1 | /* |
1 | /* |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
|
|
4 | * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team |
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * Copyright (©) 1992 Frank Tore Johansen |
7 | * |
8 | * |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * Deliantra is free software: you can redistribute it and/or modify it under |
9 | * the terms of the Affero GNU General Public License as published by the |
10 | * the terms of the Affero GNU General Public License as published by the |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * Free Software Foundation, either version 3 of the License, or (at your |
11 | * option) any later version. |
12 | * option) any later version. |
12 | * |
13 | * |
13 | * This program is distributed in the hope that it will be useful, |
14 | * This program is distributed in the hope that it will be useful, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
17 | * GNU General Public License for more details. |
17 | * |
18 | * |
18 | * You should have received a copy of the Affero GNU General Public License |
19 | * You should have received a copy of the Affero GNU General Public License |
19 | * and the GNU General Public License along with this program. If not, see |
20 | * and the GNU General Public License along with this program. If not, see |
20 | * <http://www.gnu.org/licenses/>. |
21 | * <http://www.gnu.org/licenses/>. |
21 | * |
22 | * |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
24 | */ |
24 | |
25 | |
25 | //+GPL |
26 | //+GPL |
26 | |
27 | |
… | |
… | |
51 | npc->enemy = npc->owner->enemy; |
52 | npc->enemy = npc->owner->enemy; |
52 | } |
53 | } |
53 | |
54 | |
54 | /* periodically, a monster may change its target. Also, if the object |
55 | /* periodically, a monster may change its target. Also, if the object |
55 | * has been destroyed, etc, clear the enemy. |
56 | * has been destroyed, etc, clear the enemy. |
56 | * TODO: this should be changed, because it invokes to attack forced or |
57 | * TODO: this should be changed, because it invokes to attack forced or |
57 | * attacked monsters to leave the attacker alone, before it is destroyed |
58 | * attacked monsters to leave the attacker alone, before it is destroyed |
58 | */ |
59 | */ |
59 | /* I had removed the random target leave, this invokes problems with friendly |
60 | /* I had removed the random target leave, this invokes problems with friendly |
60 | * objects, getting attacked and defending herself - they don't try to attack |
61 | * objects, getting attacked and defending herself - they don't try to attack |
61 | * again then but perhaps get attack on and on |
62 | * again then but perhaps get attack on and on |
62 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
63 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
63 | * too. */ |
64 | * too. */ |
64 | |
65 | |
65 | if (npc->enemy) |
66 | if (npc->enemy) |
66 | { |
67 | { |
67 | /* I broke these if's apart to better be able to see what |
68 | /* I broke these if's apart to better be able to see what |
68 | * the grouping checks are. Code is the same. |
69 | * the grouping checks are. Code is the same. |
69 | */ |
70 | */ |
70 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
71 | if (npc->enemy->flag [FLAG_REMOVED] || |
71 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
72 | npc->enemy->flag [FLAG_FREED] || |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
73 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL]) |
73 | npc->enemy = 0; |
74 | npc->enemy = 0; |
74 | |
75 | |
75 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
76 | else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY] |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
78 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
78 | || npc->enemy == npc->owner)) |
79 | || npc->enemy == npc->owner)) |
79 | npc->enemy = 0; |
80 | npc->enemy = 0; |
80 | |
81 | |
81 | |
82 | |
82 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
83 | else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER)) |
83 | npc->enemy = 0; |
84 | npc->enemy = 0; |
84 | |
85 | |
85 | /* I've noticed that pets could sometimes get an arrow as the |
86 | /* I've noticed that pets could sometimes get an arrow as the |
86 | * target enemy - this code below makes sure the enemy is something |
87 | * target enemy - this code below makes sure the enemy is something |
87 | * that should be attacked. My guess is that the arrow hits |
88 | * that should be attacked. My guess is that the arrow hits |
88 | * the creature/owner, and so the creature then takes that |
89 | * the creature/owner, and so the creature then takes that |
89 | * as the enemy to attack. |
90 | * as the enemy to attack. |
90 | */ |
91 | */ |
91 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
92 | else if (!npc->enemy->flag [FLAG_MONSTER] |
92 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
93 | && !npc->enemy->flag [FLAG_GENERATOR] |
93 | && npc->enemy->type != PLAYER |
94 | && npc->enemy->type != PLAYER |
94 | && npc->enemy->type != GOLEM) |
95 | && npc->enemy->type != GOLEM) |
95 | npc->enemy = 0; |
96 | npc->enemy = 0; |
96 | } |
97 | } |
97 | |
98 | |
… | |
… | |
105 | * of direction, revisit them after looking at all the other spaces. |
106 | * of direction, revisit them after looking at all the other spaces. |
106 | * |
107 | * |
107 | * Note that being this may skip some number of spaces, it will |
108 | * Note that being this may skip some number of spaces, it will |
108 | * not necessarily find the nearest living creature - it basically |
109 | * not necessarily find the nearest living creature - it basically |
109 | * chooses one from within a 3 space radius, and since it skips |
110 | * chooses one from within a 3 space radius, and since it skips |
110 | * the first few directions, it could very well choose something |
111 | * the first few directions, it could very well choose something |
111 | * 3 spaces away even though something directly north is closer. |
112 | * 3 spaces away even though something directly north is closer. |
112 | * |
113 | * |
113 | * this function is map tile aware. |
114 | * this function is map tile aware. |
114 | */ |
115 | */ |
115 | object * |
116 | object * |
… | |
… | |
125 | for (i = 0; i < SIZEOFFREE; i++) |
126 | for (i = 0; i < SIZEOFFREE; i++) |
126 | { |
127 | { |
127 | /* modified to implement smart searching using search_arr |
128 | /* modified to implement smart searching using search_arr |
128 | * guidance array to determine direction of search order |
129 | * guidance array to determine direction of search order |
129 | */ |
130 | */ |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
131 | nx = npc->x + DIRX (search_arr[i]); |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
132 | ny = npc->y + DIRY (search_arr[i]); |
132 | m = npc->map; |
133 | m = npc->map; |
133 | |
134 | |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
135 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
135 | |
136 | |
136 | if (mflags & P_OUT_OF_MAP) |
137 | if (mflags & P_OUT_OF_MAP) |
… | |
… | |
162 | |
163 | |
163 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
164 | attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
164 | npc->attacked_by = 0; /* always clear the attacker entry */ |
165 | npc->attacked_by = 0; /* always clear the attacker entry */ |
165 | |
166 | |
166 | /* if we berserk, we don't care about others - we attack all we can find */ |
167 | /* if we berserk, we don't care about others - we attack all we can find */ |
167 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
168 | if (npc->flag [FLAG_BERSERK]) |
168 | { |
169 | { |
169 | tmp = find_nearest_living_creature (npc); |
170 | tmp = find_nearest_living_creature (npc); |
170 | |
171 | |
171 | if (tmp) |
172 | if (tmp) |
172 | get_rangevector (npc, tmp, rv, 0); |
173 | get_rangevector (npc, tmp, rv, 0); |
173 | |
174 | |
174 | return tmp; |
175 | return tmp; |
175 | } |
176 | } |
176 | |
177 | |
177 | /* Here is the main enemy selection. |
178 | /* Here is the main enemy selection. |
178 | * We want this: if there is an enemy, attack him until its not possible or |
179 | * We want this: if there is an enemy, attack him until its not possible or |
179 | * one of both is dead. |
180 | * one of both is dead. |
180 | * If we have no enemy and we are... |
181 | * If we have no enemy and we are... |
181 | * a monster: try to find a player, a pet or a friendly monster |
182 | * a monster: try to find a player, a pet or a friendly monster |
182 | * a friendly: only target a monster which is targeting you first or targeting a player |
183 | * a friendly: only target a monster which is targeting you first or targeting a player |
183 | * a neutral: fight a attacker (but there should be none), then do nothing |
184 | * a neutral: fight a attacker (but there should be none), then do nothing |
… | |
… | |
201 | if (attacker) /* if we have an attacker, check him */ |
202 | if (attacker) /* if we have an attacker, check him */ |
202 | { |
203 | { |
203 | /* TODO: that's not finished */ |
204 | /* TODO: that's not finished */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
205 | /* we don't want a fight evil vs evil or good against non evil */ |
205 | |
206 | |
206 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
207 | if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */ |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
208 | (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) || |
208 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
209 | (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER))) |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
211 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
211 | { |
212 | { |
212 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 | npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 | npc->enemy = attacker; |
214 | npc->enemy = attacker; |
214 | return attacker; /* yes, we face our attacker! */ |
215 | return attacker; /* yes, we face our attacker! */ |
215 | } |
216 | } |
216 | } |
217 | } |
217 | |
218 | |
218 | /* we have no legal enemy or attacker, so we try to target a new one */ |
219 | /* we have no legal enemy or attacker, so we try to target a new one */ |
219 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
220 | if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL]) |
220 | { |
221 | { |
221 | npc->enemy = get_nearest_player (npc); |
222 | npc->enemy = get_nearest_player (npc); |
222 | if (npc->enemy) |
223 | if (npc->enemy) |
223 | tmp = check_enemy (npc, rv); |
224 | tmp = check_enemy (npc, rv); |
224 | } |
225 | } |
… | |
… | |
250 | radius = MIN_MON_RADIUS; |
251 | radius = MIN_MON_RADIUS; |
251 | else if (op->map |
252 | else if (op->map |
252 | && !enemy->invisible |
253 | && !enemy->invisible |
253 | && !stand_in_light (enemy) |
254 | && !stand_in_light (enemy) |
254 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
255 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
255 | /* This covers the situation where the monster is in the dark |
256 | /* This covers the situation where the monster is in the dark |
256 | * and has an enemy. If the enemy has no carried light (or isnt |
257 | * and has an enemy. If the enemy has no carried light (or isnt |
257 | * glowing!) then the monster has trouble finding the enemy. |
258 | * glowing!) then the monster has trouble finding the enemy. |
258 | * Remember we already checked to see if the monster can see in |
259 | * Remember we already checked to see if the monster can see in |
259 | * the dark. */ |
260 | * the dark. */ |
260 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
261 | min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
261 | |
262 | |
262 | if (enemy->flag [FLAG_STEALTH]) |
263 | if (enemy->flag [FLAG_STEALTH]) |
263 | radius = radius / 2 + 1; |
264 | radius = radius / 2 + 1; |
264 | |
265 | |
265 | /* enemy should already be on this map, so don't really need to check |
266 | /* enemy should already be on this map, so don't really need to check |
266 | * for that. |
267 | * for that. |
267 | */ |
268 | */ |
268 | if (rv->distance <= radius) |
269 | if (rv->distance <= radius) |
269 | { |
270 | { |
270 | CLEAR_FLAG (op, FLAG_SLEEP); |
271 | op->clr_flag (FLAG_SLEEP); |
271 | return 1; |
272 | return 1; |
272 | } |
273 | } |
273 | |
274 | |
274 | return 0; |
275 | return 0; |
275 | } |
276 | } |
… | |
… | |
277 | static int |
278 | static int |
278 | move_randomly (object *op) |
279 | move_randomly (object *op) |
279 | { |
280 | { |
280 | /* Give up to 15 chances for a monster to move randomly */ |
281 | /* Give up to 15 chances for a monster to move randomly */ |
281 | for (int i = 0; i < 15; i++) |
282 | for (int i = 0; i < 15; i++) |
282 | if (move_object (op, rndm (8) + 1)) |
283 | if (op->move (rndm (8) + 1)) |
283 | return 1; |
284 | return 1; |
284 | |
285 | |
285 | return 0; |
286 | return 0; |
286 | } |
287 | } |
287 | |
288 | |
… | |
… | |
298 | int i; |
299 | int i; |
299 | |
300 | |
300 | if (!can_pick (monster, item)) |
301 | if (!can_pick (monster, item)) |
301 | return 0; |
302 | return 0; |
302 | |
303 | |
303 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
304 | if (item->flag [FLAG_UNPAID]) |
304 | return 0; |
305 | return 0; |
305 | |
306 | |
306 | if (monster->pick_up & 64) /* All */ |
307 | if (monster->pick_up & 64) /* All */ |
307 | flag = 1; |
308 | flag = 1; |
308 | |
309 | |
… | |
… | |
317 | case FOOD: |
318 | case FOOD: |
318 | flag = monster->pick_up & 4; |
319 | flag = monster->pick_up & 4; |
319 | break; |
320 | break; |
320 | |
321 | |
321 | case WEAPON: |
322 | case WEAPON: |
322 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
323 | flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON]; |
323 | break; |
324 | break; |
324 | |
325 | |
325 | case ARMOUR: |
326 | case ARMOUR: |
326 | case SHIELD: |
327 | case SHIELD: |
327 | case HELMET: |
328 | case HELMET: |
328 | case BOOTS: |
329 | case BOOTS: |
329 | case GLOVES: |
330 | case GLOVES: |
330 | case GIRDLE: |
331 | case GIRDLE: |
331 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
332 | flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR]; |
332 | break; |
333 | break; |
333 | |
334 | |
334 | case SKILL: |
335 | case SKILL: |
335 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
336 | flag = monster->flag [FLAG_CAN_USE_SKILL]; |
336 | break; |
337 | break; |
337 | |
338 | |
338 | case RING: |
339 | case RING: |
339 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
340 | flag = monster->flag [FLAG_USE_RING]; |
340 | break; |
341 | break; |
341 | |
342 | |
|
|
343 | case RANGED: |
342 | case WAND: |
344 | case WAND: |
343 | case HORN: |
345 | case HORN: |
344 | case ROD: |
346 | case ROD: |
345 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
347 | flag = monster->flag [FLAG_USE_RANGE]; |
346 | break; |
348 | break; |
347 | |
349 | |
348 | case SPELLBOOK: |
350 | case SPELLBOOK: |
349 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
351 | flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL]; |
350 | break; |
352 | break; |
351 | |
353 | |
352 | case SCROLL: |
354 | case SCROLL: |
353 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
355 | flag = monster->flag [FLAG_USE_SCROLL]; |
354 | break; |
356 | break; |
355 | |
357 | |
356 | case BOW: |
358 | case BOW: |
357 | case ARROW: |
359 | case ARROW: |
358 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
360 | flag = monster->flag [FLAG_USE_BOW]; |
359 | break; |
361 | break; |
360 | } |
362 | } |
361 | |
363 | |
362 | /* Simplistic check - if the monster has a location to equip it, he will |
364 | /* 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 |
365 | * pick it up. Note that this doesn't handle cases where an item may |
… | |
… | |
370 | flag = 1; |
372 | flag = 1; |
371 | break; |
373 | break; |
372 | } |
374 | } |
373 | } |
375 | } |
374 | |
376 | |
375 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
377 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag)) |
376 | return 1; |
378 | return 1; |
377 | |
379 | |
378 | return 0; |
380 | return 0; |
379 | } |
381 | } |
380 | |
382 | |
… | |
… | |
394 | * affect stacking on this space. |
396 | * affect stacking on this space. |
395 | */ |
397 | */ |
396 | static void |
398 | static void |
397 | monster_check_pickup (object *monster) |
399 | monster_check_pickup (object *monster) |
398 | { |
400 | { |
399 | object *tmp, *next; |
|
|
400 | |
|
|
401 | for (tmp = monster->below; tmp != NULL; tmp = next) |
401 | for (object *next, *tmp = monster->below; tmp; tmp = next) |
402 | { |
402 | { |
403 | next = tmp->below; |
403 | next = tmp->below; |
|
|
404 | |
404 | if (monster_can_pick (monster, tmp)) |
405 | if (monster_can_pick (monster, tmp)) |
405 | { |
406 | { |
406 | tmp->remove (); |
407 | tmp->remove (); |
407 | tmp = insert_ob_in_ob (tmp, monster); |
408 | tmp = insert_ob_in_ob (tmp, monster); |
408 | (void) monster_check_apply (monster, tmp); |
409 | monster_check_apply (monster, tmp); |
409 | } |
410 | } |
|
|
411 | |
410 | /* We could try to re-establish the cycling, of the space, but probably |
412 | /* We could try to re-establish the cycling, of the space, but probably |
411 | * not a big deal to just bail out. |
413 | * not a big deal to just bail out. |
412 | */ |
414 | */ |
413 | if (next && next->destroyed ()) |
415 | if (next && next->destroyed ()) |
414 | return; |
416 | return; |
… | |
… | |
432 | switch (tmp->type) |
434 | switch (tmp->type) |
433 | { |
435 | { |
434 | case T_HANDLE: |
436 | case T_HANDLE: |
435 | case TRIGGER: |
437 | case TRIGGER: |
436 | if (monster->will_apply & 1) |
438 | if (monster->will_apply & 1) |
437 | manual_apply (monster, tmp, 0); |
439 | monster->apply (tmp); |
438 | break; |
440 | break; |
439 | |
441 | |
440 | case TREASURE: |
442 | case TREASURE: |
441 | if (monster->will_apply & 2) |
443 | if (monster->will_apply & 2) |
442 | manual_apply (monster, tmp, 0); |
444 | monster->apply (tmp); |
443 | break; |
445 | break; |
444 | |
446 | |
445 | } |
447 | } |
446 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
448 | if (tmp->flag [FLAG_IS_FLOOR]) |
447 | break; |
449 | break; |
448 | } |
450 | } |
449 | } |
451 | } |
450 | |
452 | |
451 | /* Returns 1 is monster should cast spell sp at an enemy |
453 | /* Returns 1 is monster should cast spell sp at an enemy |
… | |
… | |
488 | { |
490 | { |
489 | object *other_weap; |
491 | object *other_weap; |
490 | int val = 0, i; |
492 | int val = 0, i; |
491 | |
493 | |
492 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
494 | 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)) |
495 | if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED]) |
494 | break; |
496 | break; |
495 | |
497 | |
496 | if (!other_weap) /* No other weapons */ |
498 | if (!other_weap) /* No other weapons */ |
497 | return 1; |
499 | return 1; |
498 | |
500 | |
… | |
… | |
521 | { |
523 | { |
522 | object *other_armour; |
524 | object *other_armour; |
523 | int val = 0, i; |
525 | int val = 0, i; |
524 | |
526 | |
525 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
527 | 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)) |
528 | if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED]) |
527 | break; |
529 | break; |
528 | |
530 | |
529 | if (other_armour == NULL) /* No other armour, use the new */ |
531 | if (other_armour == NULL) /* No other armour, use the new */ |
530 | return 1; |
532 | return 1; |
531 | |
533 | |
… | |
… | |
534 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
536 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
535 | val += (item->magic - other_armour->magic) * 3; |
537 | val += (item->magic - other_armour->magic) * 3; |
536 | |
538 | |
537 | /* for the other protections, do weigh them very much in the equation - |
539 | /* 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 |
540 | * 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. |
541 | * 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 |
542 | * 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. |
543 | * value. If the reverse, then decrease the value of this item some. |
542 | */ |
544 | */ |
543 | for (i = 1; i < NROFATTACKS; i++) |
545 | for (i = 1; i < NROFATTACKS; i++) |
544 | { |
546 | { |
… | |
… | |
569 | void |
571 | void |
570 | monster_check_apply (object *mon, object *item) |
572 | monster_check_apply (object *mon, object *item) |
571 | { |
573 | { |
572 | int flag = 0; |
574 | int flag = 0; |
573 | |
575 | |
574 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
576 | if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL])) |
575 | { |
577 | { |
576 | SET_FLAG (mon, FLAG_CAST_SPELL); |
578 | mon->set_flag (FLAG_CAST_SPELL); |
577 | return; |
579 | return; |
578 | } |
580 | } |
579 | |
581 | |
580 | /* If for some reason, this item is already applied, no more work to do */ |
582 | /* If for some reason, this item is already applied, no more work to do */ |
581 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
583 | if (item->flag [FLAG_APPLIED]) |
582 | return; |
584 | return; |
583 | |
585 | |
584 | /* Might be better not to do this - if the monster can fire a bow, |
586 | /* 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 |
587 | * 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. |
588 | * which case, it would be nice to have ammo for it. |
587 | */ |
589 | */ |
588 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
590 | if (mon->flag [FLAG_USE_BOW] && item->type == ARROW) |
589 | { |
591 | { |
590 | /* Check for the right kind of bow */ |
592 | /* Check for the right kind of bow */ |
591 | object *bow; |
593 | object *bow; |
592 | |
594 | |
593 | for (bow = mon->inv; bow; bow = bow->below) |
595 | for (bow = mon->inv; bow; bow = bow->below) |
594 | if (bow->type == BOW && bow->race == item->race) |
596 | if (bow->type == BOW && bow->race == item->race) |
595 | { |
597 | { |
596 | SET_FLAG (mon, FLAG_READY_BOW); |
598 | mon->set_flag (FLAG_READY_BOW); |
597 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
598 | return; /* nothing more to do for arrows */ |
599 | return; /* nothing more to do for arrows */ |
599 | } |
600 | } |
600 | } |
601 | } |
601 | |
602 | |
602 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
603 | flag = 1; |
604 | flag = 1; |
604 | /* Eating food gets hp back */ |
605 | /* Eating food gets hp back */ |
605 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
606 | flag = 1; |
607 | flag = 1; |
607 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
608 | else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL]) |
608 | { |
609 | { |
609 | if (!item->inv) |
610 | if (!item->inv) |
610 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
611 | 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 | else if (monster_should_cast_spell (mon, item->inv)) |
612 | SET_FLAG (mon, FLAG_READY_SCROLL); |
613 | mon->set_flag (FLAG_READY_SCROLL); |
613 | /* Don't use it right now */ |
614 | /* Don't use it right now */ |
614 | return; |
615 | return; |
615 | } |
616 | } |
616 | else if (item->type == WEAPON) |
617 | else if (item->type == WEAPON) |
617 | flag = check_good_weapon (mon, item); |
618 | flag = check_good_weapon (mon, item); |
… | |
… | |
625 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
626 | * weapon would get undone. |
627 | * weapon would get undone. |
627 | */ |
628 | */ |
628 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
629 | { |
630 | { |
630 | SET_FLAG (mon, FLAG_READY_RANGE); |
631 | mon->set_flag (FLAG_READY_RANGE); |
631 | SET_FLAG (item, FLAG_APPLIED); |
632 | item->set_flag (FLAG_APPLIED); |
632 | } |
633 | } |
633 | return; |
634 | return; |
634 | } |
635 | } |
635 | else if (item->type == BOW) |
636 | else if (item->type == BOW) |
636 | { |
637 | { |
637 | /* We never really 'ready' the bow, because that would mean the |
638 | /* We never really 'ready' the bow, because that would mean the |
638 | * weapon would get undone. |
639 | * weapon would get undone. |
639 | */ |
640 | */ |
640 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
641 | SET_FLAG (mon, FLAG_READY_BOW); |
642 | mon->set_flag (FLAG_READY_BOW); |
642 | return; |
643 | return; |
643 | } |
644 | } |
644 | else if (item->type == SKILL) |
645 | else if (item->type == SKILL) |
645 | { |
646 | { |
646 | /* |
647 | /* |
647 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
648 | * else they can't use the skill... |
649 | * else they can't use the skill... |
649 | * Skills also don't need to get applied, so return now. |
650 | * Skills also don't need to get applied, so return now. |
650 | */ |
651 | */ |
651 | SET_FLAG (mon, FLAG_READY_SKILL); |
652 | mon->set_flag (FLAG_READY_SKILL); |
652 | return; |
653 | return; |
653 | } |
654 | } |
654 | |
655 | |
655 | /* if we don't match one of the above types, return now. |
656 | /* 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 | * can_apply_object will say that we can apply things like flesh, |
657 | * bolts, and whatever else, because it only checks against the |
658 | * bolts, and whatever else, because it only checks against the |
658 | * body_info locations. |
659 | * body_info locations. |
659 | */ |
660 | */ |
660 | if (!flag) |
661 | if (!flag) |
661 | return; |
662 | return; |
… | |
… | |
669 | |
670 | |
670 | /* should only be applying this item, not unapplying it. |
671 | /* should only be applying this item, not unapplying it. |
671 | * also, ignore status of curse so they can take off old armour. |
672 | * also, ignore status of curse so they can take off old armour. |
672 | * monsters have some advantages after all. |
673 | * monsters have some advantages after all. |
673 | */ |
674 | */ |
674 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
675 | mon->apply (item, AP_APPLY | AP_IGNORE_CURSE); |
675 | } |
676 | } |
676 | |
677 | |
677 | static int |
678 | static int |
678 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
679 | { |
680 | { |
680 | object *more; |
681 | object *more; |
681 | rv_vector rv1; |
682 | rv_vector rv1; |
682 | |
683 | |
683 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
684 | if (ob1->flag [FLAG_CONFUSED] && !(rndm (3))) |
684 | return 0; |
685 | return 0; |
685 | |
686 | |
686 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
687 | return 1; |
688 | return 1; |
688 | |
689 | |
… | |
… | |
785 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
786 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
786 | |
787 | |
787 | if (++ob->move_status > 11) |
788 | if (++ob->move_status > 11) |
788 | ob->move_status = 0; |
789 | ob->move_status = 0; |
789 | |
790 | |
790 | if (!(move_object (ob, circle[ob->move_status]))) |
791 | if (!(ob->move (circle[ob->move_status]))) |
791 | move_object (ob, rndm (8) + 1); |
792 | ob->move (rndm (8) + 1); |
792 | } |
793 | } |
793 | |
794 | |
794 | static void |
795 | static void |
795 | circ2_move (object *ob) |
796 | circ2_move (object *ob) |
796 | { |
797 | { |
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 | 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 | |
799 | if (++ob->move_status > 19) |
800 | if (++ob->move_status > 19) |
800 | ob->move_status = 0; |
801 | ob->move_status = 0; |
801 | |
802 | |
802 | if (!(move_object (ob, circle[ob->move_status]))) |
803 | if (!(ob->move (circle[ob->move_status]))) |
803 | move_object (ob, rndm (8) + 1); |
804 | ob->move (rndm (8) + 1); |
804 | } |
805 | } |
805 | |
806 | |
806 | static void |
807 | static void |
807 | pace_movev (object *ob) |
808 | pace_movev (object *ob) |
808 | { |
809 | { |
809 | if (ob->move_status++ > 6) |
810 | if (ob->move_status++ > 6) |
810 | ob->move_status = 0; |
811 | ob->move_status = 0; |
811 | |
812 | |
812 | if (ob->move_status < 4) |
813 | if (ob->move_status < 4) |
813 | move_object (ob, 5); |
814 | ob->move (5); |
814 | else |
815 | else |
815 | move_object (ob, 1); |
816 | ob->move (1); |
816 | } |
817 | } |
817 | |
818 | |
818 | static void |
819 | static void |
819 | pace_moveh (object *ob) |
820 | pace_moveh (object *ob) |
820 | { |
821 | { |
821 | if (ob->move_status++ > 6) |
822 | if (ob->move_status++ > 6) |
822 | ob->move_status = 0; |
823 | ob->move_status = 0; |
823 | |
824 | |
824 | if (ob->move_status < 4) |
825 | if (ob->move_status < 4) |
825 | move_object (ob, 3); |
826 | ob->move (3); |
826 | else |
827 | else |
827 | move_object (ob, 7); |
828 | ob->move (7); |
828 | } |
829 | } |
829 | |
830 | |
830 | static void |
831 | static void |
831 | pace2_movev (object *ob) |
832 | pace2_movev (object *ob) |
832 | { |
833 | { |
833 | if (ob->move_status++ > 16) |
834 | if (ob->move_status++ > 16) |
834 | ob->move_status = 0; |
835 | ob->move_status = 0; |
835 | |
836 | |
836 | if (ob->move_status < 6) |
837 | if (ob->move_status < 6) |
837 | move_object (ob, 5); |
838 | ob->move (5); |
838 | else if (ob->move_status < 8) |
839 | else if (ob->move_status < 8) |
839 | return; |
840 | return; |
840 | else if (ob->move_status < 13) |
841 | else if (ob->move_status < 13) |
841 | move_object (ob, 1); |
842 | ob->move (1); |
842 | else |
843 | else |
843 | return; |
844 | return; |
844 | } |
845 | } |
845 | |
846 | |
846 | static void |
847 | static void |
… | |
… | |
848 | { |
849 | { |
849 | if (ob->move_status++ > 16) |
850 | if (ob->move_status++ > 16) |
850 | ob->move_status = 0; |
851 | ob->move_status = 0; |
851 | |
852 | |
852 | if (ob->move_status < 6) |
853 | if (ob->move_status < 6) |
853 | move_object (ob, 3); |
854 | ob->move (3); |
854 | else if (ob->move_status < 8) |
855 | else if (ob->move_status < 8) |
855 | return; |
856 | return; |
856 | else if (ob->move_status < 13) |
857 | else if (ob->move_status < 13) |
857 | move_object (ob, 7); |
858 | ob->move (7); |
858 | else |
859 | else |
859 | return; |
860 | return; |
860 | } |
861 | } |
861 | |
862 | |
862 | static void |
863 | static void |
863 | rand_move (object *ob) |
864 | rand_move (object *ob) |
864 | { |
865 | { |
865 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
866 | if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9))))) |
866 | for (int i = 0; i < 5; i++) |
867 | for (int i = 0; i < 5; i++) |
867 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
868 | if (ob->move (ob->move_status = rndm (8) + 1)) |
868 | return; |
869 | return; |
869 | } |
870 | } |
870 | |
871 | |
871 | #define MAX_KNOWN_SPELLS 20 |
872 | #define MAX_KNOWN_SPELLS 20 |
872 | |
873 | |
… | |
… | |
915 | object *owner; |
916 | object *owner; |
916 | rv_vector rv1; |
917 | rv_vector rv1; |
917 | |
918 | |
918 | /* If you want monsters to cast spells over friends, this spell should |
919 | /* If you want monsters to cast spells over friends, this spell should |
919 | * be removed. It probably should be in most cases, since monsters still |
920 | * be removed. It probably should be in most cases, since monsters still |
920 | * don't care about residual effects (ie, casting a cone which may have a |
921 | * don't care about residual effects (ie, casting a cone which may have a |
921 | * clear path to the player, the side aspects of the code will still hit |
922 | * clear path to the player, the side aspects of the code will still hit |
922 | * other monsters) |
923 | * other monsters) |
923 | */ |
924 | */ |
924 | if (!(dir = path_to_player (part, pl, 0))) |
925 | if (!(dir = path_to_player (part, pl, 0))) |
925 | return 0; |
926 | return 0; |
926 | |
927 | |
927 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
928 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
928 | { |
929 | { |
929 | get_rangevector (head, owner, &rv1, 0x1); |
930 | get_rangevector (head, owner, &rv1, 0x1); |
930 | if (dirdiff (dir, rv1.direction) < 2) |
931 | if (dirdiff (dir, rv1.direction) < 2) |
931 | return 0; /* Might hit owner with spell */ |
932 | return 0; /* Might hit owner with spell */ |
932 | } |
933 | } |
933 | |
934 | |
934 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
935 | if (head->flag [FLAG_CONFUSED]) |
935 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
936 | |
937 | |
937 | /* If the monster hasn't already chosen a spell, choose one |
938 | /* If the monster hasn't already chosen a spell, choose one |
938 | * I'm not sure if it really make sense to pre-select spells (events |
939 | * I'm not sure if it really make sense to pre-select spells (events |
939 | * could be different by the time the monster goes again). |
940 | * could be different by the time the monster goes again). |
940 | */ |
941 | */ |
941 | if (head->spellitem == NULL) |
942 | if (head->spellitem == NULL) |
942 | { |
943 | { |
943 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
944 | { |
945 | { |
945 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
|
|
946 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
946 | head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
947 | return 0; |
947 | return 0; |
948 | } |
948 | } |
949 | |
949 | |
950 | if (spell_item->type == SPELLBOOK) |
950 | if (spell_item->type == SPELLBOOK) |
951 | { |
951 | { |
… | |
… | |
991 | object *owner; |
991 | object *owner; |
992 | rv_vector rv1; |
992 | rv_vector rv1; |
993 | |
993 | |
994 | /* If you want monsters to cast spells over friends, this spell should |
994 | /* If you want monsters to cast spells over friends, this spell should |
995 | * be removed. It probably should be in most cases, since monsters still |
995 | * be removed. It probably should be in most cases, since monsters still |
996 | * don't care about residual effects (ie, casting a cone which may have a |
996 | * don't care about residual effects (ie, casting a cone which may have a |
997 | * clear path to the player, the side aspects of the code will still hit |
997 | * clear path to the player, the side aspects of the code will still hit |
998 | * other monsters) |
998 | * other monsters) |
999 | */ |
999 | */ |
1000 | if (!(dir = path_to_player (part, pl, 0))) |
1000 | if (!(dir = path_to_player (part, pl, 0))) |
1001 | return 0; |
1001 | return 0; |
1002 | |
1002 | |
1003 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1003 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1004 | { |
1004 | { |
1005 | get_rangevector (head, owner, &rv1, 0x1); |
1005 | get_rangevector (head, owner, &rv1, 0x1); |
1006 | if (dirdiff (dir, rv1.direction) < 2) |
1006 | if (dirdiff (dir, rv1.direction) < 2) |
1007 | { |
1007 | { |
1008 | return 0; /* Might hit owner with spell */ |
1008 | return 0; /* Might hit owner with spell */ |
1009 | } |
1009 | } |
1010 | } |
1010 | } |
1011 | |
1011 | |
1012 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1012 | if (head->flag [FLAG_CONFUSED]) |
1013 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1013 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1014 | |
1014 | |
1015 | for (scroll = head->inv; scroll; scroll = scroll->below) |
1015 | for (scroll = head->inv; scroll; scroll = scroll->below) |
1016 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1016 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1017 | break; |
1017 | break; |
1018 | |
1018 | |
1019 | /* Used up all his scrolls, so nothing do to */ |
1019 | /* Used up all his scrolls, so nothing do to */ |
1020 | if (!scroll) |
1020 | if (!scroll) |
1021 | { |
1021 | { |
1022 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
1022 | head->clr_flag (FLAG_READY_SCROLL); |
1023 | return 0; |
1023 | return 0; |
1024 | } |
1024 | } |
1025 | |
1025 | |
1026 | /* Spell should be cast on caster (ie, heal, strength) */ |
1026 | /* Spell should be cast on caster (ie, heal, strength) */ |
1027 | if (scroll->inv->range == 0) |
1027 | if (scroll->inv->range == 0) |
… | |
… | |
1033 | |
1033 | |
1034 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
1034 | /* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
1035 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
1035 | * Note that monsters do not need the skills SK_MELEE_WEAPON and |
1036 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
1036 | * SK_MISSILE_WEAPON to make those respective attacks, if we |
1037 | * required that we would drastically increase the memory |
1037 | * required that we would drastically increase the memory |
1038 | * requirements of CF!! |
1038 | * requirements of CF!! |
1039 | * |
1039 | * |
1040 | * The skills we are treating here are all but those. -b.t. |
1040 | * The skills we are treating here are all but those. -b.t. |
1041 | * |
1041 | * |
1042 | * At the moment this is only useful for throwing, perhaps for |
1042 | * At the moment this is only useful for throwing, perhaps for |
1043 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
1043 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
1044 | */ |
1044 | */ |
1045 | static int |
1045 | static int |
… | |
… | |
1048 | object *skill, *owner; |
1048 | object *skill, *owner; |
1049 | |
1049 | |
1050 | if (!(dir = path_to_player (part, pl, 0))) |
1050 | if (!(dir = path_to_player (part, pl, 0))) |
1051 | return 0; |
1051 | return 0; |
1052 | |
1052 | |
1053 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1053 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1054 | { |
1054 | { |
1055 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1055 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1056 | |
1056 | |
1057 | if (dirdiff (dir, dir2) < 1) |
1057 | if (dirdiff (dir, dir2) < 1) |
1058 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1058 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1059 | } |
1059 | } |
1060 | |
1060 | |
1061 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1061 | if (head->flag [FLAG_CONFUSED]) |
1062 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1062 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1063 | |
1063 | |
|
|
1064 | object *new_skill = 0; |
|
|
1065 | |
1064 | /* skill selection - monster will use the next unused skill. |
1066 | // skill selection - monster will use the last unused skill |
1065 | * well...the following scenario will allow the monster to |
1067 | // and rotate, eventually cycling through all skills. |
1066 | * toggle between 2 skills. One day it would be nice to make |
|
|
1067 | * more skills available to monsters. |
|
|
1068 | */ |
|
|
1069 | for (skill = head->inv; skill; skill = skill->below) |
1068 | for (skill = head->inv; skill; skill = skill->below) |
1070 | if (skill->type == SKILL && skill != head->chosen_skill) |
1069 | if (skill->type == SKILL && skill != head->chosen_skill) |
1071 | { |
1070 | new_skill = skill; |
|
|
1071 | |
|
|
1072 | if (new_skill) |
1072 | head->chosen_skill = skill; |
1073 | splay (head->chosen_skill = new_skill); |
1073 | break; |
|
|
1074 | } |
|
|
1075 | |
|
|
1076 | if (!skill && !head->chosen_skill) |
1074 | else if (!head->chosen_skill) |
1077 | { |
1075 | { |
1078 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1076 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1079 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
1077 | head->clr_flag (FLAG_READY_SKILL); |
1080 | return 0; |
1078 | return 0; |
1081 | } |
1079 | } |
1082 | |
1080 | |
1083 | /* use skill */ |
1081 | /* use skill */ |
1084 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
1082 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
… | |
… | |
1092 | int at_least_one = 0; |
1090 | int at_least_one = 0; |
1093 | |
1091 | |
1094 | if (!(dir = path_to_player (part, pl, 0))) |
1092 | if (!(dir = path_to_player (part, pl, 0))) |
1095 | return 0; |
1093 | return 0; |
1096 | |
1094 | |
1097 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1095 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1098 | { |
1096 | { |
1099 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1097 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1100 | |
1098 | |
1101 | if (dirdiff (dir, dir2) < 2) |
1099 | if (dirdiff (dir, dir2) < 2) |
1102 | return 0; /* Might hit owner with spell */ |
1100 | return 0; /* Might hit owner with spell */ |
1103 | } |
1101 | } |
1104 | |
1102 | |
1105 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1103 | if (head->flag [FLAG_CONFUSED]) |
1106 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1104 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1107 | |
1105 | |
1108 | for (wand = head->inv; wand; wand = wand->below) |
1106 | for (wand = head->inv; wand; wand = wand->below) |
1109 | { |
1107 | { |
1110 | if (wand->type == WAND) |
1108 | if (wand->type == WAND) |
… | |
… | |
1118 | |
1116 | |
1119 | if (!(--wand->stats.food)) |
1117 | if (!(--wand->stats.food)) |
1120 | { |
1118 | { |
1121 | if (wand->arch) |
1119 | if (wand->arch) |
1122 | { |
1120 | { |
1123 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1121 | wand->clr_flag (FLAG_ANIMATE); |
1124 | wand->face = wand->arch->face; |
1122 | wand->face = wand->arch->face; |
1125 | wand->set_speed (0); |
1123 | wand->set_speed (0); |
1126 | } |
1124 | } |
1127 | } |
1125 | } |
1128 | /* Success */ |
1126 | /* Success */ |
… | |
… | |
1149 | |
1147 | |
1150 | if (at_least_one) |
1148 | if (at_least_one) |
1151 | return 0; |
1149 | return 0; |
1152 | |
1150 | |
1153 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1151 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1154 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1152 | head->clr_flag (FLAG_READY_RANGE); |
1155 | return 0; |
1153 | return 0; |
1156 | } |
1154 | } |
1157 | |
1155 | |
1158 | static int |
1156 | static int |
1159 | monster_use_bow (object *head, object *part, object *pl, int dir) |
1157 | monster_use_bow (object *head, object *part, object *pl, int dir) |
… | |
… | |
1161 | object *owner; |
1159 | object *owner; |
1162 | |
1160 | |
1163 | if (!(dir = path_to_player (part, pl, 0))) |
1161 | if (!(dir = path_to_player (part, pl, 0))) |
1164 | return 0; |
1162 | return 0; |
1165 | |
1163 | |
1166 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1164 | if (head->flag [FLAG_CONFUSED]) |
1167 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1165 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1168 | |
1166 | |
1169 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1167 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1170 | { |
1168 | { |
1171 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1169 | int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1172 | |
1170 | |
1173 | if (dirdiff (dir, dir2) < 1) |
1171 | if (dirdiff (dir, dir2) < 1) |
1174 | return 0; /* Might hit owner with arrow */ |
1172 | return 0; /* Might hit owner with arrow */ |
1175 | } |
1173 | } |
1176 | |
1174 | |
… | |
… | |
1180 | } |
1178 | } |
1181 | |
1179 | |
1182 | void |
1180 | void |
1183 | npc_call_help (object *op) |
1181 | npc_call_help (object *op) |
1184 | { |
1182 | { |
1185 | unordered_mapwalk (op, -7, -7, 7, 7) |
1183 | unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7) |
1186 | { |
1184 | { |
1187 | mapspace &ms = m->at (nx, ny); |
1185 | mapspace &ms = m->at (nx, ny); |
1188 | |
1186 | |
1189 | /* If nothing alive on this space, no need to search the space. */ |
1187 | /* If nothing alive on this space, no need to search the space. */ |
1190 | if (!(ms.flags () & P_IS_ALIVE)) |
1188 | if (!(ms.flags () & P_IS_ALIVE)) |
1191 | continue; |
1189 | continue; |
1192 | |
1190 | |
1193 | for (object *npc = ms.bot; npc; npc = npc->above) |
1191 | for (object *npc = ms.bot; npc; npc = npc->above) |
1194 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1192 | if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE]) |
1195 | npc->enemy = op->enemy; |
1193 | npc->enemy = op->enemy; |
1196 | } |
1194 | } |
1197 | } |
1195 | } |
1198 | |
1196 | |
1199 | void |
1197 | void |
… | |
… | |
1239 | * marked item and throw it to the enemy. |
1237 | * marked item and throw it to the enemy. |
1240 | */ |
1238 | */ |
1241 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1239 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1242 | { |
1240 | { |
1243 | /* Can't throw invisible objects or items that are applied */ |
1241 | /* Can't throw invisible objects or items that are applied */ |
1244 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1242 | if (tmp->invisible || tmp->flag [FLAG_APPLIED]) |
1245 | continue; |
1243 | continue; |
1246 | |
1244 | |
1247 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1245 | if (tmp->flag [FLAG_IS_THROWN]) |
1248 | break; |
1246 | break; |
1249 | |
1247 | |
1250 | } |
1248 | } |
1251 | |
1249 | |
1252 | #ifdef DEBUG_THROW |
1250 | #ifdef DEBUG_THROW |
… | |
… | |
1274 | |
1272 | |
1275 | /* for target facing, we copy this value here for fast access */ |
1273 | /* for target facing, we copy this value here for fast access */ |
1276 | if (oph->head) /* force update the head - one arch one pic */ |
1274 | if (oph->head) /* force update the head - one arch one pic */ |
1277 | oph = oph->head; |
1275 | oph = oph->head; |
1278 | |
1276 | |
1279 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
1277 | if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */ |
1280 | enemy = op->enemy = NULL; |
1278 | enemy = op->enemy = 0; |
1281 | else if ((enemy = find_enemy (op, &rv))) |
1279 | else if ((enemy = find_enemy (op, &rv))) |
1282 | /* we have an enemy, just tell him we want him dead */ |
1280 | /* we have an enemy, just tell him we want him dead */ |
1283 | enemy->attacked_by = op; /* our ptr */ |
1281 | enemy->attacked_by = op; /* our ptr */ |
1284 | |
1282 | |
1285 | /* generate hp, if applicable */ |
1283 | /* generate hp, if applicable */ |
1286 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
1284 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
1287 | { |
1285 | { |
1288 | /* last heal is in funny units. Dividing by speed puts |
1286 | /* last heal is in funny units. Dividing by speed puts |
1289 | * the regeneration rate on a basis of time instead of |
1287 | * the regeneration rate on a basis of time instead of |
1290 | * #moves the monster makes. The scaling by 8 is |
1288 | * #moves the monster makes. The scaling by 8 is |
1291 | * to capture 8th's of a hp fraction regens |
1289 | * 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 | */ |
1290 | */ |
1296 | |
1291 | uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed; |
1297 | op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed); |
|
|
1298 | op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
1292 | op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
1299 | op->last_heal %= 32; |
1293 | op->last_heal = last_heal % 32; |
1300 | |
1294 | |
1301 | /* So if the monster has gained enough HP that they are no longer afraid */ |
1295 | /* 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)) |
1296 | if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away) |
1303 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
1297 | op->flag [FLAG_RUN_AWAY] = false; |
1304 | |
|
|
1305 | if (op->stats.hp > op->stats.maxhp) |
|
|
1306 | op->stats.hp = op->stats.maxhp; |
|
|
1307 | } |
1298 | } |
1308 | |
1299 | |
1309 | /* generate sp, if applicable */ |
1300 | /* generate sp, if applicable */ |
1310 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
1301 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
1311 | { |
1302 | { |
1312 | /* last_sp is in funny units. Dividing by speed puts |
1303 | /* last_sp is in funny units. Dividing by speed puts |
1313 | * the regeneration rate on a basis of time instead of |
1304 | * the regeneration rate on a basis of time instead of |
1314 | * #moves the monster makes. The scaling by 8 is |
1305 | * #moves the monster makes. The scaling by 8 is |
1315 | * to capture 8th's of a sp fraction regens |
1306 | * 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 | */ |
1307 | */ |
1320 | |
1308 | |
1321 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed); |
1309 | uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed; |
1322 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
1310 | op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
1323 | op->last_sp %= 128; |
1311 | op->last_sp = last_sp % 128; |
1324 | } |
1312 | } |
1325 | |
1313 | |
1326 | /* this should probably get modified by many more values. |
1314 | /* this should probably get modified by many more values. |
1327 | * (eg, creatures resistance to fear, level, etc. ) |
1315 | * (eg, creatures resistance to fear, level, etc. ) |
1328 | */ |
1316 | */ |
1329 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
1317 | if (op->flag [FLAG_SCARED] && !(rndm (20))) |
1330 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
1318 | op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */ |
1331 | |
1319 | |
1332 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
1320 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
1333 | return QUERY_FLAG (op, FLAG_FREED); |
1321 | return op->flag [FLAG_FREED]; |
1334 | |
1322 | |
1335 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
1323 | if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] || |
1336 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
1324 | ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE])) |
1337 | if (!check_wakeup (op, enemy, &rv)) |
1325 | if (!check_wakeup (op, enemy, &rv)) |
1338 | return 0; |
1326 | return 0; |
1339 | |
1327 | |
1340 | /* check if monster pops out of hidden spot */ |
1328 | /* check if monster pops out of hidden spot */ |
1341 | if (op->flag [FLAG_HIDDEN]) |
1329 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
1348 | monster_apply_below (op); /* Check for items to apply below */ |
1336 | monster_apply_below (op); /* Check for items to apply below */ |
1349 | |
1337 | |
1350 | /* If we don't have an enemy, do special movement or the like */ |
1338 | /* If we don't have an enemy, do special movement or the like */ |
1351 | if (!enemy) |
1339 | if (!enemy) |
1352 | { |
1340 | { |
1353 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
1341 | if (op->flag [FLAG_ONLY_ATTACK]) |
1354 | { |
1342 | { |
1355 | op->drop_and_destroy (); |
1343 | op->drop_and_destroy (); |
1356 | return 1; |
1344 | return 1; |
1357 | } |
1345 | } |
1358 | |
1346 | |
1359 | /* Probably really a bug for a creature to have both |
1347 | /* Probably really a bug for a creature to have both |
1360 | * stand still and a movement type set. |
1348 | * stand still and a movement type set. |
1361 | */ |
1349 | */ |
1362 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
1350 | if (!op->flag [FLAG_STAND_STILL]) |
1363 | { |
1351 | { |
1364 | if (op->attack_movement & HI4) |
1352 | if (op->attack_movement & HI4) |
1365 | { |
1353 | { |
1366 | switch (op->attack_movement & HI4) |
1354 | switch (op->attack_movement & HI4) |
1367 | { |
1355 | { |
… | |
… | |
1402 | break; |
1390 | break; |
1403 | } |
1391 | } |
1404 | |
1392 | |
1405 | return 0; |
1393 | return 0; |
1406 | } |
1394 | } |
1407 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
1395 | else if (op->flag [FLAG_RANDOM_MOVE]) |
1408 | move_randomly (op); |
1396 | move_randomly (op); |
1409 | } /* stand still */ |
1397 | } /* stand still */ |
1410 | |
1398 | |
1411 | return 0; |
1399 | return 0; |
1412 | } /* no enemy */ |
1400 | } /* no enemy */ |
… | |
… | |
1437 | |
1425 | |
1438 | /* Move the check for scared up here - if the monster was scared, |
1426 | /* 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 |
1427 | * we were not doing any of the logic below, so might as well save |
1440 | * a few cpu cycles. |
1428 | * a few cpu cycles. |
1441 | */ |
1429 | */ |
1442 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
1430 | if (!op->flag [FLAG_SCARED]) |
1443 | { |
1431 | { |
1444 | rv_vector rv1; |
1432 | rv_vector rv1; |
1445 | |
1433 | |
1446 | /* now we test every part of an object .... this is a real ugly piece of code */ |
1434 | /* now we test every part of an object .... this is a real ugly piece of code */ |
1447 | for (part = op; part; part = part->more) |
1435 | for (part = op; part; part = part->more) |
1448 | { |
1436 | { |
1449 | get_rangevector (part, enemy, &rv1, 0x1); |
1437 | get_rangevector (part, enemy, &rv1, 0x1); |
1450 | dir = rv1.direction; |
1438 | dir = rv1.direction; |
1451 | |
1439 | |
1452 | /* hm, not sure about this part - in original was a scared flag here too |
1440 | /* 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 |
1441 | * but that we test above... so can be old code here |
1454 | */ |
1442 | */ |
1455 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1443 | if (op->flag [FLAG_RUN_AWAY]) |
1456 | dir = absdir (dir + 4); |
1444 | dir = absdir (dir + 4); |
1457 | |
1445 | |
1458 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1446 | if (op->flag [FLAG_CONFUSED]) |
1459 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1447 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1460 | |
1448 | |
1461 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
1449 | if (op->flag [FLAG_CAST_SPELL] && !(rndm (3))) |
1462 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
1450 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
1463 | return 0; |
1451 | return 0; |
1464 | |
1452 | |
1465 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
1453 | if (op->flag [FLAG_READY_SCROLL] && !(rndm (3))) |
1466 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
1454 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
1467 | return 0; |
1455 | return 0; |
1468 | |
1456 | |
1469 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
1457 | if (op->flag [FLAG_READY_RANGE] && !(rndm (3))) |
1470 | if (monster_use_range (op, part, enemy, dir)) |
1458 | if (monster_use_range (op, part, enemy, dir)) |
1471 | return 0; |
1459 | return 0; |
1472 | |
1460 | |
1473 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
1461 | if (op->flag [FLAG_READY_SKILL] && !(rndm (3))) |
1474 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
1462 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
1475 | return 0; |
1463 | return 0; |
1476 | |
1464 | |
1477 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
1465 | if (op->flag [FLAG_READY_BOW] && !(rndm (2))) |
1478 | if (monster_use_bow (op, part, enemy, dir)) |
1466 | if (monster_use_bow (op, part, enemy, dir)) |
1479 | return 0; |
1467 | return 0; |
1480 | } /* for processing of all parts */ |
1468 | } /* for processing of all parts */ |
1481 | } /* If not scared */ |
1469 | } /* If not scared */ |
1482 | |
1470 | |
… | |
… | |
1522 | dir = sdir; |
1510 | dir = sdir; |
1523 | else if (smell) |
1511 | else if (smell) |
1524 | { |
1512 | { |
1525 | // no better smell found, so assume the player jumped, and erase this smell |
1513 | // no better smell found, so assume the player jumped, and erase this smell |
1526 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
1514 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
1527 | unordered_mapwalk (op, -1, -1, 1, 1) |
1515 | unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1) |
1528 | m->at (nx, ny).smell = 0; |
1516 | m->at (nx, ny).smell = 0; |
1529 | } |
1517 | } |
1530 | } |
1518 | } |
1531 | |
1519 | |
1532 | //+GPL |
1520 | //+GPL |
1533 | |
1521 | |
1534 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1522 | if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY]) |
1535 | dir = absdir (dir + 4); |
1523 | dir = absdir (dir + 4); |
1536 | |
1524 | |
1537 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1525 | if (op->flag [FLAG_CONFUSED]) |
1538 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1526 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1539 | |
1527 | |
1540 | pre_att_dir = dir; /* remember the original direction */ |
1528 | pre_att_dir = dir; /* remember the original direction */ |
1541 | |
1529 | |
1542 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
1530 | if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED]) |
1543 | { |
1531 | { |
1544 | switch (op->attack_movement & LO4) |
1532 | switch (op->attack_movement & LO4) |
1545 | { |
1533 | { |
1546 | case DISTATT: |
1534 | case DISTATT: |
1547 | dir = dist_att (dir, op, enemy, part, &rv); |
1535 | dir = dist_att (dir, op, enemy, part, &rv); |
… | |
… | |
1577 | } |
1565 | } |
1578 | |
1566 | |
1579 | if (!dir) |
1567 | if (!dir) |
1580 | return 0; |
1568 | return 0; |
1581 | |
1569 | |
1582 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
1570 | if (!op->flag [FLAG_STAND_STILL]) |
1583 | { |
1571 | { |
1584 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
1572 | if (op->move (dir)) /* Can the monster move directly toward player? */ |
1585 | { |
1573 | { |
1586 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1574 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1587 | if ((op->attack_movement & LO4) == DISTATT) |
1575 | if ((op->attack_movement & LO4) == DISTATT) |
1588 | op->direction = pre_att_dir; |
1576 | op->direction = pre_att_dir; |
1589 | |
1577 | |
1590 | return 0; |
1578 | return 0; |
1591 | } |
1579 | } |
1592 | |
1580 | |
1593 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1581 | if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY]) |
1594 | { |
1582 | { |
1595 | /* Try move around corners if !close */ |
1583 | /* Try move around corners if !close */ |
1596 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
1584 | int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2; |
1597 | |
1585 | |
1598 | for (diff = 1; diff <= maxdiff; diff++) |
1586 | for (diff = 1; diff <= maxdiff; diff++) |
1599 | { |
1587 | { |
1600 | /* try different detours */ |
1588 | /* try different detours */ |
1601 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
1589 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
1602 | |
1590 | |
1603 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
1591 | if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m))) |
1604 | return 0; |
1592 | return 0; |
1605 | } |
1593 | } |
1606 | } |
1594 | } |
1607 | } /* if monster is not standing still */ |
1595 | } /* if monster is not standing still */ |
1608 | |
1596 | |
… | |
… | |
1612 | |
1600 | |
1613 | /* |
1601 | /* |
1614 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
1602 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
1615 | * direction if they can't move away. |
1603 | * direction if they can't move away. |
1616 | */ |
1604 | */ |
1617 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
1605 | if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED])) |
1618 | if (move_randomly (op)) |
1606 | if (move_randomly (op)) |
1619 | return 0; |
1607 | return 0; |
1620 | |
1608 | |
1621 | /* |
1609 | /* |
1622 | * Try giving the monster a new enemy - the player that is closest |
1610 | * Try giving the monster a new enemy - the player that is closest |
… | |
… | |
1627 | * are two players flanking the monster at close distance, but which |
1615 | * 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 |
1616 | * 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 |
1617 | * the monster could get to - as it is, the monster won't look at that |
1630 | * third one. |
1618 | * third one. |
1631 | */ |
1619 | */ |
1632 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
1620 | if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy) |
1633 | { |
1621 | { |
1634 | object *nearest_player = get_nearest_player (op); |
1622 | object *nearest_player = get_nearest_player (op); |
1635 | |
1623 | |
1636 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
1624 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
1637 | { |
1625 | { |
1638 | op->enemy = 0; |
1626 | op->enemy = 0; |
1639 | enemy = nearest_player; |
1627 | enemy = nearest_player; |
1640 | } |
1628 | } |
1641 | } |
1629 | } |
1642 | |
1630 | |
1643 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
1631 | if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv)) |
1644 | { |
1632 | { |
1645 | /* The adjustement to wc that was here before looked totally bogus - |
1633 | /* The adjustement to wc that was here before looked totally bogus - |
1646 | * since wc can in fact get negative, that would mean by adding |
1634 | * since wc can in fact get negative, that would mean by adding |
1647 | * the current wc, the creature gets better? Instead, just |
1635 | * the current wc, the creature gets better? Instead, just |
1648 | * add a fixed amount - nasty creatures that are runny away should |
1636 | * add a fixed amount - nasty creatures that are runny away should |
1649 | * still be pretty nasty. |
1637 | * still be pretty nasty. |
1650 | */ |
1638 | */ |
1651 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1639 | if (op->flag [FLAG_RUN_AWAY]) |
1652 | { |
1640 | { |
1653 | part->stats.wc += 10; |
1641 | part->stats.wc += 10; |
1654 | skill_attack (enemy, part, 0, NULL, NULL); |
1642 | skill_attack (enemy, part, 0, NULL, NULL); |
1655 | part->stats.wc -= 10; |
1643 | part->stats.wc -= 10; |
1656 | } |
1644 | } |
1657 | else |
1645 | else |
1658 | skill_attack (enemy, part, 0, NULL, NULL); |
1646 | skill_attack (enemy, part, 0, NULL, NULL); |
1659 | } /* if monster is in attack range */ |
1647 | } /* if monster is in attack range */ |
1660 | |
1648 | |
1661 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
1649 | if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */ |
1662 | return 1; |
1650 | return 1; |
1663 | |
1651 | |
1664 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
1652 | if (op->flag [FLAG_ONLY_ATTACK]) |
1665 | { |
1653 | { |
1666 | op->drop_and_destroy (); |
1654 | op->drop_and_destroy (); |
1667 | return 1; |
1655 | return 1; |
1668 | } |
1656 | } |
1669 | |
1657 | |
1670 | return 0; |
1658 | return 0; |
1671 | } |
1659 | } |
1672 | |
1660 | |
1673 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1661 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1674 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1662 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1675 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1663 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1676 | * modified by MSW to use the get_rangevector so that map tiling works |
1664 | * modified by MSW to use the get_rangevector so that map tiling works |
1677 | * properly. I also so odd code in place that checked for x distance |
1665 | * properly. I also so odd code in place that checked for x distance |
1678 | * OR y distance being within some range - that seemed wrong - both should |
1666 | * OR y distance being within some range - that seemed wrong - both should |
1679 | * be within the valid range. MSW 2001-08-05 |
1667 | * be within the valid range. MSW 2001-08-05 |
1680 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1668 | * Returns 0 if enemy can not be detected, 1 if it is detected |
… | |
… | |
1691 | return 0; |
1679 | return 0; |
1692 | |
1680 | |
1693 | get_rangevector (op, enemy, rv, 0); |
1681 | get_rangevector (op, enemy, rv, 0); |
1694 | |
1682 | |
1695 | /* Monsters always ignore the DM */ |
1683 | /* Monsters always ignore the DM */ |
1696 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1684 | if (!op->is_player () && enemy->flag [FLAG_WIZ]) |
1697 | return 0; |
1685 | return 0; |
1698 | |
1686 | |
1699 | /* simple check. Should probably put some range checks in here. */ |
1687 | /* simple check. Should probably put some range checks in here. */ |
1700 | if (can_see_enemy (op, enemy)) |
1688 | if (can_see_enemy (op, enemy)) |
1701 | return 1; |
1689 | return 1; |
… | |
… | |
1705 | */ |
1693 | */ |
1706 | if (op->is_player ()) |
1694 | if (op->is_player ()) |
1707 | return 0; |
1695 | return 0; |
1708 | |
1696 | |
1709 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1697 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1710 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1698 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1711 | */ |
1699 | */ |
1712 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1700 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1713 | return 0; |
1701 | return 0; |
1714 | |
1702 | |
1715 | int radius = MIN_MON_RADIUS; |
1703 | int radius = MIN_MON_RADIUS; |
… | |
… | |
1740 | |
1728 | |
1741 | radius += bonus / 5; |
1729 | radius += bonus / 5; |
1742 | hide_discovery += bonus * 5; |
1730 | hide_discovery += bonus * 5; |
1743 | } /* else creature has modifiers for hiding */ |
1731 | } /* else creature has modifiers for hiding */ |
1744 | |
1732 | |
1745 | /* Radii stealth adjustment. Only if you are stealthy |
1733 | /* Radii stealth adjustment. Only if you are stealthy |
1746 | * will you be able to sneak up closer to creatures */ |
1734 | * will you be able to sneak up closer to creatures */ |
1747 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1735 | if (enemy->flag [FLAG_STEALTH]) |
1748 | { |
1736 | { |
1749 | radius /= 2; |
1737 | radius /= 2; |
1750 | hide_discovery /= 3; |
1738 | hide_discovery /= 3; |
1751 | } |
1739 | } |
1752 | |
1740 | |
… | |
… | |
1754 | if (!stand_in_light (enemy)) |
1742 | if (!stand_in_light (enemy)) |
1755 | { |
1743 | { |
1756 | /* on dark maps body heat can help indicate location with infravision |
1744 | /* on dark maps body heat can help indicate location with infravision |
1757 | * undead don't have body heat, so no benefit detecting them. |
1745 | * undead don't have body heat, so no benefit detecting them. |
1758 | */ |
1746 | */ |
1759 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1747 | if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy)) |
1760 | radius += op->map->darklevel () / 2; |
1748 | radius += op->map->darklevel () / 2; |
1761 | else |
1749 | else |
1762 | radius -= op->map->darklevel () / 2; |
1750 | radius -= op->map->darklevel () / 2; |
1763 | |
1751 | |
1764 | /* op next to a monster (and not in complete darkness) |
1752 | /* op next to a monster (and not in complete darkness) |
1765 | * the monster should have a chance to see you. |
1753 | * the monster should have a chance to see you. |
1766 | */ |
1754 | */ |
1767 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1755 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1768 | radius = MIN_MON_RADIUS; |
1756 | radius = MIN_MON_RADIUS; |
1769 | } /* if on dark map */ |
1757 | } /* if on dark map */ |
1770 | |
1758 | |
… | |
… | |
1776 | * vector is real distance, so in theory this should be 18 to |
1764 | * vector is real distance, so in theory this should be 18 to |
1777 | * find that. |
1765 | * find that. |
1778 | */ |
1766 | */ |
1779 | // note that the above reasoning was utter bullshit even at the time it was written |
1767 | // note that the above reasoning was utter bullshit even at the time it was written |
1780 | // we use 25, lets see if we have the cpu time for it |
1768 | // we use 25, lets see if we have the cpu time for it |
1781 | radius = min (25, radius); |
1769 | min_it (radius, 25); |
1782 | |
1770 | |
1783 | /* Enemy in range! Now test for detection */ |
1771 | /* Enemy in range! Now test for detection */ |
1784 | if (rv->distance <= radius) |
1772 | if (rv->distance <= radius) |
1785 | { |
1773 | { |
1786 | /* ah, we are within range, detected? take cases */ |
1774 | /* ah, we are within range, detected? take cases */ |
… | |
… | |
1820 | /* Wasn't detected above, so still hidden */ |
1808 | /* Wasn't detected above, so still hidden */ |
1821 | return 0; |
1809 | return 0; |
1822 | } |
1810 | } |
1823 | |
1811 | |
1824 | /* determine if op stands in a lighted square. This is not a very |
1812 | /* determine if op stands in a lighted square. This is not a very |
1825 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1813 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1826 | * is possible for a bright light to illuminate a player on the |
1814 | * is possible for a bright light to illuminate a player on the |
1827 | * other side of a wall (!). |
1815 | * other side of a wall (!). |
1828 | */ |
1816 | */ |
1829 | int |
1817 | int |
1830 | stand_in_light (object *op) |
1818 | stand_in_light (object *op) |
1831 | { |
1819 | { |
1832 | if (op) |
1820 | if (op) |
… | |
… | |
1839 | |
1827 | |
1840 | if (op->glow_radius > 0) |
1828 | if (op->glow_radius > 0) |
1841 | return 1; |
1829 | return 1; |
1842 | |
1830 | |
1843 | if (op->map) |
1831 | if (op->map) |
1844 | unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1832 | unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1845 | { |
1833 | { |
|
|
1834 | mapspace &ms = m->at (nx, ny); |
|
|
1835 | |
|
|
1836 | ms.update (); |
|
|
1837 | |
1846 | /* Check the spaces with the max light radius to see if any of them |
1838 | /* Check the spaces with the max light radius to see if any of them |
1847 | * have lights, and if any of them light the player enough, then return 1. |
1839 | * have lights, and if any of them light the player enough, then return 1. |
1848 | */ |
1840 | */ |
1849 | int light = m->at (nx, ny).light; |
1841 | int light = ms.light; |
1850 | |
1842 | |
1851 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1843 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1852 | return 1; |
1844 | return 1; |
1853 | } |
1845 | } |
1854 | } |
1846 | } |
1855 | |
1847 | |
1856 | return 0; |
1848 | return 0; |
1857 | } |
1849 | } |
1858 | |
1850 | |
1859 | /* assuming no walls/barriers, lets check to see if its *possible* |
1851 | /* assuming no walls/barriers, lets check to see if its *possible* |
1860 | * to see an enemy. Note, "detection" is different from "seeing". |
1852 | * to see an enemy. Note, "detection" is different from "seeing". |
1861 | * See can_detect_enemy() for more details. -b.t. |
1853 | * See can_detect_enemy() for more details. -b.t. |
1862 | * return 0 if can't be seen, 1 if can be |
1854 | * return 0 if can't be seen, 1 if can be |
1863 | */ |
1855 | */ |
1864 | int |
1856 | int |
1865 | can_see_enemy (object *op, object *enemy) |
1857 | can_see_enemy (object *op, object *enemy) |
1866 | { |
1858 | { |
1867 | object *looker = op->head ? op->head : op; |
1859 | object *looker = op->head ? op->head : op; |
1868 | |
1860 | |
1869 | /* safety */ |
1861 | /* safety */ |
1870 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1862 | if (!looker || !enemy || !looker->flag [FLAG_ALIVE]) |
1871 | return 0; |
1863 | return 0; |
1872 | |
1864 | |
1873 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1865 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1874 | * see through walls). Should we change the code elsewhere to make you |
1866 | * see through walls). Should we change the code elsewhere to make you |
1875 | * blind even if you can xray? |
1867 | * blind even if you can xray? |
1876 | */ |
1868 | */ |
1877 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1869 | if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS]) |
1878 | return 0; |
1870 | return 0; |
1879 | |
1871 | |
1880 | /* checking for invisible things */ |
1872 | /* checking for invisible things */ |
1881 | if (enemy->invisible) |
1873 | if (enemy->invisible) |
1882 | { |
1874 | { |
1883 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1875 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1884 | * However,if you carry any source of light, then the hidden |
1876 | * However,if you carry any source of light, then the hidden |
1885 | * creature is seeable (and stupid) */ |
1877 | * creature is seeable (and stupid) */ |
1886 | |
1878 | |
1887 | if (enemy->has_carried_lights ()) |
1879 | if (enemy->has_carried_lights ()) |
1888 | { |
1880 | { |
… | |
… | |
1899 | |
1891 | |
1900 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1892 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1901 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1893 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1902 | * and making it a conditional makes the code pretty ugly. |
1894 | * and making it a conditional makes the code pretty ugly. |
1903 | */ |
1895 | */ |
1904 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1896 | if (!looker->flag [FLAG_SEE_INVISIBLE]) |
1905 | if (makes_invisible_to (enemy, looker)) |
1897 | if (makes_invisible_to (enemy, looker)) |
1906 | return 0; |
1898 | return 0; |
1907 | } |
1899 | } |
1908 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1900 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1909 | if (player_can_view (looker, enemy)) |
1901 | if (player_can_view (looker, enemy)) |
1910 | return 1; |
1902 | return 1; |
1911 | |
1903 | |
1912 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1904 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1913 | * unless they carry a light or stand in light. Darkness doesnt |
1905 | * unless they carry a light or stand in light. Darkness doesnt |
1914 | * inhibit the undead per se (but we should give their archs |
1906 | * inhibit the undead per se (but we should give their archs |
1915 | * CAN_SEE_IN_DARK, this is just a safety |
1907 | * CAN_SEE_IN_DARK, this is just a safety |
1916 | * we care about the enemy maps status, not the looker. |
1908 | * we care about the enemy maps status, not the looker. |
1917 | * only relevant for tiled maps, but it is possible that the |
1909 | * only relevant for tiled maps, but it is possible that the |
1918 | * enemy is on a bright map and the looker on a dark - in that |
1910 | * enemy is on a bright map and the looker on a dark - in that |
1919 | * case, the looker can still see the enemy |
1911 | * case, the looker can still see the enemy |
1920 | */ |
1912 | */ |
1921 | if (!stand_in_light (enemy) |
1913 | if (!stand_in_light (enemy) |
1922 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1914 | && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS])) |
1923 | return 0; |
1915 | return 0; |
1924 | |
1916 | |
1925 | return 1; |
1917 | return 1; |
1926 | } |
1918 | } |
1927 | |
1919 | |