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(Generate patch)

Comparing deliantra/server/server/monster.C (file contents):
Revision 1.54 by root, Sat Dec 27 04:07:44 2008 UTC vs.
Revision 1.72 by root, Fri Nov 6 12:27:06 2009 UTC

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>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * 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
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* 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
57 * 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
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 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)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((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)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 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))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* 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
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * 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
236{ 238{
237 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
240 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 247
243 if (op->flag [FLAG_BLIND]) 248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
251 * 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
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * 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
254 * the dark. */ 259 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 261
259 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
261 264
262 /* 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
281 284
282 return 0; 285 return 0;
283} 286}
284 287
285/* 288/*
286 * 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.
287 */ 293 */
288int 294static int
289move_monster (object *op) 295monster_can_pick (object *monster, object *item)
290{ 296{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 298 int i;
293 rv_vector rv;
294 299
295 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
296 * 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.
297 */ 365 */
298 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)))
299 return 0; 376 return 1;
300 377
301 /* for target facing, we copy this value here for fast access */ 378 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 379}
303 oph = oph->head;
304 380
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
306 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 383 *
308 /* 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.
309 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 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
310 400
311 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 * 405 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
320 * 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.
321 */ 412 */
322 413 if (next && next->destroyed ())
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 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 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
383 } 433 {
384 434 case T_HANDLE:
385 /* Probably really a bug for a creature to have both 435 case TRIGGER:
386 * stand still and a movement type set. 436 if (monster->will_apply & 1)
387 */ 437 manual_apply (monster, tmp, 0);
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case (PETMOVE):
395 pet_move (op);
396 break;
397
398 case (CIRCLE1):
399 circ1_move (op);
400 break;
401
402 case (CIRCLE2):
403 circ2_move (op);
404 break;
405
406 case (PACEV):
407 pace_movev (op);
408 break;
409
410 case (PACEH):
411 pace_moveh (op);
412 break;
413
414 case (PACEV2):
415 pace2_movev (op);
416 break;
417
418 case (PACEH2):
419 pace2_moveh (op);
420 break;
421
422 case (RANDO):
423 rand_move (op);
424 break;
425
426 case (RANDO2):
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512#if DEVEL
513 for (int sdir = 1; sdir <= 8; ++sdir)
514 {
515 mapxy pos (op); pos.move (sdir);
516 if (pos.normalise ())
517 {
518 mapspace &ms = pos.ms ();
519
520 if (ms.smell > op->ms ().smell)
521 {
522 printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
523 op->ms ().smell = ms.smell - 1;
524 dir = sdir;
525 }
526 }
527 }
528#endif
529
530 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
531 dir = absdir (dir + 4);
532
533 if (QUERY_FLAG (op, FLAG_CONFUSED))
534 dir = absdir (dir + rndm (3) + rndm (3) - 2);
535
536 pre_att_dir = dir; /* remember the original direction */
537
538 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
539 {
540 switch (op->attack_movement & LO4)
541 {
542 case DISTATT:
543 dir = dist_att (dir, op, enemy, part, &rv);
544 break; 438 break;
545 439
546 case RUNATT: 440 case TREASURE:
547 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
548 break; 443 break;
549 444
550 case HITRUN:
551 dir = hitrun_att (dir, op, enemy);
552 break;
553
554 case WAITATT:
555 dir = wait_att (dir, op, enemy, part, &rv);
556 break;
557
558 case RUSH: /* default - monster normally moves towards player */
559 case ALLRUN:
560 break;
561
562 case DISTHIT:
563 dir = disthit_att (dir, op, enemy, part, &rv);
564 break;
565
566 case WAIT2:
567 dir = wait_att2 (dir, op, enemy, part, &rv);
568 break;
569
570 default:
571 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
572 }
573 }
574
575 if (!dir)
576 return 0;
577
578 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
579 {
580 if (move_object (op, dir)) /* Can the monster move directly toward player? */
581 { 445 }
582 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
583 if ((op->attack_movement & LO4) == DISTATT) 447 break;
584 op->direction = pre_att_dir;
585
586 return 0;
587 }
588
589 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
590 {
591 /* Try move around corners if !close */
592 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
593
594 for (diff = 1; diff <= maxdiff; diff++)
595 {
596 /* try different detours */
597 int m = 1 - rndm (2) * 2; /* Try left or right first? */
598
599 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
600 return 0;
601 }
602 }
603 } /* if monster is not standing still */
604
605 /* elmex: Turn our monster after it moved if it has DISTATT attack */
606 if ((op->attack_movement & LO4) == DISTATT)
607 op->direction = pre_att_dir;
608
609 /*
610 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
611 * direction if they can't move away.
612 */
613 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
614 if (move_randomly (op))
615 return 0;
616
617 /*
618 * Try giving the monster a new enemy - the player that is closest
619 * to it. In this way, it won't just keep trying to get to a target
620 * that is inaccessible.
621 * This could be more clever - it should go through a list of several
622 * enemies, as it is now, you could perhaps get situations where there
623 * are two players flanking the monster at close distance, but which
624 * the monster can't get to, and a third one at a far distance that
625 * the monster could get to - as it is, the monster won't look at that
626 * third one.
627 */
628 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
629 { 448 }
630 object *nearest_player = get_nearest_player (op);
631
632 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
633 {
634 op->enemy = 0;
635 enemy = nearest_player;
636 }
637 }
638
639 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
640 {
641 /* The adjustement to wc that was here before looked totally bogus -
642 * since wc can in fact get negative, that would mean by adding
643 * the current wc, the creature gets better? Instead, just
644 * add a fixed amount - nasty creatures that are runny away should
645 * still be pretty nasty.
646 */
647 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
648 {
649 part->stats.wc += 10;
650 skill_attack (enemy, part, 0, NULL, NULL);
651 part->stats.wc -= 10;
652 }
653 else
654 skill_attack (enemy, part, 0, NULL, NULL);
655 } /* if monster is in attack range */
656
657 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
658 return 1;
659
660 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
661 {
662 op->drop_and_destroy ();
663 return 1;
664 }
665
666 return 0;
667}
668
669int
670can_hit (object *ob1, object *ob2, rv_vector * rv)
671{
672 object *more;
673 rv_vector rv1;
674
675 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
676 return 0;
677
678 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
679 return 1;
680
681 /* check all the parts of ob2 - just because we can't get to
682 * its head doesn't mean we don't want to pound its feet
683 */
684 for (more = ob2->more; more != NULL; more = more->more)
685 {
686 get_rangevector (ob1, more, &rv1, 0);
687 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
688 return 1;
689 }
690
691 return 0;
692} 449}
693 450
694/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
695 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
696 * 453 *
704 * 461 *
705 * 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,
706 * 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,
707 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
708 */ 465 */
709
710static int 466static int
711monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
712{ 468{
713 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
714 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
717 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 ||
718 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)
719 return 1; 475 return 1;
720 476
721 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 */
486static int
487check_good_weapon (object *who, object *item)
488{
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517}
518
519static int
520check_good_armour (object *who, object *item)
521{
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557}
558
559/*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568/* Sept 96, fixed this so skills will be readied -b.t.*/
569void
570monster_check_apply (object *mon, object *item)
571{
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675}
676
677static int
678can_hit (object *ob1, object *ob2, rv_vector * rv)
679{
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
699 return 0;
700}
701
702static int
703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704{
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714}
715
716static int
717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718{
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723}
724
725static int
726hitrun_att (int dir, object *ob, object *enemy)
727{
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736}
737
738static int
739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740{
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755}
756
757static int
758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759{
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771}
772
773static int
774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775{
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780}
781
782static void
783circ1_move (object *ob)
784{
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792}
793
794static void
795circ2_move (object *ob)
796{
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804}
805
806static void
807pace_movev (object *ob)
808{
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816}
817
818static void
819pace_moveh (object *ob)
820{
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828}
829
830static void
831pace2_movev (object *ob)
832{
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844}
845
846static void
847pace2_moveh (object *ob)
848{
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860}
861
862static void
863rand_move (object *ob)
864{
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
722} 869}
723 870
724#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
725 872
726/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
1030 /* in server/player.c */ 1177 /* in server/player.c */
1031 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);
1032 1179
1033} 1180}
1034 1181
1035/* Checks if putting on 'item' will make 'who' do more
1036 * damage. This is a very simplistic check - also checking things
1037 * like speed and ac are also relevant.
1038 *
1039 * return true if item is a better object.
1040 */
1041int
1042check_good_weapon (object *who, object *item)
1043{
1044 object *other_weap;
1045 int val = 0, i;
1046
1047 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1048 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1049 break;
1050
1051 if (!other_weap) /* No other weapons */
1052 return 1;
1053
1054 /* Rather than go through and apply the new one, and see if it is
1055 * better, just do some simple checks
1056 * Put some multipliers for things that hvae several effects,
1057 * eg, magic affects both damage and wc, so it has more weight
1058 */
1059
1060 val = item->stats.dam - other_weap->stats.dam;
1061 val += (item->magic - other_weap->magic) * 3;
1062 /* Monsters don't really get benefits from things like regen rates
1063 * from items. But the bonus for their stats are very important.
1064 */
1065 for (i = 0; i < NUM_STATS; i++)
1066 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1067
1068 if (val > 0)
1069 return 1;
1070 else
1071 return 0;
1072}
1073
1074int
1075check_good_armour (object *who, object *item)
1076{
1077 object *other_armour;
1078 int val = 0, i;
1079
1080 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1081 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1082 break;
1083
1084 if (other_armour == NULL) /* No other armour, use the new */
1085 return 1;
1086
1087 /* Like above function , see which is better */
1088 val = item->stats.ac - other_armour->stats.ac;
1089 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1090 val += (item->magic - other_armour->magic) * 3;
1091
1092 /* for the other protections, do weigh them very much in the equation -
1093 * it is the armor protection which is most important, because there is
1094 * no good way to know what the player may attack the monster with.
1095 * So if the new item has better protection than the old, give that higher
1096 * value. If the reverse, then decrease the value of this item some.
1097 */
1098 for (i = 1; i < NROFATTACKS; i++)
1099 {
1100 if (item->resist[i] > other_armour->resist[i])
1101 val++;
1102 else if (item->resist[i] < other_armour->resist[i])
1103 val--;
1104 }
1105
1106 /* Very few armours have stats, so not much need to worry about those. */
1107
1108 if (val > 0)
1109 return 1;
1110 else
1111 return 0;
1112}
1113
1114/*
1115 * monster_check_pickup(): checks for items that monster can pick up.
1116 *
1117 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1118 * Each time the blob passes over some treasure, it will
1119 * grab it a.s.a.p.
1120 *
1121 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1122 * to handle this.
1123 *
1124 * This function was seen be continueing looping at one point (tmp->below
1125 * became a recursive loop. It may be better to call monster_check_apply
1126 * after we pick everything up, since that function may call others which
1127 * affect stacking on this space.
1128 */
1129void
1130monster_check_pickup (object *monster)
1131{
1132 object *tmp, *next;
1133
1134 for (tmp = monster->below; tmp != NULL; tmp = next)
1135 {
1136 next = tmp->below;
1137 if (monster_can_pick (monster, tmp))
1138 {
1139 tmp->remove ();
1140 tmp = insert_ob_in_ob (tmp, monster);
1141 (void) monster_check_apply (monster, tmp);
1142 }
1143 /* We could try to re-establish the cycling, of the space, but probably
1144 * not a big deal to just bail out.
1145 */
1146 if (next && next->destroyed ())
1147 return;
1148 }
1149}
1150
1151/*
1152 * monster_can_pick(): If the monster is interested in picking up
1153 * the item, then return 0. Otherwise 0.
1154 * Instead of pick_up, flags for "greed", etc, should be used.
1155 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1156 */
1157int
1158monster_can_pick (object *monster, object *item)
1159{
1160 int flag = 0;
1161 int i;
1162
1163 if (!can_pick (monster, item))
1164 return 0;
1165
1166 if (QUERY_FLAG (item, FLAG_UNPAID))
1167 return 0;
1168
1169 if (monster->pick_up & 64) /* All */
1170 flag = 1;
1171
1172 else
1173 switch (item->type)
1174 {
1175 case MONEY:
1176 case GEM:
1177 flag = monster->pick_up & 2;
1178 break;
1179
1180 case FOOD:
1181 flag = monster->pick_up & 4;
1182 break;
1183
1184 case WEAPON:
1185 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1186 break;
1187
1188 case ARMOUR:
1189 case SHIELD:
1190 case HELMET:
1191 case BOOTS:
1192 case GLOVES:
1193 case GIRDLE:
1194 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1195 break;
1196
1197 case SKILL:
1198 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1199 break;
1200
1201 case RING:
1202 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1203 break;
1204
1205 case WAND:
1206 case HORN:
1207 case ROD:
1208 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1209 break;
1210
1211 case SPELLBOOK:
1212 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1213 break;
1214
1215 case SCROLL:
1216 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1217 break;
1218
1219 case BOW:
1220 case ARROW:
1221 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1222 break;
1223 }
1224
1225 /* Simplistic check - if the monster has a location to equip it, he will
1226 * pick it up. Note that this doesn't handle cases where an item may
1227 * use several locations.
1228 */
1229 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1230 {
1231 if (monster->slot[i].info && item->slot[i].info)
1232 {
1233 flag = 1;
1234 break;
1235 }
1236 }
1237
1238 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1239 return 1;
1240
1241 return 0;
1242}
1243
1244/*
1245 * monster_apply_below():
1246 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1247 * eager to apply things, encounters something apply-able,
1248 * then make him apply it
1249 */
1250void
1251monster_apply_below (object *monster)
1252{
1253 object *tmp, *next;
1254
1255 for (tmp = monster->below; tmp != NULL; tmp = next)
1256 {
1257 next = tmp->below;
1258 switch (tmp->type)
1259 {
1260 case CF_HANDLE:
1261 case TRIGGER:
1262 if (monster->will_apply & 1)
1263 manual_apply (monster, tmp, 0);
1264 break;
1265
1266 case TREASURE:
1267 if (monster->will_apply & 2)
1268 manual_apply (monster, tmp, 0);
1269 break;
1270
1271 }
1272 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1273 break;
1274 }
1275}
1276
1277/*
1278 * monster_check_apply() is meant to be called after an item is
1279 * inserted in a monster.
1280 * If an item becomes outdated (monster found a better item),
1281 * a pointer to that object is returned, so it can be dropped.
1282 * (so that other monsters can pick it up and use it)
1283 * Note that as things are now, monsters never drop something -
1284 * they can pick up all that they can use.
1285 */
1286/* Sept 96, fixed this so skills will be readied -b.t.*/
1287void
1288monster_check_apply (object *mon, object *item)
1289{
1290 int flag = 0;
1291
1292 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1293 {
1294 SET_FLAG (mon, FLAG_CAST_SPELL);
1295 return;
1296 }
1297
1298 /* If for some reason, this item is already applied, no more work to do */
1299 if (QUERY_FLAG (item, FLAG_APPLIED))
1300 return;
1301
1302 /* Might be better not to do this - if the monster can fire a bow,
1303 * it is possible in his wanderings, he will find one to use. In
1304 * which case, it would be nice to have ammo for it.
1305 */
1306 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1307 {
1308 /* Check for the right kind of bow */
1309 object *bow;
1310
1311 for (bow = mon->inv; bow; bow = bow->below)
1312 if (bow->type == BOW && bow->race == item->race)
1313 {
1314 SET_FLAG (mon, FLAG_READY_BOW);
1315 LOG (llevMonster, "Found correct bow for arrows.\n");
1316 return; /* nothing more to do for arrows */
1317 }
1318 }
1319
1320 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1321 flag = 1;
1322 /* Eating food gets hp back */
1323 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1324 flag = 1;
1325 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1326 {
1327 if (!item->inv)
1328 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1329 else if (monster_should_cast_spell (mon, item->inv))
1330 SET_FLAG (mon, FLAG_READY_SCROLL);
1331 /* Don't use it right now */
1332 return;
1333 }
1334 else if (item->type == WEAPON)
1335 flag = check_good_weapon (mon, item);
1336 else if (item->is_armor ())
1337 flag = check_good_armour (mon, item);
1338 /* Should do something more, like make sure this is a better item */
1339 else if (item->type == RING)
1340 flag = 1;
1341 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1342 {
1343 /* We never really 'ready' the wand/rod/horn, because that would mean the
1344 * weapon would get undone.
1345 */
1346 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1347 {
1348 SET_FLAG (mon, FLAG_READY_RANGE);
1349 SET_FLAG (item, FLAG_APPLIED);
1350 }
1351 return;
1352 }
1353 else if (item->type == BOW)
1354 {
1355 /* We never really 'ready' the bow, because that would mean the
1356 * weapon would get undone.
1357 */
1358 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1359 SET_FLAG (mon, FLAG_READY_BOW);
1360 return;
1361 }
1362 else if (item->type == SKILL)
1363 {
1364 /*
1365 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1366 * else they can't use the skill...
1367 * Skills also don't need to get applied, so return now.
1368 */
1369 SET_FLAG (mon, FLAG_READY_SKILL);
1370 return;
1371 }
1372
1373 /* if we don't match one of the above types, return now.
1374 * can_apply_object will say that we can apply things like flesh,
1375 * bolts, and whatever else, because it only checks against the
1376 * body_info locations.
1377 */
1378 if (!flag)
1379 return;
1380
1381 /* Check to see if the monster can use this item. If not, no need
1382 * to do further processing. Note that can_apply_object already checks
1383 * for the CAN_USE flags.
1384 */
1385 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1386 return;
1387
1388 /* should only be applying this item, not unapplying it.
1389 * also, ignore status of curse so they can take off old armour.
1390 * monsters have some advantages after all.
1391 */
1392 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1393}
1394
1395void 1182void
1396npc_call_help (object *op) 1183npc_call_help (object *op)
1397{ 1184{
1398 int x, y, mflags; 1185 unordered_mapwalk (op, -7, -7, 7, 7)
1399 object *npc;
1400 sint16 sx, sy;
1401 maptile *m;
1402
1403 for (x = -3; x < 4; x++)
1404 for (y = -3; y < 4; y++)
1405 { 1186 {
1406 m = op->map; 1187 mapspace &ms = m->at (nx, ny);
1407 sx = op->x + x; 1188
1408 sy = op->y + y;
1409 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1410 /* 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. */
1411 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) 1190 if (!(ms.flags () & P_IS_ALIVE))
1412 continue; 1191 continue;
1413 1192
1414 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1415 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1416 npc->enemy = op->enemy; 1195 npc->enemy = op->enemy;
1417 } 1196 }
1418}
1419
1420int
1421dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1422{
1423 if (can_hit (part, enemy, rv))
1424 return dir;
1425
1426 if (rv->distance < 10)
1427 return absdir (dir + 4);
1428 else if (rv->distance > 18)
1429 return dir;
1430
1431 return 0;
1432}
1433
1434int
1435run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1436{
1437 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1438 {
1439 ob->move_status++;
1440 return (dir);
1441 }
1442 else if (ob->move_status > 20)
1443 ob->move_status = 0;
1444
1445 return absdir (dir + 4);
1446}
1447
1448int
1449hitrun_att (int dir, object *ob, object *enemy)
1450{
1451 if (ob->move_status++ < 25)
1452 return dir;
1453 else if (ob->move_status < 50)
1454 return absdir (dir + 4);
1455 else
1456 ob->move_status = 0;
1457
1458 return absdir (dir + 4);
1459}
1460
1461int
1462wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1463{
1464
1465 int inrange = can_hit (part, enemy, rv);
1466
1467 if (ob->move_status || inrange)
1468 ob->move_status++;
1469
1470 if (ob->move_status == 0)
1471 return 0;
1472 else if (ob->move_status < 10)
1473 return dir;
1474 else if (ob->move_status < 15)
1475 return absdir (dir + 4);
1476
1477 ob->move_status = 0;
1478 return 0;
1479}
1480
1481int
1482disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1483{
1484
1485 /* The logic below here looked plain wrong before. Basically, what should
1486 * happen is that if the creatures hp percentage falls below run_away,
1487 * the creature should run away (dir+4)
1488 * I think its wrong for a creature to have a zero maxhp value, but
1489 * at least one map has this set, and whatever the map contains, the
1490 * server should try to be resilant enough to avoid the problem
1491 */
1492 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1493 return absdir (dir + 4);
1494
1495 return dist_att (dir, ob, enemy, part, rv);
1496}
1497
1498int
1499wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1500{
1501 if (rv->distance < 9)
1502 return absdir (dir + 4);
1503
1504 return 0;
1505}
1506
1507void
1508circ1_move (object *ob)
1509{
1510 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1511
1512 if (++ob->move_status > 11)
1513 ob->move_status = 0;
1514
1515 if (!(move_object (ob, circle[ob->move_status])))
1516 move_object (ob, rndm (8) + 1);
1517}
1518
1519void
1520circ2_move (object *ob)
1521{
1522 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1523
1524 if (++ob->move_status > 19)
1525 ob->move_status = 0;
1526
1527 if (!(move_object (ob, circle[ob->move_status])))
1528 move_object (ob, rndm (8) + 1);
1529}
1530
1531void
1532pace_movev (object *ob)
1533{
1534 if (ob->move_status++ > 6)
1535 ob->move_status = 0;
1536
1537 if (ob->move_status < 4)
1538 move_object (ob, 5);
1539 else
1540 move_object (ob, 1);
1541}
1542
1543void
1544pace_moveh (object *ob)
1545{
1546 if (ob->move_status++ > 6)
1547 ob->move_status = 0;
1548
1549 if (ob->move_status < 4)
1550 move_object (ob, 3);
1551 else
1552 move_object (ob, 7);
1553}
1554
1555void
1556pace2_movev (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, 5);
1563 else if (ob->move_status < 8)
1564 return;
1565 else if (ob->move_status < 13)
1566 move_object (ob, 1);
1567 else
1568 return;
1569}
1570
1571void
1572pace2_moveh (object *ob)
1573{
1574 if (ob->move_status++ > 16)
1575 ob->move_status = 0;
1576
1577 if (ob->move_status < 6)
1578 move_object (ob, 3);
1579 else if (ob->move_status < 8)
1580 return;
1581 else if (ob->move_status < 13)
1582 move_object (ob, 7);
1583 else
1584 return;
1585}
1586
1587void
1588rand_move (object *ob)
1589{
1590 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1591 for (int i = 0; i < 5; i++)
1592 if (move_object (ob, ob->move_status = rndm (8) + 1))
1593 return;
1594} 1197}
1595 1198
1596void 1199void
1597check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1598{ 1201{
1649#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1650 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);
1651#endif 1254#endif
1652 1255
1653 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486//-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532//+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1654} 1671}
1655 1672
1656/* 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
1657 * 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
1658 * 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.
1663 * 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
1664 */ 1681 */
1665int 1682int
1666can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1667{ 1684{
1668 int radius = MIN_MON_RADIUS, hide_discovery;
1669
1670 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1671 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1672 return 0; 1687 return 0;
1673 1688
1674 /* 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 */
1676 return 0; 1691 return 0;
1677 1692
1678 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1679 1694
1680 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1681 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1682 return 0; 1697 return 0;
1683 1698
1684 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1685 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1686 return 1; 1701 return 1;
1687 1702
1688 /* 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
1689 * finding enemies! 1704 * finding enemies!
1690 */ 1705 */
1691 if (op->type == PLAYER) 1706 if (op->is_player ())
1692 return 0; 1707 return 0;
1693 1708
1694 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1695 * 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
1696 */ 1711 */
1697 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)))
1698 return 0; 1713 return 0;
1699 1714
1715 int radius = MIN_MON_RADIUS;
1716
1700 /* use this for invis also */ 1717 /* use this for invis also */
1701 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1702 1719
1703 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1704 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) */
1705 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1706 else 1723 else
1707 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1708 int bonus = op->level / 2 + op->stats.Int / 5; 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1709 1726
1710 if (enemy->is_player ()) 1727 if (enemy->is_player ())
1732 radius /= 2; 1749 radius /= 2;
1733 hide_discovery /= 3; 1750 hide_discovery /= 3;
1734 } 1751 }
1735 1752
1736 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1737 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1738 { 1755 {
1739 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1740 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1741 */ 1758 */
1742 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))
1745 radius -= op->map->darklevel () / 2; 1762 radius -= op->map->darklevel () / 2;
1746 1763
1747 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1748 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1749 */ 1766 */
1750 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)
1751 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1752 } /* if on dark map */ 1769 } /* if on dark map */
1753 1770
1754 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1755 * 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
1803 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1804 return 0; 1821 return 0;
1805} 1822}
1806 1823
1807/* 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
1808 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1809 * 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
1810 * other side of a wall (!). 1827 * other side of a wall (!).
1811 */ 1828 */
1812int 1829int
1813stand_in_light (object *op) 1830stand_in_light (object *op)
1814{ 1831{
1815 if (op) 1832 if (op)
1816 { 1833 {
1834 if (!op->is_on_map ())
1835 return 0;
1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1817 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1818 return 1; 1841 return 1;
1819 1842
1820 if (op->map) 1843 if (op->map)
1821 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)
1859 { 1882 {
1860 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1861 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1862 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1863 1886
1864 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1865 { 1888 {
1866 if (enemy->flag [FLAG_HIDDEN]) 1889 if (enemy->flag [FLAG_HIDDEN])
1867 { 1890 {
1868 make_visible (enemy); 1891 make_visible (enemy);
1869 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!");
1893 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1894 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1895 * 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
1896 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1897 */ 1920 */
1898 if (enemy->map->darklevel () > 0
1899 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1900 && (!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)))
1901 return 0; 1923 return 0;
1902 1924
1903 return 1; 1925 return 1;
1904} 1926}
1905 1927
1928//-GPL

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