */ 1189 /* If nothing alive on this space, no need to search the space. */
1431 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1190 if (!(ms.flags () & P_IS_ALIVE))
1432 continue; 1191 continue;
1433 1192
1434 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1435 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1436 npc->enemy = op->enemy; 1195 npc->enemy = op->enemy;
1437 } 1196 }
1438}
1439
1440
1441int
1442dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1443{
1444
1445 if (can_hit (part, enemy, rv))
1446 return dir;
1447 if (rv->distance < 10)
1448 return absdir (dir + 4);
1449 else if (rv->distance > 18)
1450 return dir;
1451 return 0;
1452}
1453
1454int
1455run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1456{
1457
1458 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1459 {
1460 ob->move_status++;
1461 return (dir);
1462 }
1463 else if (ob->move_status > 20)
1464 ob->move_status = 0;
1465 return absdir (dir + 4);
1466}
1467
1468int
1469hitrun_att (int dir, object *ob, object *enemy)
1470{
1471 if (ob->move_status++ < 25)
1472 return dir;
1473 else if (ob->move_status < 50)
1474 return absdir (dir + 4);
1475 else
1476 ob->move_status = 0;
1477 return absdir (dir + 4);
1478}
1479
1480int
1481wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{
1483
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495 ob->move_status = 0;
1496 return 0;
1497}
1498
1499int
1500disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1501{
1502
1503 /* The logic below here looked plain wrong before. Basically, what should
1504 * happen is that if the creatures hp percentage falls below run_away,
1505 * the creature should run away (dir+4)
1506 * I think its wrong for a creature to have a zero maxhp value, but
1507 * at least one map has this set, and whatever the map contains, the
1508 * server should try to be resilant enough to avoid the problem
1509 */
1510 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1511 return absdir (dir + 4);
1512 return dist_att (dir, ob, enemy, part, rv);
1513}
1514
1515int
1516wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1517{
1518 if (rv->distance < 9)
1519 return absdir (dir + 4);
1520 return 0;
1521}
1522
1523void
1524circ1_move (object *ob)
1525{
1526 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1527 if (++ob->move_status > 11)
1528 ob->move_status = 0;
1529 if (!(move_object (ob, circle[ob->move_status])))
1530 (void) move_object (ob, RANDOM () % 8 + 1);
1531}
1532
1533void
1534circ2_move (object *ob)
1535{
1536 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1537 if (++ob->move_status > 19)
1538 ob->move_status = 0;
1539 if (!(move_object (ob, circle[ob->move_status])))
1540 (void) move_object (ob, RANDOM () % 8 + 1);
1541}
1542
1543void
1544pace_movev (object *ob)
1545{
1546 if (ob->move_status++ > 6)
1547 ob->move_status = 0;
1548 if (ob->move_status < 4)
1549 (void) move_object (ob, 5);
1550 else
1551 (void) move_object (ob, 1);
1552}
1553
1554void
1555pace_moveh (object *ob)
1556{
1557 if (ob->move_status++ > 6)
1558 ob->move_status = 0;
1559 if (ob->move_status < 4)
1560 (void) move_object (ob, 3);
1561 else
1562 (void) move_object (ob, 7);
1563}
1564
1565void
1566pace2_movev (object *ob)
1567{
1568 if (ob->move_status++ > 16)
1569 ob->move_status = 0;
1570 if (ob->move_status < 6)
1571 (void) move_object (ob, 5);
1572 else if (ob->move_status < 8)
1573 return;
1574 else if (ob->move_status < 13)
1575 (void) move_object (ob, 1);
1576 else
1577 return;
1578}
1579
1580void
1581pace2_moveh (object *ob)
1582{
1583 if (ob->move_status++ > 16)
1584 ob->move_status = 0;
1585 if (ob->move_status < 6)
1586 (void) move_object (ob, 3);
1587 else if (ob->move_status < 8)
1588 return;
1589 else if (ob->move_status < 13)
1590 (void) move_object (ob, 7);
1591 else
1592 return;
1593}
1594
1595void
1596rand_move (object *ob)
1597{
1598 int i;
1599
1600 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1601 for (i = 0; i < 5; i++)
1602 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1603 return;
1604} 1197}
1605 1198
1606void 1199void
1607check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1608{ 1201{
1609 object *tmp;
1610
1611 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1202 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1612 {
1613 if (tmp->type == EARTHWALL) 1203 if (tmp->type == EARTHWALL)
1614 { 1204 {
1615 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1205 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1616 return; 1206 return;
1617 } 1207 }
1618 }
1619} 1208}
1620 1209
1621void 1210void
1622check_doors (object *op, maptile *m, int x, int y) 1211check_doors (object *op, maptile *m, int x, int y)
1623{ 1212{
1624 object *tmp;
1625
1626 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1213 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1627 {
1628 if (tmp->type == DOOR) 1214 if (tmp->type == DOOR)
1629 { 1215 {
1630 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1216 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1631 return; 1217 return;
1632 } 1218 }
1633 }
1634} 1219}
1635 1220
1636/* find_mon_throw_ob() - modeled on find_throw_ob 1221/* find_mon_throw_ob() - modeled on find_throw_ob
1637 * This is probably overly simplistic as it is now - We want 1222 * This is probably overly simplistic as it is now - We want
1638 * monsters to throw things like chairs and other pieces of 1223 * monsters to throw things like chairs and other pieces of
1639 * furniture, even if they are not good throwable objects. 1224 * furniture, even if they are not good throwable objects.
1640 * Probably better to have the monster throw a throwable object 1225 * Probably better to have the monster throw a throwable object
1641 * first, then throw any non equipped weapon. 1226 * first, then throw any non equipped weapon.
1642 */ 1227 */
1643
1644object * 1228object *
1645find_mon_throw_ob (object *op) 1229find_mon_throw_ob (object *op)
1646{ 1230{
1647 object *tmp = NULL; 1231 object *tmp = NULL;
1648 1232
1652 tmp = op; 1236 tmp = op;
1653 1237
1654 /* New throw code: look through the inventory. Grap the first legal is_thrown 1238 /* New throw code: look through the inventory. Grap the first legal is_thrown
1655 * marked item and throw it to the enemy. 1239 * marked item and throw it to the enemy.
1656 */ 1240 */
1657
1658 for (tmp = op->inv; tmp; tmp = tmp->below) 1241 for (tmp = op->inv; tmp; tmp = tmp->below)
1659 { 1242 {
1660
1661 /* Can't throw invisible objects or items that are applied */ 1243 /* Can't throw invisible objects or items that are applied */
1662 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1244 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1663 continue; 1245 continue;
1664 1246
1665 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1247 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1670#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1253 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1672#endif 1254#endif
1673 1255
1674 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486//-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532//+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1675} 1671}
1676 1672
1677/* determine if we can 'detect' the enemy. Check for walls blocking the 1673/* determine if we can 'detect' the enemy. Check for walls blocking the
1678 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1674 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1679 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1675 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1681 * properly. I also so odd code in place that checked for x distance 1677 * properly. I also so odd code in place that checked for x distance
1682 * OR y distance being within some range - that seemed wrong - both should 1678 * OR y distance being within some range - that seemed wrong - both should
1683 * be within the valid range. MSW 2001-08-05 1679 * be within the valid range. MSW 2001-08-05
1684 * Returns 0 if enemy can not be detected, 1 if it is detected 1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1685 */ 1681 */
1686
1687int 1682int
1688can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1689{ 1684{
1690 int radius = MIN_MON_RADIUS, hide_discovery;
1691
1692 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1693 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1694 return 0; 1687 return 0;
1695 1688
1696 /* If the monster (op) has no way to get to the enemy, do nothing */ 1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1698 return 0; 1691 return 0;
1699 1692
1700 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1701 1694
1702 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1703 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1704 return 0; 1697 return 0;
1705 1698
1706 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1707 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1708 return 1; 1701 return 1;
1709 1702
1710 /* The rest of this is for monsters. Players are on their own for 1703 /* The rest of this is for monsters. Players are on their own for
1711 * finding enemies! 1704 * finding enemies!
1712 */ 1705 */
1713 if (op->type == PLAYER) 1706 if (op->is_player ())
1714 return 0; 1707 return 0;
1715 1708
1716 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1717 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1718 */ 1711 */
1719 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1720 return 0; 1713 return 0;
1721 1714
1715 int radius = MIN_MON_RADIUS;
1716
1722 /* use this for invis also */ 1717 /* use this for invis also */
1723 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1724 1719
1725 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1726 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1727 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1728 else 1723 else
1729 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1730 object *sk_hide;
1731 int bonus = (op->level / 2) + (op->stats.Int / 5); 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1732 1726
1733 if (enemy->type == PLAYER) 1727 if (enemy->is_player ())
1734 { 1728 {
1735 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1736 bonus -= sk_hide->level; 1730 bonus -= sk_hide->level;
1737 else 1731 else
1738 { 1732 {
1739 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1733 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1740 make_visible (enemy); 1734 make_visible (enemy);
1749 } /* else creature has modifiers for hiding */ 1743 } /* else creature has modifiers for hiding */
1750 1744
1751 /* Radii stealth adjustment. Only if you are stealthy 1745 /* Radii stealth adjustment. Only if you are stealthy
1752 * will you be able to sneak up closer to creatures */ 1746 * will you be able to sneak up closer to creatures */
1753 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1747 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1754 radius = radius / 2, hide_discovery = hide_discovery / 3; 1748 {
1749 radius /= 2;
1750 hide_discovery /= 3;
1751 }
1755 1752
1756 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1757 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1758 { 1755 {
1759 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1760 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1761 */ 1758 */
1762 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1763 radius += op->map->darkness / 2; 1760 radius += op->map->darklevel () / 2;
1764 else 1761 else
1765 radius -= op->map->darkness / 2; 1762 radius -= op->map->darklevel () / 2;
1766 1763
1767 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1768 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1769 */ 1766 */
1770 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1771 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1772 } /* if on dark map */ 1769 } /* if on dark map */
1773 1770
1774 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1775 * radii, we only need to worry here about things the player can 1772 * radii, we only need to worry here about things the player can
1777 * may have for their map - in that way, creatures at the edge will 1774 * may have for their map - in that way, creatures at the edge will
1778 * do something. Note that the distance field in the 1775 * do something. Note that the distance field in the
1779 * vector is real distance, so in theory this should be 18 to 1776 * vector is real distance, so in theory this should be 18 to
1780 * find that. 1777 * find that.
1781 */ 1778 */
1782 if (radius > 13) 1779 // note that the above reasoning was utter bullshit even at the time it was written
1783 radius = 13; 1780 // we use 25, lets see if we have the cpu time for it
1781 radius = min (25, radius);
1784 1782
1785 /* Enemy in range! Now test for detection */ 1783 /* Enemy in range! Now test for detection */
1786 if ((int) rv->distance <= radius) 1784 if (rv->distance <= radius)
1787 { 1785 {
1788 /* ah, we are within range, detected? take cases */ 1786 /* ah, we are within range, detected? take cases */
1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1787 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1790 return 1; 1788 return 1;
1791 1789
1792 /* hidden or low-quality invisible */ 1790 /* hidden or low-quality invisible */
1793 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) 1791 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1794 { 1792 {
1795 make_visible (enemy); 1793 make_visible (enemy);
1794
1796 /* inform players of new status */ 1795 /* inform players of new status */
1797 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1796 if (enemy->type == PLAYER && player_can_view (enemy, op))
1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1798
1799 return 1; /* detected enemy */ 1799 return 1; /* detected enemy */
1800 } 1800 }
1801 else if (enemy->invisible) 1801 else if (enemy->invisible)
1802 { 1802 {
1803 /* Change this around - instead of negating the invisible, just 1803 /* Change this around - instead of negating the invisible, just
1804 * return true so that the mosnter that managed to detect you can 1804 * return true so that the monster that managed to detect you can
1805 * do something to you. Decreasing the duration of invisible 1805 * do something to you. Decreasing the duration of invisible
1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1807 * can then basically negate the spell. The spell isn't negated - 1807 * can then basically negate the spell. The spell isn't negated -
1808 * they just know where you are! 1808 * they just know where you are!
1809 */ 1809 */
1810 if ((RANDOM () % 50) <= hide_discovery) 1810 if (rndm (50) <= hide_discovery)
1811 { 1811 {
1812 if (enemy->type == PLAYER) 1812 if (enemy->type == PLAYER)
1813 {
1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1813 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1815 } 1814
1816 return 1; 1815 return 1;
1817 } 1816 }
1818 } 1817 }
1819 } /* within range */ 1818 } /* within range */
1820 1819
1821 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1822 return 0; 1821 return 0;
1823} 1822}
1824 1823
1825/* determine if op stands in a lighted square. This is not a very 1824/* determine if op stands in a lighted square. This is not a very
1826 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1827 * is possible for a bright light to illuminate a player on the 1826 * is possible for a bright light to illuminate a player on the
1828 * other side of a wall (!). 1827 * other side of a wall (!).
1829 */ 1828 */
1830
1831int 1829int
1832stand_in_light (object *op) 1830stand_in_light (object *op)
1833{ 1831{
1834 sint16 nx, ny;
1835 maptile *m;
1836
1837
1838 if (!op) 1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1839 return 0; 1835 return 0;
1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1840 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1841 return 1; 1841 return 1;
1842 1842
1843 if (op->map) 1843 if (op->map)
1844 { 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 int x, y, x1, y1; 1845 {
1846
1847
1848
1849 /* Check the spaces with the max light radius to see if any of them 1846 /* Check the spaces with the max light radius to see if any of them
1850 * have lights, and if any of them light the player enough, then return 1. 1847 * have lights, and if any of them light the player enough, then return 1.
1851 */
1852 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1853 {
1854 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1855 { 1848 */
1856 m = op->map; 1849 int light = m->at (nx, ny).light;
1857 nx = x;
1858 ny = y;
1859 1850
1860 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1861 continue;
1862
1863 x1 = abs (x - op->x) * abs (x - op->x);
1864 y1 = abs (y - op->y) * abs (y - op->y);
1865 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1866 return 1; 1852 return 1;
1867 } 1853 }
1868 }
1869 } 1854 }
1855
1870 return 0; 1856 return 0;
1871} 1857}
1872
1873 1858
1874/* assuming no walls/barriers, lets check to see if its *possible* 1859/* assuming no walls/barriers, lets check to see if its *possible*
1875 * to see an enemy. Note, "detection" is different from "seeing". 1860 * to see an enemy. Note, "detection" is different from "seeing".
1876 * See can_detect_enemy() for more details. -b.t. 1861 * See can_detect_enemy() for more details. -b.t.
1877 * return 0 if can't be seen, 1 if can be 1862 * return 0 if can't be seen, 1 if can be
1878 */ 1863 */
1879
1880int 1864int
1881can_see_enemy (object *op, object *enemy) 1865can_see_enemy (object *op, object *enemy)
1882{ 1866{
1883 object *looker = op->head ? op->head : op; 1867 object *looker = op->head ? op->head : op;
1884 1868
1898 { 1882 {
1899 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1900 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1901 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1902 1886
1903 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1904 { 1888 {
1905 if (enemy->hide) 1889 if (enemy->flag [FLAG_HIDDEN])
1906 { 1890 {
1907 make_visible (enemy); 1891 make_visible (enemy);
1908 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1909 } 1893 }
1894
1910 return 1; 1895 return 1;
1911 } 1896 }
1912 else if (enemy->hide) 1897 else if (enemy->flag [FLAG_HIDDEN])
1913 return 0; 1898 return 0;
1914 1899
1915 /* Invisible enemy. Break apart the check for invis undead/invis looker 1900 /* Invisible enemy. Break apart the check for invis undead/invis looker
1916 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1917 * and making it a conditional makes the code pretty ugly. 1902 * and making it a conditional makes the code pretty ugly.
1918 */ 1903 */
1919 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1920 {
1921 if (makes_invisible_to (enemy, looker)) 1905 if (makes_invisible_to (enemy, looker))
1922 return 0; 1906 return 0;
1923 }
1924 } 1907 }
1925 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1926 if (player_can_view (looker, enemy)) 1909 if (player_can_view (looker, enemy))
1927 return 1; 1910 return 1;
1928 1911
1929 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1930 * unless they carry a light or stand in light. Darkness doesnt 1913 * unless they carry a light or stand in light. Darkness doesnt
1933 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1934 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1935 * enemy is on a bright map and the looker on a dark - in that 1918 * enemy is on a bright map and the looker on a dark - in that
1936 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1937 */ 1920 */
1938 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1939 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1940 return 0; 1923 return 0;
1941 1924
1942 return 1; 1925 return 1;
1943} 1926}
1927
1928//-GPL

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