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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.71 by root, Thu Nov 5 16:09:51 2009 UTC vs.
Revision 1.72 by root, Fri Nov 6 12:27:06 2009 UTC

284 284
285 return 0; 285 return 0;
286} 286}
287 287
288/* 288/*
289 * 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.
290 */ 293 */
291int 294static int
292move_monster (object *op) 295monster_can_pick (object *monster, object *item)
293{ 296{
294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
295 object *owner, *enemy, *part, *oph = op; 298 int i;
296 rv_vector rv;
297 299
298 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
299 * 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.
300 */ 365 */
301 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)))
302 return 0; 376 return 1;
303 377
304 /* for target facing, we copy this value here for fast access */ 378 return 0;
305 if (oph->head) /* force update the head - one arch one pic */ 379}
306 oph = oph->head;
307 380
308 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
309 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
310 else if ((enemy = find_enemy (op, &rv))) 383 *
311 /* 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.
312 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;
313 400
314 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
316 { 402 {
317 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
318 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
319 * #moves the monster makes. The scaling by 8 is
320 * to capture 8th's of a hp fraction regens
321 * 405 {
322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
323 * 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.
324 */ 412 */
325 413 if (next && next->destroyed ())
326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
328 op->last_heal %= 32;
329
330 /* So if the monster has gained enough HP that they are no longer afraid */
331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
333
334 if (op->stats.hp > op->stats.maxhp)
335 op->stats.hp = op->stats.maxhp;
336 }
337
338 /* generate sp, if applicable */
339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
340 {
341 /* last_sp is in funny units. Dividing by speed puts
342 * the regeneration rate on a basis of time instead of
343 * #moves the monster makes. The scaling by 8 is
344 * to capture 8th's of a sp fraction regens
345 *
346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
347 * overflow might produce monsters with negative sp.
348 */
349
350 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
351 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
352 op->last_sp %= 128;
353 }
354
355 /* this should probably get modified by many more values.
356 * (eg, creatures resistance to fear, level, etc. )
357 */
358 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
359 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
360
361 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
362 return QUERY_FLAG (op, FLAG_FREED);
363
364 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
365 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
366 if (!check_wakeup (op, enemy, &rv))
367 return 0;
368
369 /* check if monster pops out of hidden spot */
370 if (op->flag [FLAG_HIDDEN])
371 do_hidden_move (op);
372
373 if (op->pick_up)
374 monster_check_pickup (op);
375
376 if (op->will_apply)
377 monster_apply_below (op); /* Check for items to apply below */
378
379 /* If we don't have an enemy, do special movement or the like */
380 if (!enemy)
381 {
382 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
383 {
384 op->drop_and_destroy ();
385 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)
386 } 433 {
387
388 /* Probably really a bug for a creature to have both
389 * stand still and a movement type set.
390 */
391 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
392 {
393 if (op->attack_movement & HI4)
394 {
395 switch (op->attack_movement & HI4)
396 {
397 case PETMOVE:
398 pet_move (op);
399 break;
400
401 case CIRCLE1:
402 circ1_move (op);
403 break;
404
405 case CIRCLE2:
406 circ2_move (op);
407 break;
408
409 case PACEV:
410 pace_movev (op);
411 break;
412
413 case PACEH:
414 pace_moveh (op);
415 break;
416
417 case PACEV2:
418 pace2_movev (op);
419 break;
420
421 case PACEH2:
422 pace2_moveh (op);
423 break;
424
425 case RANDO: 434 case T_HANDLE:
426 rand_move (op); 435 case TRIGGER:
427 break; 436 if (monster->will_apply & 1)
428 437 manual_apply (monster, tmp, 0);
429 case RANDO2:
430 move_randomly (op);
431 break;
432 }
433
434 return 0;
435 }
436 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
437 move_randomly (op);
438 } /* stand still */
439
440 return 0;
441 } /* no enemy */
442
443 /* We have an enemy. Block immediately below is for pets */
444 if ((op->attack_movement & HI4) == PETMOVE
445 && (owner = op->owner) != NULL
446 && !on_same_map (op, owner)
447 && !owner->flag [FLAG_REMOVED])
448 return follow_owner (op, owner);
449
450 /* doppleganger code to change monster facing to that of the nearest
451 * player. Hmm. The code is here, but no monster in the current
452 * arch set uses it.
453 */
454 if (op->race == shstr_doppleganger)
455 {
456 op->face = enemy->face;
457 op->name = enemy->name;
458 }
459
460 /* Calculate range information for closest body part - this
461 * is used for the 'skill' code, which isn't that smart when
462 * it comes to figuring it out - otherwise, giants throw boulders
463 * into themselves.
464 */
465 get_rangevector (op, enemy, &rv, 0);
466
467 /* Move the check for scared up here - if the monster was scared,
468 * we were not doing any of the logic below, so might as well save
469 * a few cpu cycles.
470 */
471 if (!QUERY_FLAG (op, FLAG_SCARED))
472 {
473 rv_vector rv1;
474
475 /* now we test every part of an object .... this is a real ugly piece of code */
476 for (part = op; part; part = part->more)
477 {
478 get_rangevector (part, enemy, &rv1, 0x1);
479 dir = rv1.direction;
480
481 /* hm, not sure about this part - in original was a scared flag here too
482 * but that we test above... so can be old code here
483 */
484 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
485 dir = absdir (dir + 4);
486
487 if (QUERY_FLAG (op, FLAG_CONFUSED))
488 dir = absdir (dir + rndm (3) + rndm (3) - 2);
489
490 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
491 if (monster_cast_spell (op, part, enemy, dir, &rv1))
492 return 0;
493
494 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
495 if (monster_use_scroll (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
499 if (monster_use_range (op, part, enemy, dir))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
503 if (monster_use_skill (op, rv.part, enemy, rv.direction))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
507 if (monster_use_bow (op, part, enemy, dir))
508 return 0;
509 } /* for processing of all parts */
510 } /* If not scared */
511
512 part = rv.part;
513 dir = rv.direction;
514
515//-GPL
516
517 // if the enemy is a player, we have los. if los says we
518 // can directly reach the player, we do not deviate.
519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
522 {
523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
525
526 for (int ndir = 1; ndir <= 8; ++ndir)
527 {
528 mapxy pos (op); pos.move (ndir);
529
530 if (pos.normalise ())
531 {
532 mapspace &ms = pos.ms ();
533
534 if (ms.smell > smell)
535 {
536 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
540 sdir = ndir;
541
542 // perturbing the path might let the monster lose track,
543 // but it will also widen the actual path, spreading information
544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
545 sdir = absdir (sdir + 1 - rndm (2) * 2);
546 }
547 }
548 }
549
550 if (sdir)
551 dir = sdir;
552 else if (smell)
553 {
554 // no better smell found, so assume the player jumped, and erase this smell
555 //printf ("erasing smell %d\n", op->ms ().smell);//D
556 unordered_mapwalk (op, -1, -1, 1, 1)
557 m->at (nx, ny).smell = 0;
558 }
559 }
560
561//+GPL
562
563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
564 dir = absdir (dir + 4);
565
566 if (QUERY_FLAG (op, FLAG_CONFUSED))
567 dir = absdir (dir + rndm (3) + rndm (3) - 2);
568
569 pre_att_dir = dir; /* remember the original direction */
570
571 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
572 {
573 switch (op->attack_movement & LO4)
574 {
575 case DISTATT:
576 dir = dist_att (dir, op, enemy, part, &rv);
577 break; 438 break;
578 439
579 case RUNATT: 440 case TREASURE:
580 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
581 break; 443 break;
582 444
583 case HITRUN:
584 dir = hitrun_att (dir, op, enemy);
585 break;
586
587 case WAITATT:
588 dir = wait_att (dir, op, enemy, part, &rv);
589 break;
590
591 case RUSH: /* default - monster normally moves towards player */
592 case ALLRUN:
593 break;
594
595 case DISTHIT:
596 dir = disthit_att (dir, op, enemy, part, &rv);
597 break;
598
599 case WAIT2:
600 dir = wait_att2 (dir, op, enemy, part, &rv);
601 break;
602
603 default:
604 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
605 }
606 }
607
608 if (!dir)
609 return 0;
610
611 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
612 {
613 if (move_object (op, dir)) /* Can the monster move directly toward player? */
614 { 445 }
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
616 if ((op->attack_movement & LO4) == DISTATT) 447 break;
617 op->direction = pre_att_dir;
618
619 return 0;
620 }
621
622 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
623 {
624 /* Try move around corners if !close */
625 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
626
627 for (diff = 1; diff <= maxdiff; diff++)
628 {
629 /* try different detours */
630 int m = 1 - rndm (2) * 2; /* Try left or right first? */
631
632 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
633 return 0;
634 }
635 }
636 } /* if monster is not standing still */
637
638 /* elmex: Turn our monster after it moved if it has DISTATT attack */
639 if ((op->attack_movement & LO4) == DISTATT)
640 op->direction = pre_att_dir;
641
642 /*
643 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
644 * direction if they can't move away.
645 */
646 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
647 if (move_randomly (op))
648 return 0;
649
650 /*
651 * Try giving the monster a new enemy - the player that is closest
652 * to it. In this way, it won't just keep trying to get to a target
653 * that is inaccessible.
654 * This could be more clever - it should go through a list of several
655 * enemies, as it is now, you could perhaps get situations where there
656 * are two players flanking the monster at close distance, but which
657 * the monster can't get to, and a third one at a far distance that
658 * the monster could get to - as it is, the monster won't look at that
659 * third one.
660 */
661 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
662 { 448 }
663 object *nearest_player = get_nearest_player (op);
664
665 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
666 {
667 op->enemy = 0;
668 enemy = nearest_player;
669 }
670 }
671
672 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
673 {
674 /* The adjustement to wc that was here before looked totally bogus -
675 * since wc can in fact get negative, that would mean by adding
676 * the current wc, the creature gets better? Instead, just
677 * add a fixed amount - nasty creatures that are runny away should
678 * still be pretty nasty.
679 */
680 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
681 {
682 part->stats.wc += 10;
683 skill_attack (enemy, part, 0, NULL, NULL);
684 part->stats.wc -= 10;
685 }
686 else
687 skill_attack (enemy, part, 0, NULL, NULL);
688 } /* if monster is in attack range */
689
690 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
691 return 1;
692
693 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
694 {
695 op->drop_and_destroy ();
696 return 1;
697 }
698
699 return 0;
700}
701
702int
703can_hit (object *ob1, object *ob2, rv_vector * rv)
704{
705 object *more;
706 rv_vector rv1;
707
708 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
709 return 0;
710
711 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
712 return 1;
713
714 /* check all the parts of ob2 - just because we can't get to
715 * its head doesn't mean we don't want to pound its feet
716 */
717 for (more = ob2->more; more; more = more->more)
718 {
719 get_rangevector (ob1, more, &rv1, 0);
720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
721 return 1;
722 }
723
724 return 0;
725} 449}
726 450
727/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
728 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
729 * 453 *
737 * 461 *
738 * 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,
739 * 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,
740 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
741 */ 465 */
742
743static int 466static int
744monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
745{ 468{
746 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
747 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
750 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 ||
751 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)
752 return 1; 475 return 1;
753 476
754 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;
755} 869}
756 870
757#define MAX_KNOWN_SPELLS 20 871#define MAX_KNOWN_SPELLS 20
758 872
759/* Returns a randomly selected spell. This logic is still 873/* Returns a randomly selected spell. This logic is still
1063 /* in server/player.c */ 1177 /* in server/player.c */
1064 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);
1065 1179
1066} 1180}
1067 1181
1068/* Checks if putting on 'item' will make 'who' do more
1069 * damage. This is a very simplistic check - also checking things
1070 * like speed and ac are also relevant.
1071 *
1072 * return true if item is a better object.
1073 */
1074int
1075check_good_weapon (object *who, object *item)
1076{
1077 object *other_weap;
1078 int val = 0, i;
1079
1080 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1081 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1082 break;
1083
1084 if (!other_weap) /* No other weapons */
1085 return 1;
1086
1087 /* Rather than go through and apply the new one, and see if it is
1088 * better, just do some simple checks
1089 * Put some multipliers for things that hvae several effects,
1090 * eg, magic affects both damage and wc, so it has more weight
1091 */
1092
1093 val = item->stats.dam - other_weap->stats.dam;
1094 val += (item->magic - other_weap->magic) * 3;
1095 /* Monsters don't really get benefits from things like regen rates
1096 * from items. But the bonus for their stats are very important.
1097 */
1098 for (i = 0; i < NUM_STATS; i++)
1099 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1100
1101 if (val > 0)
1102 return 1;
1103 else
1104 return 0;
1105}
1106
1107int
1108check_good_armour (object *who, object *item)
1109{
1110 object *other_armour;
1111 int val = 0, i;
1112
1113 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1114 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1115 break;
1116
1117 if (other_armour == NULL) /* No other armour, use the new */
1118 return 1;
1119
1120 /* Like above function , see which is better */
1121 val = item->stats.ac - other_armour->stats.ac;
1122 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1123 val += (item->magic - other_armour->magic) * 3;
1124
1125 /* for the other protections, do weigh them very much in the equation -
1126 * it is the armor protection which is most important, because there is
1127 * no good way to know what the player may attack the monster with.
1128 * So if the new item has better protection than the old, give that higher
1129 * value. If the reverse, then decrease the value of this item some.
1130 */
1131 for (i = 1; i < NROFATTACKS; i++)
1132 {
1133 if (item->resist[i] > other_armour->resist[i])
1134 val++;
1135 else if (item->resist[i] < other_armour->resist[i])
1136 val--;
1137 }
1138
1139 /* Very few armours have stats, so not much need to worry about those. */
1140
1141 if (val > 0)
1142 return 1;
1143 else
1144 return 0;
1145}
1146
1147/*
1148 * monster_check_pickup(): checks for items that monster can pick up.
1149 *
1150 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1151 * Each time the blob passes over some treasure, it will
1152 * grab it a.s.a.p.
1153 *
1154 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1155 * to handle this.
1156 *
1157 * This function was seen be continueing looping at one point (tmp->below
1158 * became a recursive loop. It may be better to call monster_check_apply
1159 * after we pick everything up, since that function may call others which
1160 * affect stacking on this space.
1161 */
1162void
1163monster_check_pickup (object *monster)
1164{
1165 object *tmp, *next;
1166
1167 for (tmp = monster->below; tmp != NULL; tmp = next)
1168 {
1169 next = tmp->below;
1170 if (monster_can_pick (monster, tmp))
1171 {
1172 tmp->remove ();
1173 tmp = insert_ob_in_ob (tmp, monster);
1174 (void) monster_check_apply (monster, tmp);
1175 }
1176 /* We could try to re-establish the cycling, of the space, but probably
1177 * not a big deal to just bail out.
1178 */
1179 if (next && next->destroyed ())
1180 return;
1181 }
1182}
1183
1184/*
1185 * monster_can_pick(): If the monster is interested in picking up
1186 * the item, then return 0. Otherwise 0.
1187 * Instead of pick_up, flags for "greed", etc, should be used.
1188 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1189 */
1190int
1191monster_can_pick (object *monster, object *item)
1192{
1193 int flag = 0;
1194 int i;
1195
1196 if (!can_pick (monster, item))
1197 return 0;
1198
1199 if (QUERY_FLAG (item, FLAG_UNPAID))
1200 return 0;
1201
1202 if (monster->pick_up & 64) /* All */
1203 flag = 1;
1204
1205 else
1206 switch (item->type)
1207 {
1208 case MONEY:
1209 case GEM:
1210 flag = monster->pick_up & 2;
1211 break;
1212
1213 case FOOD:
1214 flag = monster->pick_up & 4;
1215 break;
1216
1217 case WEAPON:
1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1219 break;
1220
1221 case ARMOUR:
1222 case SHIELD:
1223 case HELMET:
1224 case BOOTS:
1225 case GLOVES:
1226 case GIRDLE:
1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1228 break;
1229
1230 case SKILL:
1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1232 break;
1233
1234 case RING:
1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1236 break;
1237
1238 case WAND:
1239 case HORN:
1240 case ROD:
1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1242 break;
1243
1244 case SPELLBOOK:
1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1246 break;
1247
1248 case SCROLL:
1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1250 break;
1251
1252 case BOW:
1253 case ARROW:
1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1255 break;
1256 }
1257
1258 /* Simplistic check - if the monster has a location to equip it, he will
1259 * pick it up. Note that this doesn't handle cases where an item may
1260 * use several locations.
1261 */
1262 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1263 {
1264 if (monster->slot[i].info && item->slot[i].info)
1265 {
1266 flag = 1;
1267 break;
1268 }
1269 }
1270
1271 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1272 return 1;
1273
1274 return 0;
1275}
1276
1277/*
1278 * monster_apply_below():
1279 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1280 * eager to apply things, encounters something apply-able,
1281 * then make him apply it
1282 */
1283void
1284monster_apply_below (object *monster)
1285{
1286 object *tmp, *next;
1287
1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1289 {
1290 next = tmp->below;
1291 switch (tmp->type)
1292 {
1293 case T_HANDLE:
1294 case TRIGGER:
1295 if (monster->will_apply & 1)
1296 manual_apply (monster, tmp, 0);
1297 break;
1298
1299 case TREASURE:
1300 if (monster->will_apply & 2)
1301 manual_apply (monster, tmp, 0);
1302 break;
1303
1304 }
1305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1306 break;
1307 }
1308}
1309
1310/*
1311 * monster_check_apply() is meant to be called after an item is
1312 * inserted in a monster.
1313 * If an item becomes outdated (monster found a better item),
1314 * a pointer to that object is returned, so it can be dropped.
1315 * (so that other monsters can pick it up and use it)
1316 * Note that as things are now, monsters never drop something -
1317 * they can pick up all that they can use.
1318 */
1319/* Sept 96, fixed this so skills will be readied -b.t.*/
1320void
1321monster_check_apply (object *mon, object *item)
1322{
1323 int flag = 0;
1324
1325 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1326 {
1327 SET_FLAG (mon, FLAG_CAST_SPELL);
1328 return;
1329 }
1330
1331 /* If for some reason, this item is already applied, no more work to do */
1332 if (QUERY_FLAG (item, FLAG_APPLIED))
1333 return;
1334
1335 /* Might be better not to do this - if the monster can fire a bow,
1336 * it is possible in his wanderings, he will find one to use. In
1337 * which case, it would be nice to have ammo for it.
1338 */
1339 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1340 {
1341 /* Check for the right kind of bow */
1342 object *bow;
1343
1344 for (bow = mon->inv; bow; bow = bow->below)
1345 if (bow->type == BOW && bow->race == item->race)
1346 {
1347 SET_FLAG (mon, FLAG_READY_BOW);
1348 LOG (llevMonster, "Found correct bow for arrows.\n");
1349 return; /* nothing more to do for arrows */
1350 }
1351 }
1352
1353 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1354 flag = 1;
1355 /* Eating food gets hp back */
1356 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1357 flag = 1;
1358 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1359 {
1360 if (!item->inv)
1361 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1362 else if (monster_should_cast_spell (mon, item->inv))
1363 SET_FLAG (mon, FLAG_READY_SCROLL);
1364 /* Don't use it right now */
1365 return;
1366 }
1367 else if (item->type == WEAPON)
1368 flag = check_good_weapon (mon, item);
1369 else if (item->is_armor ())
1370 flag = check_good_armour (mon, item);
1371 /* Should do something more, like make sure this is a better item */
1372 else if (item->type == RING)
1373 flag = 1;
1374 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1375 {
1376 /* We never really 'ready' the wand/rod/horn, because that would mean the
1377 * weapon would get undone.
1378 */
1379 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1380 {
1381 SET_FLAG (mon, FLAG_READY_RANGE);
1382 SET_FLAG (item, FLAG_APPLIED);
1383 }
1384 return;
1385 }
1386 else if (item->type == BOW)
1387 {
1388 /* We never really 'ready' the bow, because that would mean the
1389 * weapon would get undone.
1390 */
1391 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1392 SET_FLAG (mon, FLAG_READY_BOW);
1393 return;
1394 }
1395 else if (item->type == SKILL)
1396 {
1397 /*
1398 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1399 * else they can't use the skill...
1400 * Skills also don't need to get applied, so return now.
1401 */
1402 SET_FLAG (mon, FLAG_READY_SKILL);
1403 return;
1404 }
1405
1406 /* if we don't match one of the above types, return now.
1407 * can_apply_object will say that we can apply things like flesh,
1408 * bolts, and whatever else, because it only checks against the
1409 * body_info locations.
1410 */
1411 if (!flag)
1412 return;
1413
1414 /* Check to see if the monster can use this item. If not, no need
1415 * to do further processing. Note that can_apply_object already checks
1416 * for the CAN_USE flags.
1417 */
1418 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1419 return;
1420
1421 /* should only be applying this item, not unapplying it.
1422 * also, ignore status of curse so they can take off old armour.
1423 * monsters have some advantages after all.
1424 */
1425 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1426}
1427
1428void 1182void
1429npc_call_help (object *op) 1183npc_call_help (object *op)
1430{ 1184{
1431 unordered_mapwalk (op, -7, -7, 7, 7) 1185 unordered_mapwalk (op, -7, -7, 7, 7)
1432 { 1186 {
1438 1192
1439 for (object *npc = ms.bot; npc; npc = npc->above) 1193 for (object *npc = ms.bot; npc; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy; 1195 npc->enemy = op->enemy;
1442 } 1196 }
1443}
1444
1445int
1446dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1447{
1448 if (can_hit (part, enemy, rv))
1449 return dir;
1450
1451 if (rv->distance < 10)
1452 return absdir (dir + 4);
1453 else if (rv->distance > 18)
1454 return dir;
1455
1456 return 0;
1457}
1458
1459int
1460run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1461{
1462 if (can_hit (part, enemy, rv))
1463 return dir;
1464 else
1465 return absdir (dir + 4);
1466}
1467
1468int
1469hitrun_att (int dir, object *ob, object *enemy)
1470{
1471 if (ob->move_status++ < 25)
1472 return dir;
1473 else if (ob->move_status < 50)
1474 return absdir (dir + 4);
1475 else
1476 ob->move_status = 0;
1477
1478 return absdir (dir + 4);
1479}
1480
1481int
1482wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1483{
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495
1496 ob->move_status = 0;
1497 return 0;
1498}
1499
1500int
1501disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502{
1503 /* The logic below here looked plain wrong before. Basically, what should
1504 * happen is that if the creatures hp percentage falls below run_away,
1505 * the creature should run away (dir+4)
1506 * I think its wrong for a creature to have a zero maxhp value, but
1507 * at least one map has this set, and whatever the map contains, the
1508 * server should try to be resilant enough to avoid the problem
1509 */
1510 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1511 return absdir (dir + 4);
1512
1513 return dist_att (dir, ob, enemy, part, rv);
1514}
1515
1516int
1517wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518{
1519 if (rv->distance < 9)
1520 return absdir (dir + 4);
1521
1522 return 0;
1523}
1524
1525void
1526circ1_move (object *ob)
1527{
1528 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1529
1530 if (++ob->move_status > 11)
1531 ob->move_status = 0;
1532
1533 if (!(move_object (ob, circle[ob->move_status])))
1534 move_object (ob, rndm (8) + 1);
1535}
1536
1537void
1538circ2_move (object *ob)
1539{
1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541
1542 if (++ob->move_status > 19)
1543 ob->move_status = 0;
1544
1545 if (!(move_object (ob, circle[ob->move_status])))
1546 move_object (ob, rndm (8) + 1);
1547}
1548
1549void
1550pace_movev (object *ob)
1551{
1552 if (ob->move_status++ > 6)
1553 ob->move_status = 0;
1554
1555 if (ob->move_status < 4)
1556 move_object (ob, 5);
1557 else
1558 move_object (ob, 1);
1559}
1560
1561void
1562pace_moveh (object *ob)
1563{
1564 if (ob->move_status++ > 6)
1565 ob->move_status = 0;
1566
1567 if (ob->move_status < 4)
1568 move_object (ob, 3);
1569 else
1570 move_object (ob, 7);
1571}
1572
1573void
1574pace2_movev (object *ob)
1575{
1576 if (ob->move_status++ > 16)
1577 ob->move_status = 0;
1578
1579 if (ob->move_status < 6)
1580 move_object (ob, 5);
1581 else if (ob->move_status < 8)
1582 return;
1583 else if (ob->move_status < 13)
1584 move_object (ob, 1);
1585 else
1586 return;
1587}
1588
1589void
1590pace2_moveh (object *ob)
1591{
1592 if (ob->move_status++ > 16)
1593 ob->move_status = 0;
1594
1595 if (ob->move_status < 6)
1596 move_object (ob, 3);
1597 else if (ob->move_status < 8)
1598 return;
1599 else if (ob->move_status < 13)
1600 move_object (ob, 7);
1601 else
1602 return;
1603}
1604
1605void
1606rand_move (object *ob)
1607{
1608 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1609 for (int i = 0; i < 5; i++)
1610 if (move_object (ob, ob->move_status = rndm (8) + 1))
1611 return;
1612} 1197}
1613 1198
1614void 1199void
1615check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1616{ 1201{
1667#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1668 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);
1669#endif 1254#endif
1670 1255
1671 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;
1672} 1671}
1673 1672
1674/* 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
1675 * 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
1676 * 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.

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