… | |
… | |
3 | * |
3 | * |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * (at your option) any later version. |
11 | * option) any later version. |
12 | * |
12 | * |
13 | * This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | * and the GNU General Public License along with this program. If not, see |
|
|
20 | * <http://www.gnu.org/licenses/>. |
20 | * |
21 | * |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #include <sproto.h> |
28 | #include <sproto.h> |
26 | #include <spells.h> |
29 | #include <spells.h> |
27 | #include <skills.h> |
30 | #include <skills.h> |
… | |
… | |
35 | * set to sane values. |
38 | * set to sane values. |
36 | */ |
39 | */ |
37 | object * |
40 | object * |
38 | check_enemy (object *npc, rv_vector * rv) |
41 | check_enemy (object *npc, rv_vector * rv) |
39 | { |
42 | { |
40 | |
|
|
41 | /* 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 |
42 | * 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, |
43 | * which CAN attack the owner. */ |
45 | * which CAN attack the owner. */ |
44 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | if ((npc->attack_movement & HI4) == PETMOVE) |
45 | { |
47 | { |
… | |
… | |
47 | npc->enemy = NULL; |
49 | npc->enemy = NULL; |
48 | else if (npc->enemy == NULL) |
50 | else if (npc->enemy == NULL) |
49 | npc->enemy = npc->owner->enemy; |
51 | npc->enemy = npc->owner->enemy; |
50 | } |
52 | } |
51 | |
53 | |
52 | /* periodically, a monster mayu change its target. Also, if the object |
54 | /* periodically, a monster may change its target. Also, if the object |
53 | * has been destroyed, etc, clear the enemy. |
55 | * has been destroyed, etc, clear the enemy. |
54 | * 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 |
55 | * attacked monsters to leave the attacker alone, before it is destroyed |
57 | * attacked monsters to leave the attacker alone, before it is destroyed |
56 | */ |
58 | */ |
57 | /* 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 |
58 | * 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 |
59 | * again then but perhaps get attack on and on |
61 | * again then but perhaps get attack on and on |
60 | * 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 |
61 | * too. */ |
63 | * too. */ |
62 | |
64 | |
… | |
… | |
66 | * the grouping checks are. Code is the same. |
68 | * the grouping checks are. Code is the same. |
67 | */ |
69 | */ |
68 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
70 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
69 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
71 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
70 | !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)) |
71 | npc->enemy = NULL; |
73 | npc->enemy = 0; |
72 | |
74 | |
73 | 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) |
74 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
75 | || ((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))) |
76 | || npc->enemy == npc->owner)) |
78 | || npc->enemy == npc->owner)) |
77 | npc->enemy = NULL; |
79 | npc->enemy = 0; |
78 | |
80 | |
79 | |
81 | |
80 | 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)) |
81 | npc->enemy = NULL; |
83 | npc->enemy = 0; |
82 | |
84 | |
83 | /* 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 |
84 | * target enemy - this code below makes sure the enemy is something |
86 | * target enemy - this code below makes sure the enemy is something |
85 | * that should be attacked. My guess is that the arrow hits |
87 | * that should be attacked. My guess is that the arrow hits |
86 | * the creature/owner, and so the creature then takes that |
88 | * the creature/owner, and so the creature then takes that |
… | |
… | |
88 | */ |
90 | */ |
89 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
91 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
90 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
92 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
91 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != PLAYER |
92 | && npc->enemy->type != GOLEM) |
94 | && npc->enemy->type != GOLEM) |
93 | npc->enemy = NULL; |
95 | npc->enemy = 0; |
94 | |
|
|
95 | } |
96 | } |
96 | |
97 | |
97 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
98 | } |
99 | } |
99 | |
100 | |
100 | /* Returns the nearest living creature (monster or generator). |
101 | /* Returns the nearest living creature (monster or generator). |
101 | * Modified to deal with tiled maps properly. |
102 | * Modified to deal with tiled maps properly. |
102 | * 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 |
… | |
… | |
237 | { |
238 | { |
238 | /* Trim work - if no enemy, no need to do anything below */ |
239 | /* Trim work - if no enemy, no need to do anything below */ |
239 | if (!enemy) |
240 | if (!enemy) |
240 | return 0; |
241 | return 0; |
241 | |
242 | |
|
|
243 | if (!op->flag [FLAG_SLEEP]) |
|
|
244 | return 1; |
|
|
245 | |
242 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
246 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
243 | |
247 | |
244 | if (op->flag [FLAG_BLIND]) |
248 | if (op->flag [FLAG_BLIND]) |
245 | /* blinded monsters can only find nearby objects to attack */ |
249 | /* blinded monsters can only find nearby objects to attack */ |
246 | radius = MIN_MON_RADIUS; |
250 | radius = MIN_MON_RADIUS; |
… | |
… | |
252 | * 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 |
253 | * glowing!) then the monster has trouble finding the enemy. |
257 | * glowing!) then the monster has trouble finding the enemy. |
254 | * 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 |
255 | * the dark. */ |
259 | * the dark. */ |
256 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
260 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
257 | else if (!op->flag [FLAG_SLEEP]) |
|
|
258 | return 1; |
|
|
259 | |
261 | |
260 | if (enemy->flag [FLAG_STEALTH]) |
262 | if (enemy->flag [FLAG_STEALTH]) |
261 | radius = radius / 2 + 1; |
263 | radius = radius / 2 + 1; |
262 | |
264 | |
263 | /* 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 |
… | |
… | |
282 | |
284 | |
283 | return 0; |
285 | return 0; |
284 | } |
286 | } |
285 | |
287 | |
286 | /* |
288 | /* |
287 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
289 | * monster_can_pick(): If the monster is interested in picking up |
|
|
290 | * the item, then return 0. Otherwise 0. |
|
|
291 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
292 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
288 | */ |
293 | */ |
289 | int |
294 | static int |
290 | move_monster (object *op) |
295 | monster_can_pick (object *monster, object *item) |
291 | { |
296 | { |
292 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 | int flag = 0; |
293 | object *owner, *enemy, *part, *oph = op; |
298 | int i; |
294 | rv_vector rv; |
|
|
295 | |
299 | |
296 | /* Monsters not on maps don't do anything. These monsters are things |
300 | if (!can_pick (monster, item)) |
297 | * Like royal guards in city dwellers inventories. |
301 | return 0; |
|
|
302 | |
|
|
303 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
304 | return 0; |
|
|
305 | |
|
|
306 | if (monster->pick_up & 64) /* All */ |
|
|
307 | flag = 1; |
|
|
308 | |
|
|
309 | else |
|
|
310 | switch (item->type) |
|
|
311 | { |
|
|
312 | case MONEY: |
|
|
313 | case GEM: |
|
|
314 | flag = monster->pick_up & 2; |
|
|
315 | break; |
|
|
316 | |
|
|
317 | case FOOD: |
|
|
318 | flag = monster->pick_up & 4; |
|
|
319 | break; |
|
|
320 | |
|
|
321 | case WEAPON: |
|
|
322 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
323 | break; |
|
|
324 | |
|
|
325 | case ARMOUR: |
|
|
326 | case SHIELD: |
|
|
327 | case HELMET: |
|
|
328 | case BOOTS: |
|
|
329 | case GLOVES: |
|
|
330 | case GIRDLE: |
|
|
331 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
332 | break; |
|
|
333 | |
|
|
334 | case SKILL: |
|
|
335 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
336 | break; |
|
|
337 | |
|
|
338 | case RING: |
|
|
339 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
340 | break; |
|
|
341 | |
|
|
342 | case WAND: |
|
|
343 | case HORN: |
|
|
344 | case ROD: |
|
|
345 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
346 | break; |
|
|
347 | |
|
|
348 | case SPELLBOOK: |
|
|
349 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
|
|
350 | break; |
|
|
351 | |
|
|
352 | case SCROLL: |
|
|
353 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
354 | break; |
|
|
355 | |
|
|
356 | case BOW: |
|
|
357 | case ARROW: |
|
|
358 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
359 | break; |
|
|
360 | } |
|
|
361 | |
|
|
362 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
363 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
364 | * use several locations. |
298 | */ |
365 | */ |
299 | if (!op->map) |
366 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
367 | { |
|
|
368 | if (monster->slot[i].info && item->slot[i].info) |
|
|
369 | { |
|
|
370 | flag = 1; |
|
|
371 | break; |
|
|
372 | } |
|
|
373 | } |
|
|
374 | |
|
|
375 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
300 | return 0; |
376 | return 1; |
301 | |
377 | |
302 | /* for target facing, we copy this value here for fast access */ |
378 | return 0; |
303 | if (oph->head) /* force update the head - one arch one pic */ |
379 | } |
304 | oph = oph->head; |
|
|
305 | |
380 | |
306 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
381 | /* |
307 | enemy = op->enemy = NULL; |
382 | * monster_check_pickup(): checks for items that monster can pick up. |
308 | else if ((enemy = find_enemy (op, &rv))) |
383 | * |
309 | /* we have an enemy, just tell him we want him dead */ |
384 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
310 | enemy->attacked_by = op; /* our ptr */ |
385 | * Each time the blob passes over some treasure, it will |
|
|
386 | * grab it a.s.a.p. |
|
|
387 | * |
|
|
388 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
389 | * to handle this. |
|
|
390 | * |
|
|
391 | * This function was seen be continueing looping at one point (tmp->below |
|
|
392 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
393 | * after we pick everything up, since that function may call others which |
|
|
394 | * affect stacking on this space. |
|
|
395 | */ |
|
|
396 | static void |
|
|
397 | monster_check_pickup (object *monster) |
|
|
398 | { |
|
|
399 | object *tmp, *next; |
311 | |
400 | |
312 | /* generate hp, if applicable */ |
401 | for (tmp = monster->below; tmp != NULL; tmp = next) |
313 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
314 | { |
402 | { |
315 | /* last heal is in funny units. Dividing by speed puts |
403 | next = tmp->below; |
316 | * the regeneration rate on a basis of time instead of |
404 | if (monster_can_pick (monster, tmp)) |
317 | * #moves the monster makes. The scaling by 8 is |
|
|
318 | * to capture 8th's of a hp fraction regens |
|
|
319 | * |
405 | { |
320 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
406 | tmp->remove (); |
321 | * 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. |
322 | */ |
412 | */ |
323 | |
413 | if (next && next->destroyed ()) |
324 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
|
|
325 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
326 | op->last_heal %= 32; |
|
|
327 | |
|
|
328 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
329 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
330 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
331 | |
|
|
332 | if (op->stats.hp > op->stats.maxhp) |
|
|
333 | op->stats.hp = op->stats.maxhp; |
|
|
334 | } |
|
|
335 | |
|
|
336 | /* generate sp, if applicable */ |
|
|
337 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
338 | { |
|
|
339 | /* last_sp is in funny units. Dividing by speed puts |
|
|
340 | * the regeneration rate on a basis of time instead of |
|
|
341 | * #moves the monster makes. The scaling by 8 is |
|
|
342 | * to capture 8th's of a sp fraction regens |
|
|
343 | * |
|
|
344 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
345 | * overflow might produce monsters with negative sp. |
|
|
346 | */ |
|
|
347 | |
|
|
348 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
|
|
349 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
350 | op->last_sp %= 128; |
|
|
351 | } |
|
|
352 | |
|
|
353 | /* this should probably get modified by many more values. |
|
|
354 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
355 | */ |
|
|
356 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
|
|
357 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
358 | |
|
|
359 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
360 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
361 | |
|
|
362 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
363 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
364 | if (!check_wakeup (op, enemy, &rv)) |
|
|
365 | return 0; |
|
|
366 | |
|
|
367 | /* check if monster pops out of hidden spot */ |
|
|
368 | if (op->flag [FLAG_HIDDEN]) |
|
|
369 | do_hidden_move (op); |
|
|
370 | |
|
|
371 | if (op->pick_up) |
|
|
372 | monster_check_pickup (op); |
|
|
373 | |
|
|
374 | if (op->will_apply) |
|
|
375 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
376 | |
|
|
377 | /* If we don't have an enemy, do special movement or the like */ |
|
|
378 | if (!enemy) |
|
|
379 | { |
|
|
380 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
381 | { |
|
|
382 | op->drop_and_destroy (); |
|
|
383 | return 1; |
414 | return; |
|
|
415 | } |
|
|
416 | } |
|
|
417 | |
|
|
418 | /* |
|
|
419 | * monster_apply_below(): |
|
|
420 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
421 | * eager to apply things, encounters something apply-able, |
|
|
422 | * then make him apply it |
|
|
423 | */ |
|
|
424 | static void |
|
|
425 | monster_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) |
384 | } |
433 | { |
385 | |
434 | case T_HANDLE: |
386 | /* Probably really a bug for a creature to have both |
435 | case TRIGGER: |
387 | * stand still and a movement type set. |
436 | if (monster->will_apply & 1) |
388 | */ |
437 | manual_apply (monster, tmp, 0); |
389 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
390 | { |
|
|
391 | if (op->attack_movement & HI4) |
|
|
392 | { |
|
|
393 | switch (op->attack_movement & HI4) |
|
|
394 | { |
|
|
395 | case (PETMOVE): |
|
|
396 | pet_move (op); |
|
|
397 | break; |
|
|
398 | |
|
|
399 | case (CIRCLE1): |
|
|
400 | circ1_move (op); |
|
|
401 | break; |
|
|
402 | |
|
|
403 | case (CIRCLE2): |
|
|
404 | circ2_move (op); |
|
|
405 | break; |
|
|
406 | |
|
|
407 | case (PACEV): |
|
|
408 | pace_movev (op); |
|
|
409 | break; |
|
|
410 | |
|
|
411 | case (PACEH): |
|
|
412 | pace_moveh (op); |
|
|
413 | break; |
|
|
414 | |
|
|
415 | case (PACEV2): |
|
|
416 | pace2_movev (op); |
|
|
417 | break; |
|
|
418 | |
|
|
419 | case (PACEH2): |
|
|
420 | pace2_moveh (op); |
|
|
421 | break; |
|
|
422 | |
|
|
423 | case (RANDO): |
|
|
424 | rand_move (op); |
|
|
425 | break; |
|
|
426 | |
|
|
427 | case (RANDO2): |
|
|
428 | move_randomly (op); |
|
|
429 | break; |
|
|
430 | } |
|
|
431 | |
|
|
432 | return 0; |
|
|
433 | } |
|
|
434 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
435 | move_randomly (op); |
|
|
436 | } /* stand still */ |
|
|
437 | |
|
|
438 | return 0; |
|
|
439 | } /* no enemy */ |
|
|
440 | |
|
|
441 | /* We have an enemy. Block immediately below is for pets */ |
|
|
442 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
443 | && (owner = op->owner) != NULL |
|
|
444 | && !on_same_map (op, owner) |
|
|
445 | && !owner->flag [FLAG_REMOVED]) |
|
|
446 | return follow_owner (op, owner); |
|
|
447 | |
|
|
448 | /* doppleganger code to change monster facing to that of the nearest |
|
|
449 | * player. Hmm. The code is here, but no monster in the current |
|
|
450 | * arch set uses it. |
|
|
451 | */ |
|
|
452 | if (op->race && strcmp (op->race, "doppleganger") == 0) |
|
|
453 | { |
|
|
454 | op->face = enemy->face; |
|
|
455 | op->name = enemy->name; |
|
|
456 | } |
|
|
457 | |
|
|
458 | /* Calculate range information for closest body part - this |
|
|
459 | * is used for the 'skill' code, which isn't that smart when |
|
|
460 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
461 | * into themselves. |
|
|
462 | */ |
|
|
463 | get_rangevector (op, enemy, &rv, 0); |
|
|
464 | |
|
|
465 | /* Move the check for scared up here - if the monster was scared, |
|
|
466 | * we were not doing any of the logic below, so might as well save |
|
|
467 | * a few cpu cycles. |
|
|
468 | */ |
|
|
469 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
470 | { |
|
|
471 | rv_vector rv1; |
|
|
472 | |
|
|
473 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
474 | for (part = op; part; part = part->more) |
|
|
475 | { |
|
|
476 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
477 | dir = rv1.direction; |
|
|
478 | |
|
|
479 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
480 | * but that we test above... so can be old code here |
|
|
481 | */ |
|
|
482 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
483 | dir = absdir (dir + 4); |
|
|
484 | |
|
|
485 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
486 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
487 | |
|
|
488 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
|
|
489 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
490 | return 0; |
|
|
491 | |
|
|
492 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
493 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
494 | return 0; |
|
|
495 | |
|
|
496 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
497 | if (monster_use_range (op, part, enemy, dir)) |
|
|
498 | return 0; |
|
|
499 | |
|
|
500 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
501 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
502 | return 0; |
|
|
503 | |
|
|
504 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
505 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
506 | return 0; |
|
|
507 | } /* for processing of all parts */ |
|
|
508 | } /* If not scared */ |
|
|
509 | |
|
|
510 | |
|
|
511 | part = rv.part; |
|
|
512 | dir = rv.direction; |
|
|
513 | |
|
|
514 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
515 | dir = absdir (dir + 4); |
|
|
516 | |
|
|
517 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
518 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
519 | |
|
|
520 | pre_att_dir = dir; /* remember the original direction */ |
|
|
521 | |
|
|
522 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
523 | { |
|
|
524 | switch (op->attack_movement & LO4) |
|
|
525 | { |
|
|
526 | case DISTATT: |
|
|
527 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
528 | break; |
438 | break; |
529 | |
439 | |
530 | case RUNATT: |
440 | case TREASURE: |
531 | dir = run_att (dir, op, enemy, part, &rv); |
441 | if (monster->will_apply & 2) |
|
|
442 | manual_apply (monster, tmp, 0); |
532 | break; |
443 | break; |
533 | |
444 | |
534 | case HITRUN: |
|
|
535 | dir = hitrun_att (dir, op, enemy); |
|
|
536 | break; |
|
|
537 | |
|
|
538 | case WAITATT: |
|
|
539 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
540 | break; |
|
|
541 | |
|
|
542 | case RUSH: /* default - monster normally moves towards player */ |
|
|
543 | case ALLRUN: |
|
|
544 | break; |
|
|
545 | |
|
|
546 | case DISTHIT: |
|
|
547 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
548 | break; |
|
|
549 | |
|
|
550 | case WAIT2: |
|
|
551 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
552 | break; |
|
|
553 | |
|
|
554 | default: |
|
|
555 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
556 | } |
|
|
557 | } |
|
|
558 | |
|
|
559 | if (!dir) |
|
|
560 | return 0; |
|
|
561 | |
|
|
562 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
563 | { |
|
|
564 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
565 | { |
445 | } |
566 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
446 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
567 | if ((op->attack_movement & LO4) == DISTATT) |
447 | break; |
568 | op->direction = pre_att_dir; |
|
|
569 | |
|
|
570 | return 0; |
|
|
571 | } |
|
|
572 | |
|
|
573 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
574 | { |
|
|
575 | /* Try move around corners if !close */ |
|
|
576 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
|
|
577 | |
|
|
578 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
579 | { |
|
|
580 | /* try different detours */ |
|
|
581 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
|
|
582 | |
|
|
583 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
584 | return 0; |
|
|
585 | } |
|
|
586 | } |
|
|
587 | } /* if monster is not standing still */ |
|
|
588 | |
|
|
589 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
590 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
591 | op->direction = pre_att_dir; |
|
|
592 | |
|
|
593 | /* |
|
|
594 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
595 | * direction if they can't move away. |
|
|
596 | */ |
|
|
597 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
598 | if (move_randomly (op)) |
|
|
599 | return 0; |
|
|
600 | |
|
|
601 | /* |
|
|
602 | * Try giving the monster a new enemy - the player that is closest |
|
|
603 | * to it. In this way, it won't just keep trying to get to a target |
|
|
604 | * that is inaccessible. |
|
|
605 | * This could be more clever - it should go through a list of several |
|
|
606 | * enemies, as it is now, you could perhaps get situations where there |
|
|
607 | * are two players flanking the monster at close distance, but which |
|
|
608 | * the monster can't get to, and a third one at a far distance that |
|
|
609 | * the monster could get to - as it is, the monster won't look at that |
|
|
610 | * third one. |
|
|
611 | */ |
|
|
612 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
613 | { |
448 | } |
614 | object *nearest_player = get_nearest_player (op); |
|
|
615 | |
|
|
616 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
617 | { |
|
|
618 | op->enemy = 0; |
|
|
619 | enemy = nearest_player; |
|
|
620 | } |
|
|
621 | } |
|
|
622 | |
|
|
623 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
624 | { |
|
|
625 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
626 | * since wc can in fact get negative, that would mean by adding |
|
|
627 | * the current wc, the creature gets better? Instead, just |
|
|
628 | * add a fixed amount - nasty creatures that are runny away should |
|
|
629 | * still be pretty nasty. |
|
|
630 | */ |
|
|
631 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
632 | { |
|
|
633 | part->stats.wc += 10; |
|
|
634 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
635 | part->stats.wc -= 10; |
|
|
636 | } |
|
|
637 | else |
|
|
638 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
639 | } /* if monster is in attack range */ |
|
|
640 | |
|
|
641 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
642 | return 1; |
|
|
643 | |
|
|
644 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
645 | { |
|
|
646 | op->drop_and_destroy (); |
|
|
647 | return 1; |
|
|
648 | } |
|
|
649 | |
|
|
650 | return 0; |
|
|
651 | } |
|
|
652 | |
|
|
653 | int |
|
|
654 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
655 | { |
|
|
656 | object *more; |
|
|
657 | rv_vector rv1; |
|
|
658 | |
|
|
659 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
|
|
660 | return 0; |
|
|
661 | |
|
|
662 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
663 | return 1; |
|
|
664 | |
|
|
665 | /* check all the parts of ob2 - just because we can't get to |
|
|
666 | * its head doesn't mean we don't want to pound its feet |
|
|
667 | */ |
|
|
668 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
669 | { |
|
|
670 | get_rangevector (ob1, more, &rv1, 0); |
|
|
671 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
672 | return 1; |
|
|
673 | } |
|
|
674 | |
|
|
675 | return 0; |
|
|
676 | } |
449 | } |
677 | |
450 | |
678 | /* Returns 1 is monster should cast spell sp at an enemy |
451 | /* Returns 1 is monster should cast spell sp at an enemy |
679 | * Returns 0 if the monster should not cast this spell. |
452 | * Returns 0 if the monster should not cast this spell. |
680 | * |
453 | * |
… | |
… | |
688 | * |
461 | * |
689 | * 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, |
690 | * 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, |
691 | * the right type of healing spell could be useful. |
464 | * the right type of healing spell could be useful. |
692 | */ |
465 | */ |
693 | |
|
|
694 | static int |
466 | static int |
695 | monster_should_cast_spell (object *monster, object *spell_ob) |
467 | monster_should_cast_spell (object *monster, object *spell_ob) |
696 | { |
468 | { |
697 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
469 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
698 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
470 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
… | |
… | |
701 | 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 || |
702 | 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) |
703 | return 1; |
475 | return 1; |
704 | |
476 | |
705 | return 0; |
477 | return 0; |
|
|
478 | } |
|
|
479 | |
|
|
480 | /* Checks if putting on 'item' will make 'who' do more |
|
|
481 | * damage. This is a very simplistic check - also checking things |
|
|
482 | * like speed and ac are also relevant. |
|
|
483 | * |
|
|
484 | * return true if item is a better object. |
|
|
485 | */ |
|
|
486 | static int |
|
|
487 | check_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 | |
|
|
519 | static int |
|
|
520 | check_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.*/ |
|
|
569 | void |
|
|
570 | monster_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 | |
|
|
677 | static int |
|
|
678 | can_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 | |
|
|
702 | static int |
|
|
703 | dist_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 | |
|
|
716 | static int |
|
|
717 | run_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 | |
|
|
725 | static int |
|
|
726 | hitrun_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 | |
|
|
738 | static int |
|
|
739 | wait_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 | |
|
|
757 | static int |
|
|
758 | disthit_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 | |
|
|
773 | static int |
|
|
774 | wait_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 | |
|
|
782 | static void |
|
|
783 | circ1_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 | |
|
|
794 | static void |
|
|
795 | circ2_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 | |
|
|
806 | static void |
|
|
807 | pace_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 | |
|
|
818 | static void |
|
|
819 | pace_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 | |
|
|
830 | static void |
|
|
831 | pace2_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 | |
|
|
846 | static void |
|
|
847 | pace2_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 | |
|
|
862 | static void |
|
|
863 | rand_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; |
706 | } |
869 | } |
707 | |
870 | |
708 | #define MAX_KNOWN_SPELLS 20 |
871 | #define MAX_KNOWN_SPELLS 20 |
709 | |
872 | |
710 | /* Returns a randomly selected spell. This logic is still |
873 | /* Returns a randomly selected spell. This logic is still |
… | |
… | |
1014 | /* in server/player.c */ |
1177 | /* in server/player.c */ |
1015 | 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); |
1016 | |
1179 | |
1017 | } |
1180 | } |
1018 | |
1181 | |
1019 | /* Checks if putting on 'item' will make 'who' do more |
|
|
1020 | * damage. This is a very simplistic check - also checking things |
|
|
1021 | * like speed and ac are also relevant. |
|
|
1022 | * |
|
|
1023 | * return true if item is a better object. |
|
|
1024 | */ |
|
|
1025 | int |
|
|
1026 | check_good_weapon (object *who, object *item) |
|
|
1027 | { |
|
|
1028 | object *other_weap; |
|
|
1029 | int val = 0, i; |
|
|
1030 | |
|
|
1031 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
|
|
1032 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
|
|
1033 | break; |
|
|
1034 | |
|
|
1035 | if (!other_weap) /* No other weapons */ |
|
|
1036 | return 1; |
|
|
1037 | |
|
|
1038 | /* Rather than go through and apply the new one, and see if it is |
|
|
1039 | * better, just do some simple checks |
|
|
1040 | * Put some multipliers for things that hvae several effects, |
|
|
1041 | * eg, magic affects both damage and wc, so it has more weight |
|
|
1042 | */ |
|
|
1043 | |
|
|
1044 | val = item->stats.dam - other_weap->stats.dam; |
|
|
1045 | val += (item->magic - other_weap->magic) * 3; |
|
|
1046 | /* Monsters don't really get benefits from things like regen rates |
|
|
1047 | * from items. But the bonus for their stats are very important. |
|
|
1048 | */ |
|
|
1049 | for (i = 0; i < NUM_STATS; i++) |
|
|
1050 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
|
|
1051 | |
|
|
1052 | if (val > 0) |
|
|
1053 | return 1; |
|
|
1054 | else |
|
|
1055 | return 0; |
|
|
1056 | } |
|
|
1057 | |
|
|
1058 | int |
|
|
1059 | check_good_armour (object *who, object *item) |
|
|
1060 | { |
|
|
1061 | object *other_armour; |
|
|
1062 | int val = 0, i; |
|
|
1063 | |
|
|
1064 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
|
|
1065 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
|
|
1066 | break; |
|
|
1067 | |
|
|
1068 | if (other_armour == NULL) /* No other armour, use the new */ |
|
|
1069 | return 1; |
|
|
1070 | |
|
|
1071 | /* Like above function , see which is better */ |
|
|
1072 | val = item->stats.ac - other_armour->stats.ac; |
|
|
1073 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
|
|
1074 | val += (item->magic - other_armour->magic) * 3; |
|
|
1075 | |
|
|
1076 | /* for the other protections, do weigh them very much in the equation - |
|
|
1077 | * it is the armor protection which is most important, because there is |
|
|
1078 | * no good way to know what the player may attack the monster with. |
|
|
1079 | * So if the new item has better protection than the old, give that higher |
|
|
1080 | * value. If the reverse, then decrease the value of this item some. |
|
|
1081 | */ |
|
|
1082 | for (i = 1; i < NROFATTACKS; i++) |
|
|
1083 | { |
|
|
1084 | if (item->resist[i] > other_armour->resist[i]) |
|
|
1085 | val++; |
|
|
1086 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
1087 | val--; |
|
|
1088 | } |
|
|
1089 | |
|
|
1090 | /* Very few armours have stats, so not much need to worry about those. */ |
|
|
1091 | |
|
|
1092 | if (val > 0) |
|
|
1093 | return 1; |
|
|
1094 | else |
|
|
1095 | return 0; |
|
|
1096 | } |
|
|
1097 | |
|
|
1098 | /* |
|
|
1099 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
1100 | * |
|
|
1101 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
1102 | * Each time the blob passes over some treasure, it will |
|
|
1103 | * grab it a.s.a.p. |
|
|
1104 | * |
|
|
1105 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
1106 | * to handle this. |
|
|
1107 | * |
|
|
1108 | * This function was seen be continueing looping at one point (tmp->below |
|
|
1109 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
1110 | * after we pick everything up, since that function may call others which |
|
|
1111 | * affect stacking on this space. |
|
|
1112 | */ |
|
|
1113 | void |
|
|
1114 | monster_check_pickup (object *monster) |
|
|
1115 | { |
|
|
1116 | object *tmp, *next; |
|
|
1117 | |
|
|
1118 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1119 | { |
|
|
1120 | next = tmp->below; |
|
|
1121 | if (monster_can_pick (monster, tmp)) |
|
|
1122 | { |
|
|
1123 | tmp->remove (); |
|
|
1124 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
1125 | (void) monster_check_apply (monster, tmp); |
|
|
1126 | } |
|
|
1127 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
1128 | * not a big deal to just bail out. |
|
|
1129 | */ |
|
|
1130 | if (next && next->destroyed ()) |
|
|
1131 | return; |
|
|
1132 | } |
|
|
1133 | } |
|
|
1134 | |
|
|
1135 | /* |
|
|
1136 | * monster_can_pick(): If the monster is interested in picking up |
|
|
1137 | * the item, then return 0. Otherwise 0. |
|
|
1138 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
1139 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
1140 | */ |
|
|
1141 | int |
|
|
1142 | monster_can_pick (object *monster, object *item) |
|
|
1143 | { |
|
|
1144 | int flag = 0; |
|
|
1145 | int i; |
|
|
1146 | |
|
|
1147 | if (!can_pick (monster, item)) |
|
|
1148 | return 0; |
|
|
1149 | |
|
|
1150 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
1151 | return 0; |
|
|
1152 | |
|
|
1153 | if (monster->pick_up & 64) /* All */ |
|
|
1154 | flag = 1; |
|
|
1155 | |
|
|
1156 | else |
|
|
1157 | switch (item->type) |
|
|
1158 | { |
|
|
1159 | case MONEY: |
|
|
1160 | case GEM: |
|
|
1161 | flag = monster->pick_up & 2; |
|
|
1162 | break; |
|
|
1163 | |
|
|
1164 | case FOOD: |
|
|
1165 | flag = monster->pick_up & 4; |
|
|
1166 | break; |
|
|
1167 | |
|
|
1168 | case WEAPON: |
|
|
1169 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
1170 | break; |
|
|
1171 | |
|
|
1172 | case ARMOUR: |
|
|
1173 | case SHIELD: |
|
|
1174 | case HELMET: |
|
|
1175 | case BOOTS: |
|
|
1176 | case GLOVES: |
|
|
1177 | case GIRDLE: |
|
|
1178 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
1179 | break; |
|
|
1180 | |
|
|
1181 | case SKILL: |
|
|
1182 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
1183 | break; |
|
|
1184 | |
|
|
1185 | case RING: |
|
|
1186 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
1187 | break; |
|
|
1188 | |
|
|
1189 | case WAND: |
|
|
1190 | case HORN: |
|
|
1191 | case ROD: |
|
|
1192 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
1193 | break; |
|
|
1194 | |
|
|
1195 | case SPELLBOOK: |
|
|
1196 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
|
|
1197 | break; |
|
|
1198 | |
|
|
1199 | case SCROLL: |
|
|
1200 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
1201 | break; |
|
|
1202 | |
|
|
1203 | case BOW: |
|
|
1204 | case ARROW: |
|
|
1205 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
1206 | break; |
|
|
1207 | } |
|
|
1208 | |
|
|
1209 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
1210 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
1211 | * use several locations. |
|
|
1212 | */ |
|
|
1213 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1214 | { |
|
|
1215 | if (monster->slot[i].info && item->slot[i].info) |
|
|
1216 | { |
|
|
1217 | flag = 1; |
|
|
1218 | break; |
|
|
1219 | } |
|
|
1220 | } |
|
|
1221 | |
|
|
1222 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
|
|
1223 | return 1; |
|
|
1224 | |
|
|
1225 | return 0; |
|
|
1226 | } |
|
|
1227 | |
|
|
1228 | /* |
|
|
1229 | * monster_apply_below(): |
|
|
1230 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
1231 | * eager to apply things, encounters something apply-able, |
|
|
1232 | * then make him apply it |
|
|
1233 | */ |
|
|
1234 | void |
|
|
1235 | monster_apply_below (object *monster) |
|
|
1236 | { |
|
|
1237 | object *tmp, *next; |
|
|
1238 | |
|
|
1239 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1240 | { |
|
|
1241 | next = tmp->below; |
|
|
1242 | switch (tmp->type) |
|
|
1243 | { |
|
|
1244 | case CF_HANDLE: |
|
|
1245 | case TRIGGER: |
|
|
1246 | if (monster->will_apply & 1) |
|
|
1247 | manual_apply (monster, tmp, 0); |
|
|
1248 | break; |
|
|
1249 | |
|
|
1250 | case TREASURE: |
|
|
1251 | if (monster->will_apply & 2) |
|
|
1252 | manual_apply (monster, tmp, 0); |
|
|
1253 | break; |
|
|
1254 | |
|
|
1255 | } |
|
|
1256 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1257 | break; |
|
|
1258 | } |
|
|
1259 | } |
|
|
1260 | |
|
|
1261 | /* |
|
|
1262 | * monster_check_apply() is meant to be called after an item is |
|
|
1263 | * inserted in a monster. |
|
|
1264 | * If an item becomes outdated (monster found a better item), |
|
|
1265 | * a pointer to that object is returned, so it can be dropped. |
|
|
1266 | * (so that other monsters can pick it up and use it) |
|
|
1267 | * Note that as things are now, monsters never drop something - |
|
|
1268 | * they can pick up all that they can use. |
|
|
1269 | */ |
|
|
1270 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
|
|
1271 | void |
|
|
1272 | monster_check_apply (object *mon, object *item) |
|
|
1273 | { |
|
|
1274 | int flag = 0; |
|
|
1275 | |
|
|
1276 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
|
|
1277 | { |
|
|
1278 | SET_FLAG (mon, FLAG_CAST_SPELL); |
|
|
1279 | return; |
|
|
1280 | } |
|
|
1281 | |
|
|
1282 | /* If for some reason, this item is already applied, no more work to do */ |
|
|
1283 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1284 | return; |
|
|
1285 | |
|
|
1286 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1287 | * it is possible in his wanderings, he will find one to use. In |
|
|
1288 | * which case, it would be nice to have ammo for it. |
|
|
1289 | */ |
|
|
1290 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
1291 | { |
|
|
1292 | /* Check for the right kind of bow */ |
|
|
1293 | object *bow; |
|
|
1294 | |
|
|
1295 | for (bow = mon->inv; bow; bow = bow->below) |
|
|
1296 | if (bow->type == BOW && bow->race == item->race) |
|
|
1297 | { |
|
|
1298 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1299 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1300 | return; /* nothing more to do for arrows */ |
|
|
1301 | } |
|
|
1302 | } |
|
|
1303 | |
|
|
1304 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
1305 | flag = 1; |
|
|
1306 | /* Eating food gets hp back */ |
|
|
1307 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
1308 | flag = 1; |
|
|
1309 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
1310 | { |
|
|
1311 | if (!item->inv) |
|
|
1312 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1313 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
1314 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
1315 | /* Don't use it right now */ |
|
|
1316 | return; |
|
|
1317 | } |
|
|
1318 | else if (item->type == WEAPON) |
|
|
1319 | flag = check_good_weapon (mon, item); |
|
|
1320 | else if (item->is_armor ()) |
|
|
1321 | flag = check_good_armour (mon, item); |
|
|
1322 | /* Should do something more, like make sure this is a better item */ |
|
|
1323 | else if (item->type == RING) |
|
|
1324 | flag = 1; |
|
|
1325 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
1326 | { |
|
|
1327 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1328 | * weapon would get undone. |
|
|
1329 | */ |
|
|
1330 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1331 | { |
|
|
1332 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
1333 | SET_FLAG (item, FLAG_APPLIED); |
|
|
1334 | } |
|
|
1335 | return; |
|
|
1336 | } |
|
|
1337 | else if (item->type == BOW) |
|
|
1338 | { |
|
|
1339 | /* We never really 'ready' the bow, because that would mean the |
|
|
1340 | * weapon would get undone. |
|
|
1341 | */ |
|
|
1342 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1343 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1344 | return; |
|
|
1345 | } |
|
|
1346 | else if (item->type == SKILL) |
|
|
1347 | { |
|
|
1348 | /* |
|
|
1349 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1350 | * else they can't use the skill... |
|
|
1351 | * Skills also don't need to get applied, so return now. |
|
|
1352 | */ |
|
|
1353 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
1354 | return; |
|
|
1355 | } |
|
|
1356 | |
|
|
1357 | /* if we don't match one of the above types, return now. |
|
|
1358 | * can_apply_object will say that we can apply things like flesh, |
|
|
1359 | * bolts, and whatever else, because it only checks against the |
|
|
1360 | * body_info locations. |
|
|
1361 | */ |
|
|
1362 | if (!flag) |
|
|
1363 | return; |
|
|
1364 | |
|
|
1365 | /* Check to see if the monster can use this item. If not, no need |
|
|
1366 | * to do further processing. Note that can_apply_object already checks |
|
|
1367 | * for the CAN_USE flags. |
|
|
1368 | */ |
|
|
1369 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
1370 | return; |
|
|
1371 | |
|
|
1372 | /* should only be applying this item, not unapplying it. |
|
|
1373 | * also, ignore status of curse so they can take off old armour. |
|
|
1374 | * monsters have some advantages after all. |
|
|
1375 | */ |
|
|
1376 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1377 | } |
|
|
1378 | |
|
|
1379 | void |
1182 | void |
1380 | npc_call_help (object *op) |
1183 | npc_call_help (object *op) |
1381 | { |
1184 | { |
1382 | int x, y, mflags; |
1185 | unordered_mapwalk (op, -7, -7, 7, 7) |
1383 | object *npc; |
|
|
1384 | sint16 sx, sy; |
|
|
1385 | maptile *m; |
|
|
1386 | |
|
|
1387 | for (x = -3; x < 4; x++) |
|
|
1388 | for (y = -3; y < 4; y++) |
|
|
1389 | { |
1186 | { |
1390 | m = op->map; |
1187 | mapspace &ms = m->at (nx, ny); |
1391 | sx = op->x + x; |
1188 | |
1392 | sy = op->y + y; |
|
|
1393 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1394 | /* 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. */ |
1395 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1190 | if (!(ms.flags () & P_IS_ALIVE)) |
1396 | continue; |
1191 | continue; |
1397 | |
1192 | |
1398 | for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1193 | for (object *npc = ms.bot; npc; npc = npc->above) |
1399 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1194 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1400 | npc->enemy = op->enemy; |
1195 | npc->enemy = op->enemy; |
1401 | } |
1196 | } |
1402 | } |
|
|
1403 | |
|
|
1404 | int |
|
|
1405 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1406 | { |
|
|
1407 | if (can_hit (part, enemy, rv)) |
|
|
1408 | return dir; |
|
|
1409 | |
|
|
1410 | if (rv->distance < 10) |
|
|
1411 | return absdir (dir + 4); |
|
|
1412 | else if (rv->distance > 18) |
|
|
1413 | return dir; |
|
|
1414 | |
|
|
1415 | return 0; |
|
|
1416 | } |
|
|
1417 | |
|
|
1418 | int |
|
|
1419 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1420 | { |
|
|
1421 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1422 | { |
|
|
1423 | ob->move_status++; |
|
|
1424 | return (dir); |
|
|
1425 | } |
|
|
1426 | else if (ob->move_status > 20) |
|
|
1427 | ob->move_status = 0; |
|
|
1428 | |
|
|
1429 | return absdir (dir + 4); |
|
|
1430 | } |
|
|
1431 | |
|
|
1432 | int |
|
|
1433 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
1434 | { |
|
|
1435 | if (ob->move_status++ < 25) |
|
|
1436 | return dir; |
|
|
1437 | else if (ob->move_status < 50) |
|
|
1438 | return absdir (dir + 4); |
|
|
1439 | else |
|
|
1440 | ob->move_status = 0; |
|
|
1441 | |
|
|
1442 | return absdir (dir + 4); |
|
|
1443 | } |
|
|
1444 | |
|
|
1445 | int |
|
|
1446 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1447 | { |
|
|
1448 | |
|
|
1449 | int inrange = can_hit (part, enemy, rv); |
|
|
1450 | |
|
|
1451 | if (ob->move_status || inrange) |
|
|
1452 | ob->move_status++; |
|
|
1453 | |
|
|
1454 | if (ob->move_status == 0) |
|
|
1455 | return 0; |
|
|
1456 | else if (ob->move_status < 10) |
|
|
1457 | return dir; |
|
|
1458 | else if (ob->move_status < 15) |
|
|
1459 | return absdir (dir + 4); |
|
|
1460 | |
|
|
1461 | ob->move_status = 0; |
|
|
1462 | return 0; |
|
|
1463 | } |
|
|
1464 | |
|
|
1465 | int |
|
|
1466 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1467 | { |
|
|
1468 | |
|
|
1469 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1470 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1471 | * the creature should run away (dir+4) |
|
|
1472 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1473 | * at least one map has this set, and whatever the map contains, the |
|
|
1474 | * server should try to be resilant enough to avoid the problem |
|
|
1475 | */ |
|
|
1476 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
|
|
1477 | return absdir (dir + 4); |
|
|
1478 | |
|
|
1479 | return dist_att (dir, ob, enemy, part, rv); |
|
|
1480 | } |
|
|
1481 | |
|
|
1482 | int |
|
|
1483 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1484 | { |
|
|
1485 | if (rv->distance < 9) |
|
|
1486 | return absdir (dir + 4); |
|
|
1487 | |
|
|
1488 | return 0; |
|
|
1489 | } |
|
|
1490 | |
|
|
1491 | void |
|
|
1492 | circ1_move (object *ob) |
|
|
1493 | { |
|
|
1494 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
1495 | |
|
|
1496 | if (++ob->move_status > 11) |
|
|
1497 | ob->move_status = 0; |
|
|
1498 | |
|
|
1499 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
1500 | move_object (ob, rndm (8) + 1); |
|
|
1501 | } |
|
|
1502 | |
|
|
1503 | void |
|
|
1504 | circ2_move (object *ob) |
|
|
1505 | { |
|
|
1506 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1507 | |
|
|
1508 | if (++ob->move_status > 19) |
|
|
1509 | ob->move_status = 0; |
|
|
1510 | |
|
|
1511 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
1512 | move_object (ob, rndm (8) + 1); |
|
|
1513 | } |
|
|
1514 | |
|
|
1515 | void |
|
|
1516 | pace_movev (object *ob) |
|
|
1517 | { |
|
|
1518 | if (ob->move_status++ > 6) |
|
|
1519 | ob->move_status = 0; |
|
|
1520 | |
|
|
1521 | if (ob->move_status < 4) |
|
|
1522 | move_object (ob, 5); |
|
|
1523 | else |
|
|
1524 | move_object (ob, 1); |
|
|
1525 | } |
|
|
1526 | |
|
|
1527 | void |
|
|
1528 | pace_moveh (object *ob) |
|
|
1529 | { |
|
|
1530 | if (ob->move_status++ > 6) |
|
|
1531 | ob->move_status = 0; |
|
|
1532 | |
|
|
1533 | if (ob->move_status < 4) |
|
|
1534 | move_object (ob, 3); |
|
|
1535 | else |
|
|
1536 | move_object (ob, 7); |
|
|
1537 | } |
|
|
1538 | |
|
|
1539 | void |
|
|
1540 | pace2_movev (object *ob) |
|
|
1541 | { |
|
|
1542 | if (ob->move_status++ > 16) |
|
|
1543 | ob->move_status = 0; |
|
|
1544 | |
|
|
1545 | if (ob->move_status < 6) |
|
|
1546 | move_object (ob, 5); |
|
|
1547 | else if (ob->move_status < 8) |
|
|
1548 | return; |
|
|
1549 | else if (ob->move_status < 13) |
|
|
1550 | move_object (ob, 1); |
|
|
1551 | else |
|
|
1552 | return; |
|
|
1553 | } |
|
|
1554 | |
|
|
1555 | void |
|
|
1556 | pace2_moveh (object *ob) |
|
|
1557 | { |
|
|
1558 | if (ob->move_status++ > 16) |
|
|
1559 | ob->move_status = 0; |
|
|
1560 | |
|
|
1561 | if (ob->move_status < 6) |
|
|
1562 | move_object (ob, 3); |
|
|
1563 | else if (ob->move_status < 8) |
|
|
1564 | return; |
|
|
1565 | else if (ob->move_status < 13) |
|
|
1566 | move_object (ob, 7); |
|
|
1567 | else |
|
|
1568 | return; |
|
|
1569 | } |
|
|
1570 | |
|
|
1571 | void |
|
|
1572 | rand_move (object *ob) |
|
|
1573 | { |
|
|
1574 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
|
|
1575 | for (int i = 0; i < 5; i++) |
|
|
1576 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
|
|
1577 | return; |
|
|
1578 | } |
1197 | } |
1579 | |
1198 | |
1580 | void |
1199 | void |
1581 | check_earthwalls (object *op, maptile *m, int x, int y) |
1200 | check_earthwalls (object *op, maptile *m, int x, int y) |
1582 | { |
1201 | { |
… | |
… | |
1633 | #ifdef DEBUG_THROW |
1252 | #ifdef DEBUG_THROW |
1634 | 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); |
1635 | #endif |
1254 | #endif |
1636 | |
1255 | |
1637 | return tmp; |
1256 | return tmp; |
|
|
1257 | } |
|
|
1258 | |
|
|
1259 | /* |
|
|
1260 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
|
|
1261 | */ |
|
|
1262 | int |
|
|
1263 | move_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; |
1638 | } |
1671 | } |
1639 | |
1672 | |
1640 | /* 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 |
1641 | * 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 |
1642 | * 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. |
… | |
… | |
1647 | * 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 |
1648 | */ |
1681 | */ |
1649 | int |
1682 | int |
1650 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1683 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1651 | { |
1684 | { |
1652 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1653 | |
|
|
1654 | /* null detection for any of these condtions always */ |
1685 | /* null detection for any of these condtions always */ |
1655 | if (!op || !enemy || !op->map || !enemy->map) |
1686 | if (!op || !enemy || !op->map || !enemy->map) |
1656 | return 0; |
1687 | return 0; |
1657 | |
1688 | |
1658 | /* 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 */ |
… | |
… | |
1660 | return 0; |
1691 | return 0; |
1661 | |
1692 | |
1662 | get_rangevector (op, enemy, rv, 0); |
1693 | get_rangevector (op, enemy, rv, 0); |
1663 | |
1694 | |
1664 | /* Monsters always ignore the DM */ |
1695 | /* Monsters always ignore the DM */ |
1665 | if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) |
1696 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1666 | return 0; |
1697 | return 0; |
1667 | |
1698 | |
1668 | /* simple check. Should probably put some range checks in here. */ |
1699 | /* simple check. Should probably put some range checks in here. */ |
1669 | if (can_see_enemy (op, enemy)) |
1700 | if (can_see_enemy (op, enemy)) |
1670 | return 1; |
1701 | return 1; |
1671 | |
1702 | |
1672 | /* 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 |
1673 | * finding enemies! |
1704 | * finding enemies! |
1674 | */ |
1705 | */ |
1675 | if (op->type == PLAYER) |
1706 | if (op->is_player ()) |
1676 | return 0; |
1707 | return 0; |
1677 | |
1708 | |
1678 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1709 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1679 | * 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 |
1680 | */ |
1711 | */ |
1681 | 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))) |
1682 | return 0; |
1713 | return 0; |
1683 | |
1714 | |
|
|
1715 | int radius = MIN_MON_RADIUS; |
|
|
1716 | |
1684 | /* use this for invis also */ |
1717 | /* use this for invis also */ |
1685 | hide_discovery = op->stats.Int / 5; |
1718 | int hide_discovery = op->stats.Int / 5; |
1686 | |
1719 | |
1687 | /* Determine Detection radii */ |
1720 | /* Determine Detection radii */ |
1688 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1721 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1689 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); |
1722 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1690 | else |
1723 | else |
1691 | { /* a level/INT/Dex adjustment for hiding */ |
1724 | { /* a level/INT/Dex adjustment for hiding */ |
1692 | int bonus = op->level / 2 + op->stats.Int / 5; |
1725 | int bonus = op->level / 2 + op->stats.Int / 5; |
1693 | |
1726 | |
1694 | if (enemy->type == PLAYER) |
1727 | if (enemy->is_player ()) |
1695 | { |
1728 | { |
1696 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1729 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1697 | bonus -= sk_hide->level; |
1730 | bonus -= sk_hide->level; |
1698 | else |
1731 | else |
1699 | { |
1732 | { |
… | |
… | |
1716 | radius /= 2; |
1749 | radius /= 2; |
1717 | hide_discovery /= 3; |
1750 | hide_discovery /= 3; |
1718 | } |
1751 | } |
1719 | |
1752 | |
1720 | /* Radii adjustment for enemy standing in the dark */ |
1753 | /* Radii adjustment for enemy standing in the dark */ |
1721 | if (op->map->darklevel () > 0 && !stand_in_light (enemy)) |
1754 | if (!stand_in_light (enemy)) |
1722 | { |
1755 | { |
1723 | /* on dark maps body heat can help indicate location with infravision |
1756 | /* on dark maps body heat can help indicate location with infravision |
1724 | * undead don't have body heat, so no benefit detecting them. |
1757 | * undead don't have body heat, so no benefit detecting them. |
1725 | */ |
1758 | */ |
1726 | 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)) |
… | |
… | |
1729 | radius -= op->map->darklevel () / 2; |
1762 | radius -= op->map->darklevel () / 2; |
1730 | |
1763 | |
1731 | /* op next to a monster (and not in complete darkness) |
1764 | /* op next to a monster (and not in complete darkness) |
1732 | * the monster should have a chance to see you. |
1765 | * the monster should have a chance to see you. |
1733 | */ |
1766 | */ |
1734 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) |
1767 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1735 | radius = MIN_MON_RADIUS; |
1768 | radius = MIN_MON_RADIUS; |
1736 | } /* if on dark map */ |
1769 | } /* if on dark map */ |
1737 | |
1770 | |
1738 | /* Lets not worry about monsters that have incredible detection |
1771 | /* Lets not worry about monsters that have incredible detection |
1739 | * 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 |
… | |
… | |
1787 | /* Wasn't detected above, so still hidden */ |
1820 | /* Wasn't detected above, so still hidden */ |
1788 | return 0; |
1821 | return 0; |
1789 | } |
1822 | } |
1790 | |
1823 | |
1791 | /* 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 |
1792 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1825 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1793 | * 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 |
1794 | * other side of a wall (!). |
1827 | * other side of a wall (!). |
1795 | */ |
1828 | */ |
1796 | int |
1829 | int |
1797 | stand_in_light (object *op) |
1830 | stand_in_light (object *op) |
1798 | { |
1831 | { |
1799 | if (op) |
1832 | if (op) |
1800 | { |
1833 | { |
|
|
1834 | if (!op->is_on_map ()) |
|
|
1835 | return 0; |
|
|
1836 | |
|
|
1837 | if (op->map->darklevel () <= 0) |
|
|
1838 | return 1; |
|
|
1839 | |
1801 | if (op->glow_radius > 0) |
1840 | if (op->glow_radius > 0) |
1802 | return 1; |
1841 | return 1; |
1803 | |
1842 | |
1804 | if (op->map) |
1843 | if (op->map) |
1805 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1844 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
… | |
… | |
1843 | { |
1882 | { |
1844 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1883 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1845 | * However,if you carry any source of light, then the hidden |
1884 | * However,if you carry any source of light, then the hidden |
1846 | * creature is seeable (and stupid) */ |
1885 | * creature is seeable (and stupid) */ |
1847 | |
1886 | |
1848 | if (has_carried_lights (enemy)) |
1887 | if (enemy->has_carried_lights ()) |
1849 | { |
1888 | { |
1850 | if (enemy->flag [FLAG_HIDDEN]) |
1889 | if (enemy->flag [FLAG_HIDDEN]) |
1851 | { |
1890 | { |
1852 | make_visible (enemy); |
1891 | make_visible (enemy); |
1853 | 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!"); |
… | |
… | |
1864 | */ |
1903 | */ |
1865 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1904 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1866 | if (makes_invisible_to (enemy, looker)) |
1905 | if (makes_invisible_to (enemy, looker)) |
1867 | return 0; |
1906 | return 0; |
1868 | } |
1907 | } |
1869 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1908 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1870 | if (player_can_view (looker, enemy)) |
1909 | if (player_can_view (looker, enemy)) |
1871 | return 1; |
1910 | return 1; |
1872 | |
1911 | |
1873 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1912 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1874 | * unless they carry a light or stand in light. Darkness doesnt |
1913 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1877 | * we care about the enemy maps status, not the looker. |
1916 | * we care about the enemy maps status, not the looker. |
1878 | * only relevant for tiled maps, but it is possible that the |
1917 | * only relevant for tiled maps, but it is possible that the |
1879 | * 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 |
1880 | * case, the looker can still see the enemy |
1919 | * case, the looker can still see the enemy |
1881 | */ |
1920 | */ |
1882 | if (enemy->map->darklevel () > 0 |
|
|
1883 | && !stand_in_light (enemy) |
1921 | if (!stand_in_light (enemy) |
1884 | && (!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))) |
1885 | return 0; |
1923 | return 0; |
1886 | |
1924 | |
1887 | return 1; |
1925 | return 1; |
1888 | } |
1926 | } |
1889 | |
1927 | |
|
|
1928 | //-GPL |