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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.33 by root, Thu May 24 03:33:29 2007 UTC vs.
Revision 1.76 by root, Sun Nov 29 09:41:28 2009 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 63 * too. */
63 64
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
92 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 95 npc->enemy = 0;
95
96 } 96 }
97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
152 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
153 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
154 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
155 * many cases. 156 * many cases.
156 */ 157 */
157object * 158static object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
167 { 168 {
168 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
169 170
170 if (tmp) 171 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
172 return tmp; 174 return tmp;
173 } 175 }
174 176
175 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
196 /* we check our old enemy. */ 198 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
198 { 200 {
199 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
200 { 202 {
201 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
203 205
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) 208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 { 211 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker; 213 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
213 } 215 }
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234int 236static int
235check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
236{ 238{
237 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
238
239 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
240 if (!enemy) 240 if (!enemy)
241 return 0; 241 return 0;
242 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
243 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
244 if (QUERY_FLAG (op, FLAG_BLIND))
245 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
246 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
247 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
248 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
249 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
250 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
251 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
252 261
253 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
254 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
255 {
256 int dark = radius / (op->map->darkness);
257
258 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
259 }
260 else if (!QUERY_FLAG (op, FLAG_SLEEP))
261 return 1;
262 264
263 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
264 * for that. 266 * for that.
265 */ 267 */
266 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
267 { 269 {
268 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
269 return 1; 271 return 1;
270 } 272 }
273
271 return 0; 274 return 0;
272} 275}
273 276
274int 277static int
275move_randomly (object *op) 278move_randomly (object *op)
276{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
277 int i; 298 int i;
278 299
279 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
280 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
281 { 311 {
282 if (move_object (op, rndm (8) + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
283 return 1; 376 return 1;
284 } 377
285 return 0; 378 return 0;
286} 379}
287 380
288/* 381/*
289 * Move-monster returns 1 if the object has been freed, otherwise 0. 382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
290 */ 395 */
291int 396static void
292move_monster (object *op) 397monster_check_pickup (object *monster)
293{ 398{
294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
295 object *owner, *enemy, *part, *oph = op;
296 rv_vector rv;
297 400
298 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
299 * Like royal guards in city dwellers inventories.
300 */
301 if (!op->map)
302 return 0;
303
304 /* for target facing, we copy this value here for fast access */
305 if (oph->head) /* force update the head - one arch one pic */
306 oph = oph->head;
307
308 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
309 enemy = op->enemy = NULL;
310 else if ((enemy = find_enemy (op, &rv)))
311 /* we have an enemy, just tell him we want him dead */
312 enemy->attacked_by = op; /* our ptr */
313
314 /* generate hp, if applicable */
315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
316 { 402 {
317 403 next = tmp->below;
318 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
319 * the regeneration rate on a basis of time instead of
320 * #moves the monster makes. The scaling by 8 is
321 * to capture 8th's of a hp fraction regens
322 * 405 {
323 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
324 * 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.
325 */ 412 */
326 413 if (next && next->destroyed ())
327 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
328 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
329 op->last_heal %= 32;
330
331 /* So if the monster has gained enough HP that they are no longer afraid */
332 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
333 CLEAR_FLAG (op, FLAG_RUN_AWAY);
334
335 if (op->stats.hp > op->stats.maxhp)
336 op->stats.hp = op->stats.maxhp;
337 }
338
339 /* generate sp, if applicable */
340 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
341 {
342
343 /* last_sp is in funny units. Dividing by speed puts
344 * the regeneration rate on a basis of time instead of
345 * #moves the monster makes. The scaling by 8 is
346 * to capture 8th's of a sp fraction regens
347 *
348 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
349 * overflow might produce monsters with negative sp.
350 */
351
352 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
353 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
354 op->last_sp %= 128;
355 }
356
357 /* this should probably get modified by many more values.
358 * (eg, creatures resistance to fear, level, etc. )
359 */
360 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
361 {
362 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
363 }
364
365 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
366 return QUERY_FLAG (op, FLAG_FREED);
367
368 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
369 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
370 {
371 if (!check_wakeup (op, enemy, &rv))
372 return 0; 414 return;
373 }
374
375 /* check if monster pops out of hidden spot */
376 if (op->hide)
377 do_hidden_move (op);
378
379 if (op->pick_up)
380 monster_check_pickup (op);
381
382 if (op->will_apply)
383 monster_apply_below (op); /* Check for items to apply below */
384
385 /* If we don't have an enemy, do special movement or the like */
386 if (!enemy)
387 { 415 }
388 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 416}
389 { 417
390 op->destroy (); 418/*
391 return 1; 419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
392 } 433 {
393 434 case T_HANDLE:
394 /* Probably really a bug for a creature to have both
395 * stand still and a movement type set.
396 */
397 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
398 {
399 if (op->attack_movement & HI4)
400 {
401 switch (op->attack_movement & HI4)
402 {
403 case (PETMOVE):
404 pet_move (op);
405 break;
406
407 case (CIRCLE1):
408 circ1_move (op);
409 break;
410
411 case (CIRCLE2):
412 circ2_move (op);
413 break;
414
415 case (PACEV):
416 pace_movev (op);
417 break;
418
419 case (PACEH):
420 pace_moveh (op);
421 break;
422
423 case (PACEV2):
424 pace2_movev (op);
425 break;
426
427 case (PACEH2):
428 pace2_moveh (op);
429 break;
430
431 case (RANDO):
432 rand_move (op);
433 break;
434
435 case (RANDO2):
436 move_randomly (op);
437 break;
438 }
439 return 0;
440 }
441 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
442 (void) move_randomly (op);
443
444 } /* stand still */
445 return 0;
446 } /* no enemy */
447
448 /* We have an enemy. Block immediately below is for pets */
449 if ((op->attack_movement & HI4) == PETMOVE
450 && (owner = op->owner) != NULL
451 && !on_same_map (op, owner)
452 && !owner->flag [FLAG_REMOVED])
453 return follow_owner (op, owner);
454
455 /* doppleganger code to change monster facing to that of the nearest
456 * player. Hmm. The code is here, but no monster in the current
457 * arch set uses it.
458 */
459 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
460 {
461 op->face = enemy->face;
462 op->name = enemy->name;
463 }
464
465 /* Calculate range information for closest body part - this
466 * is used for the 'skill' code, which isn't that smart when
467 * it comes to figuring it out - otherwise, giants throw boulders
468 * into themselves.
469 */
470 get_rangevector (op, enemy, &rv, 0);
471
472 /* Move the check for scared up here - if the monster was scared,
473 * we were not doing any of the logic below, so might as well save
474 * a few cpu cycles.
475 */
476 if (!QUERY_FLAG (op, FLAG_SCARED))
477 {
478 rv_vector rv1;
479
480 /* now we test every part of an object .... this is a real ugly piece of code */
481 for (part = op; part; part = part->more)
482 {
483 get_rangevector (part, enemy, &rv1, 0x1);
484 dir = rv1.direction;
485
486 /* hm, not sure about this part - in original was a scared flag here too
487 * but that we test above... so can be old code here
488 */
489 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
490 dir = absdir (dir + 4);
491
492 if (QUERY_FLAG (op, FLAG_CONFUSED))
493 dir = absdir (dir + rndm (3) + rndm (3) - 2);
494
495 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
496 if (monster_cast_spell (op, part, enemy, dir, &rv1))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 if (monster_use_scroll (op, part, enemy, dir, &rv1))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
504 if (monster_use_range (op, part, enemy, dir))
505 return 0;
506
507 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
508 if (monster_use_skill (op, rv.part, enemy, rv.direction))
509 return 0;
510
511 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
512 if (monster_use_bow (op, part, enemy, dir))
513 return 0;
514 } /* for processing of all parts */
515 } /* If not scared */
516
517
518 part = rv.part;
519 dir = rv.direction;
520
521 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
522 dir = absdir (dir + 4);
523
524 if (QUERY_FLAG (op, FLAG_CONFUSED))
525 dir = absdir (dir + rndm (3) + rndm (3) - 2);
526
527 pre_att_dir = dir; /* remember the original direction */
528
529 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
530 {
531 switch (op->attack_movement & LO4)
532 {
533 case DISTATT: 435 case TRIGGER:
534 dir = dist_att (dir, op, enemy, part, &rv); 436 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0);
535 break; 438 break;
536 439
537 case RUNATT: 440 case TREASURE:
538 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
539 break; 443 break;
540 444
541 case HITRUN:
542 dir = hitrun_att (dir, op, enemy);
543 break;
544
545 case WAITATT:
546 dir = wait_att (dir, op, enemy, part, &rv);
547 break;
548
549 case RUSH: /* default - monster normally moves towards player */
550 case ALLRUN:
551 break;
552
553 case DISTHIT:
554 dir = disthit_att (dir, op, enemy, part, &rv);
555 break;
556
557 case WAIT2:
558 dir = wait_att2 (dir, op, enemy, part, &rv);
559 break;
560
561 default:
562 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
563 }
564 }
565
566 if (!dir)
567 return 0;
568
569 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
570 {
571 if (move_object (op, dir)) /* Can the monster move directly toward player? */
572 { 445 }
573 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
574 if ((op->attack_movement & LO4) == DISTATT) 447 break;
575 op->direction = pre_att_dir;
576
577 return 0;
578 }
579
580 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
581 {
582
583 /* Try move around corners if !close */
584 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
585
586 for (diff = 1; diff <= maxdiff; diff++)
587 {
588 /* try different detours */
589 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
590
591 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
592 return 0;
593 }
594 }
595 } /* if monster is not standing still */
596
597 /* elmex: Turn our monster after it moved if it has DISTATT attack */
598 if ((op->attack_movement & LO4) == DISTATT)
599 op->direction = pre_att_dir;
600
601 /*
602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
603 * direction if they can't move away.
604 */
605 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
606 if (move_randomly (op))
607 return 0;
608
609 /*
610 * Try giving the monster a new enemy - the player that is closest
611 * to it. In this way, it won't just keep trying to get to a target
612 * that is inaccessible.
613 * This could be more clever - it should go through a list of several
614 * enemies, as it is now, you could perhaps get situations where there
615 * are two players flanking the monster at close distance, but which
616 * the monster can't get to, and a third one at a far distance that
617 * the monster could get to - as it is, the monster won't look at that
618 * third one.
619 */
620 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
621 { 448 }
622 object *nearest_player = get_nearest_player (op);
623
624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
625 {
626 op->enemy = NULL;
627 enemy = nearest_player;
628 }
629 }
630
631 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
632 {
633 /* The adjustement to wc that was here before looked totally bogus -
634 * since wc can in fact get negative, that would mean by adding
635 * the current wc, the creature gets better? Instead, just
636 * add a fixed amount - nasty creatures that are runny away should
637 * still be pretty nasty.
638 */
639 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
640 {
641 part->stats.wc += 10;
642 (void) skill_attack (enemy, part, 0, NULL, NULL);
643 part->stats.wc -= 10;
644 }
645 else
646 (void) skill_attack (enemy, part, 0, NULL, NULL);
647 } /* if monster is in attack range */
648
649 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
650 return 1;
651
652 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
653 {
654 op->remove ();
655 op->destroy ();
656 return 1;
657 }
658 return 0;
659}
660
661int
662can_hit (object *ob1, object *ob2, rv_vector * rv)
663{
664 object *more;
665 rv_vector rv1;
666
667 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
668 return 0;
669
670 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
671 return 1;
672
673 /* check all the parts of ob2 - just because we can't get to
674 * its head doesn't mean we don't want to pound its feet
675 */
676 for (more = ob2->more; more != NULL; more = more->more)
677 {
678 get_rangevector (ob1, more, &rv1, 0);
679 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
680 return 1;
681 }
682 return 0;
683
684} 449}
685 450
686/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
687 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
688 * 453 *
696 * 461 *
697 * 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,
698 * 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,
699 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
700 */ 465 */
701
702static int 466static int
703monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
704{ 468{
705 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
706 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
707 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 471 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
708 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 472 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
709 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 ||
710 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)
711
712 return 1; 475 return 1;
713 476
714 return 0; 477 return 0;
715}
716
717
718#define MAX_KNOWN_SPELLS 20
719
720/* Returns a randomly selected spell. This logic is still
721 * less than ideal. This code also only seems to deal with
722 * wizard spells, as the check is against sp, and not grace.
723 * can mosnters know cleric spells?
724 */
725object *
726monster_choose_random_spell (object *monster)
727{
728 object *altern[MAX_KNOWN_SPELLS];
729 object *tmp;
730 int i = 0;
731
732 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
733 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
734 {
735 /* Check and see if it's actually a useful spell.
736 * If its a spellbook, the spell is actually the inventory item.
737 * if it is a spell, then it is just the object itself.
738 */
739 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
740 {
741 altern[i++] = tmp;
742 if (i == MAX_KNOWN_SPELLS)
743 break;
744 }
745 }
746 if (!i)
747 return NULL;
748 return altern[RANDOM () % i];
749}
750
751/* This checks to see if the monster should cast a spell/ability.
752 * it returns true if the monster casts a spell, 0 if he doesn't.
753 * head is the head of the monster.
754 * part is the part of the monster we are checking against.
755 * pl is the target.
756 * dir is the direction to case.
757 * rv is the vector which describes where the enemy is.
758 */
759
760int
761monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
762{
763 object *spell_item;
764 object *owner;
765 rv_vector rv1;
766
767 /* If you want monsters to cast spells over friends, this spell should
768 * be removed. It probably should be in most cases, since monsters still
769 * don't care about residual effects (ie, casting a cone which may have a
770 * clear path to the player, the side aspects of the code will still hit
771 * other monsters)
772 */
773 if (!(dir = path_to_player (part, pl, 0)))
774 return 0;
775
776 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
777 {
778 get_rangevector (head, owner, &rv1, 0x1);
779 if (dirdiff (dir, rv1.direction) < 2)
780 {
781 return 0; /* Might hit owner with spell */
782 }
783 }
784
785 if (QUERY_FLAG (head, FLAG_CONFUSED))
786 dir = absdir (dir + rndm (3) + rndm (3) - 2);
787
788 /* If the monster hasn't already chosen a spell, choose one
789 * I'm not sure if it really make sense to pre-select spells (events
790 * could be different by the time the monster goes again).
791 */
792 if (head->spellitem == NULL)
793 {
794 if ((spell_item = monster_choose_random_spell (head)) == NULL)
795 {
796 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
797 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
798 return 0;
799 }
800 if (spell_item->type == SPELLBOOK)
801 {
802 if (!spell_item->inv)
803 {
804 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
805 return 0;
806 }
807 spell_item = spell_item->inv;
808 }
809 }
810 else
811 spell_item = head->spellitem;
812
813 if (!spell_item)
814 return 0;
815
816 /* Best guess this is a defensive/healing spell */
817 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
818 dir = 0;
819
820 /* Monster doesn't have enough spell-points */
821 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
822 return 0;
823
824 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
825 return 0;
826
827 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
828 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
829
830 /* set this to null, so next time monster will choose something different */
831 head->spellitem = NULL;
832
833 return cast_spell (part, part, dir, spell_item, NULL);
834}
835
836
837int
838monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
839{
840 object *scroll;
841 object *owner;
842 rv_vector rv1;
843
844 /* If you want monsters to cast spells over friends, this spell should
845 * be removed. It probably should be in most cases, since monsters still
846 * don't care about residual effects (ie, casting a cone which may have a
847 * clear path to the player, the side aspects of the code will still hit
848 * other monsters)
849 */
850 if (!(dir = path_to_player (part, pl, 0)))
851 return 0;
852
853 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
854 {
855 get_rangevector (head, owner, &rv1, 0x1);
856 if (dirdiff (dir, rv1.direction) < 2)
857 {
858 return 0; /* Might hit owner with spell */
859 }
860 }
861
862 if (QUERY_FLAG (head, FLAG_CONFUSED))
863 dir = absdir (dir + rndm (3) + rndm (3) - 2);
864
865 for (scroll = head->inv; scroll; scroll = scroll->below)
866 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
867 break;
868
869 /* Used up all his scrolls, so nothing do to */
870 if (!scroll)
871 {
872 CLEAR_FLAG (head, FLAG_READY_SCROLL);
873 return 0;
874 }
875
876 /* Spell should be cast on caster (ie, heal, strength) */
877 if (scroll->inv->range == 0)
878 dir = 0;
879
880 apply_scroll (part, scroll, dir);
881 return 1;
882}
883
884/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
885 * Note that monsters do not need the skills SK_MELEE_WEAPON and
886 * SK_MISSILE_WEAPON to make those respective attacks, if we
887 * required that we would drastically increase the memory
888 * requirements of CF!!
889 *
890 * The skills we are treating here are all but those. -b.t.
891 *
892 * At the moment this is only useful for throwing, perhaps for
893 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
894 */
895int
896monster_use_skill (object *head, object *part, object *pl, int dir)
897{
898 object *skill, *owner;
899
900 if (!(dir = path_to_player (part, pl, 0)))
901 return 0;
902
903 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
904 {
905 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
906
907 if (dirdiff (dir, dir2) < 1)
908 return 0; /* Might hit owner with skill -thrown rocks for example ? */
909 }
910
911 if (QUERY_FLAG (head, FLAG_CONFUSED))
912 dir = absdir (dir + rndm (3) + rndm (3) - 2);
913
914 /* skill selection - monster will use the next unused skill.
915 * well...the following scenario will allow the monster to
916 * toggle between 2 skills. One day it would be nice to make
917 * more skills available to monsters.
918 */
919 for (skill = head->inv; skill; skill = skill->below)
920 if (skill->type == SKILL && skill != head->chosen_skill)
921 {
922 head->chosen_skill = skill;
923 break;
924 }
925
926 if (!skill && !head->chosen_skill)
927 {
928 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
929 CLEAR_FLAG (head, FLAG_READY_SKILL);
930 return 0;
931 }
932
933 /* use skill */
934 return do_skill (head, part, head->chosen_skill, dir, NULL);
935}
936
937/* Monster will use a ranged spell attack. */
938int
939monster_use_range (object *head, object *part, object *pl, int dir)
940{
941 object *wand, *owner;
942 int at_least_one = 0;
943
944 if (!(dir = path_to_player (part, pl, 0)))
945 return 0;
946
947 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
948 {
949 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
950
951 if (dirdiff (dir, dir2) < 2)
952 return 0; /* Might hit owner with spell */
953 }
954
955 if (QUERY_FLAG (head, FLAG_CONFUSED))
956 dir = absdir (dir + rndm (3) + rndm (3) - 2);
957
958 for (wand = head->inv; wand; wand = wand->below)
959 {
960 if (wand->type == WAND)
961 {
962 /* Found a wand, let's see if it has charges left */
963 at_least_one = 1;
964 if (wand->stats.food <= 0)
965 continue;
966
967 cast_spell (head, wand, dir, wand->inv, NULL);
968
969 if (!(--wand->stats.food))
970 {
971 if (wand->arch)
972 {
973 CLEAR_FLAG (wand, FLAG_ANIMATE);
974 wand->face = wand->arch->clone.face;
975 wand->set_speed (0);
976 }
977 }
978 /* Success */
979 return 1;
980 }
981 else if (wand->type == ROD || wand->type == HORN)
982 {
983 /* Found rod/horn, let's use it if possible */
984 at_least_one = 1;
985 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
986 continue;
987
988 /* drain charge before casting spell - can be a case where the
989 * spell destroys the monster, and rod, so if done after, results
990 * in crash.
991 */
992 drain_rod_charge (wand);
993 cast_spell (head, wand, dir, wand->inv, NULL);
994
995 /* Success */
996 return 1;
997 }
998 }
999
1000 if (at_least_one)
1001 return 0;
1002
1003 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1004 CLEAR_FLAG (head, FLAG_READY_RANGE);
1005 return 0;
1006}
1007
1008int
1009monster_use_bow (object *head, object *part, object *pl, int dir)
1010{
1011 object *owner;
1012
1013 if (!(dir = path_to_player (part, pl, 0)))
1014 return 0;
1015
1016 if (QUERY_FLAG (head, FLAG_CONFUSED))
1017 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1018
1019 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1020 {
1021 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1022
1023 if (dirdiff (dir, dir2) < 1)
1024 return 0; /* Might hit owner with arrow */
1025 }
1026
1027 /* in server/player.c */
1028 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1029
1030} 478}
1031 479
1032/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1033 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1034 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1035 * 483 *
1036 * return true if item is a better object. 484 * return true if item is a better object.
1037 */ 485 */
1038int 486static int
1039check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1040{ 488{
1041 object *other_weap; 489 object *other_weap;
1042 int val = 0, i; 490 int val = 0, i;
1043 491
1066 return 1; 514 return 1;
1067 else 515 else
1068 return 0; 516 return 0;
1069} 517}
1070 518
1071int 519static int
1072check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1073{ 521{
1074 object *other_armour; 522 object *other_armour;
1075 int val = 0, i; 523 int val = 0, i;
1076 524
1104 552
1105 if (val > 0) 553 if (val > 0)
1106 return 1; 554 return 1;
1107 else 555 else
1108 return 0; 556 return 0;
1109}
1110
1111/*
1112 * monster_check_pickup(): checks for items that monster can pick up.
1113 *
1114 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1115 * Each time the blob passes over some treasure, it will
1116 * grab it a.s.a.p.
1117 *
1118 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1119 * to handle this.
1120 *
1121 * This function was seen be continueing looping at one point (tmp->below
1122 * became a recursive loop. It may be better to call monster_check_apply
1123 * after we pick everything up, since that function may call others which
1124 * affect stacking on this space.
1125 */
1126void
1127monster_check_pickup (object *monster)
1128{
1129 object *tmp, *next;
1130
1131 for (tmp = monster->below; tmp != NULL; tmp = next)
1132 {
1133 next = tmp->below;
1134 if (monster_can_pick (monster, tmp))
1135 {
1136 tmp->remove ();
1137 tmp = insert_ob_in_ob (tmp, monster);
1138 (void) monster_check_apply (monster, tmp);
1139 }
1140 /* We could try to re-establish the cycling, of the space, but probably
1141 * not a big deal to just bail out.
1142 */
1143 if (next && next->destroyed ())
1144 return;
1145 }
1146}
1147
1148/*
1149 * monster_can_pick(): If the monster is interested in picking up
1150 * the item, then return 0. Otherwise 0.
1151 * Instead of pick_up, flags for "greed", etc, should be used.
1152 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1153 */
1154int
1155monster_can_pick (object *monster, object *item)
1156{
1157 int flag = 0;
1158 int i;
1159
1160 if (!can_pick (monster, item))
1161 return 0;
1162
1163 if (QUERY_FLAG (item, FLAG_UNPAID))
1164 return 0;
1165
1166 if (monster->pick_up & 64) /* All */
1167 flag = 1;
1168
1169 else
1170 switch (item->type)
1171 {
1172 case MONEY:
1173 case GEM:
1174 flag = monster->pick_up & 2;
1175 break;
1176
1177 case FOOD:
1178 flag = monster->pick_up & 4;
1179 break;
1180
1181 case WEAPON:
1182 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1183 break;
1184
1185 case ARMOUR:
1186 case SHIELD:
1187 case HELMET:
1188 case BOOTS:
1189 case GLOVES:
1190 case GIRDLE:
1191 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1192 break;
1193
1194 case SKILL:
1195 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1196 break;
1197
1198 case RING:
1199 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1200 break;
1201
1202 case WAND:
1203 case HORN:
1204 case ROD:
1205 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1206 break;
1207
1208 case SPELLBOOK:
1209 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1210 break;
1211
1212 case SCROLL:
1213 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1214 break;
1215
1216 case BOW:
1217 case ARROW:
1218 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1219 break;
1220 }
1221
1222 /* Simplistic check - if the monster has a location to equip it, he will
1223 * pick it up. Note that this doesn't handle cases where an item may
1224 * use several locations.
1225 */
1226 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1227 {
1228 if (monster->slot[i].info && item->slot[i].info)
1229 {
1230 flag = 1;
1231 break;
1232 }
1233 }
1234
1235 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1236 return 1;
1237 return 0;
1238}
1239
1240/*
1241 * monster_apply_below():
1242 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1243 * eager to apply things, encounters something apply-able,
1244 * then make him apply it
1245 */
1246void
1247monster_apply_below (object *monster)
1248{
1249 object *tmp, *next;
1250
1251 for (tmp = monster->below; tmp != NULL; tmp = next)
1252 {
1253 next = tmp->below;
1254 switch (tmp->type)
1255 {
1256 case CF_HANDLE:
1257 case TRIGGER:
1258 if (monster->will_apply & 1)
1259 manual_apply (monster, tmp, 0);
1260 break;
1261
1262 case TREASURE:
1263 if (monster->will_apply & 2)
1264 manual_apply (monster, tmp, 0);
1265 break;
1266
1267 }
1268 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269 break;
1270 }
1271} 557}
1272 558
1273/* 559/*
1274 * monster_check_apply() is meant to be called after an item is 560 * monster_check_apply() is meant to be called after an item is
1275 * inserted in a monster. 561 * inserted in a monster.
1283void 569void
1284monster_check_apply (object *mon, object *item) 570monster_check_apply (object *mon, object *item)
1285{ 571{
1286 int flag = 0; 572 int flag = 0;
1287 573
1288 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1289 { 575 {
1290 SET_FLAG (mon, FLAG_CAST_SPELL); 576 SET_FLAG (mon, FLAG_CAST_SPELL);
1291 return; 577 return;
1292 } 578 }
1293 579
1386 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1387 */ 673 */
1388 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1389} 675}
1390 676
1391void 677static int
1392npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1393{ 679{
1394 int x, y, mflags;
1395 object *npc; 680 object *more;
1396 sint16 sx, sy; 681 rv_vector rv1;
1397 maptile *m;
1398 682
1399 for (x = -3; x < 4; x++) 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1400 for (y = -3; y < 4; y++) 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)
1401 { 693 {
1402 m = op->map; 694 get_rangevector (ob1, more, &rv1, 0);
1403 sx = op->x + x; 695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1404 sy = op->y + y; 696 return 1;
1405 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1406 /* If nothing alive on this space, no need to search the space. */
1407 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1408 continue;
1409
1410 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1411 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1412 npc->enemy = op->enemy;
1413 } 697 }
1414}
1415 698
1416int 699 return 0;
700}
701
702static int
1417dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 703dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1418{ 704{
1419 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1420 return dir; 706 return dir;
707
1421 if (rv->distance < 10) 708 if (rv->distance < 10)
1422 return absdir (dir + 4); 709 return absdir (dir + 4);
1423 else if (rv->distance > 18) 710 else if (rv->distance > 18)
1424 return dir; 711 return dir;
1425 712
1426 return 0; 713 return 0;
1427} 714}
1428 715
1429int 716static int
1430run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 717run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1431{ 718{
1432 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 719 if (can_hit (part, enemy, rv))
1433 {
1434 ob->move_status++;
1435 return (dir); 720 return dir;
1436 } 721 else
1437 else if (ob->move_status > 20)
1438 ob->move_status = 0;
1439
1440 return absdir (dir + 4); 722 return absdir (dir + 4);
1441} 723}
1442 724
1443int 725static int
1444hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1445{ 727{
1446 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1447 return dir; 729 return dir;
1448 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1451 ob->move_status = 0; 733 ob->move_status = 0;
1452 734
1453 return absdir (dir + 4); 735 return absdir (dir + 4);
1454} 736}
1455 737
1456int 738static int
1457wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 739wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1458{ 740{
1459
1460 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1461 742
1462 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1463 ob->move_status++; 744 ob->move_status++;
1464 745
1471 752
1472 ob->move_status = 0; 753 ob->move_status = 0;
1473 return 0; 754 return 0;
1474} 755}
1475 756
1476int 757static int
1477disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 758disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1478{ 759{
1479
1480 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1481 * happen is that if the creatures hp percentage falls below run_away, 761 * happen is that if the creatures hp percentage falls below run_away,
1482 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1483 * I think its wrong for a creature to have a zero maxhp value, but 763 * I think its wrong for a creature to have a zero maxhp value, but
1484 * at least one map has this set, and whatever the map contains, the 764 * at least one map has this set, and whatever the map contains, the
1485 * server should try to be resilant enough to avoid the problem 765 * server should try to be resilant enough to avoid the problem
1486 */ 766 */
1487 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1488 return absdir (dir + 4); 768 return absdir (dir + 4);
1489 769
1490 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1491} 771}
1492 772
1493int 773static int
1494wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 774wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495{ 775{
1496 if (rv->distance < 9) 776 if (rv->distance < 9)
1497 return absdir (dir + 4); 777 return absdir (dir + 4);
1498 778
1499 return 0; 779 return 0;
1500} 780}
1501 781
1502void 782static void
1503circ1_move (object *ob) 783circ1_move (object *ob)
1504{ 784{
1505 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1506 786
1507 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1509 789
1510 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1511 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1512} 792}
1513 793
1514void 794static void
1515circ2_move (object *ob) 795circ2_move (object *ob)
1516{ 796{
1517 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 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 };
1518 798
1519 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1521 801
1522 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1523 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1524} 804}
1525 805
1526void 806static void
1527pace_movev (object *ob) 807pace_movev (object *ob)
1528{ 808{
1529 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1530 ob->move_status = 0; 810 ob->move_status = 0;
1531 811
1533 move_object (ob, 5); 813 move_object (ob, 5);
1534 else 814 else
1535 move_object (ob, 1); 815 move_object (ob, 1);
1536} 816}
1537 817
1538void 818static void
1539pace_moveh (object *ob) 819pace_moveh (object *ob)
1540{ 820{
1541 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1542 ob->move_status = 0; 822 ob->move_status = 0;
1543 823
1545 move_object (ob, 3); 825 move_object (ob, 3);
1546 else 826 else
1547 move_object (ob, 7); 827 move_object (ob, 7);
1548} 828}
1549 829
1550void 830static void
1551pace2_movev (object *ob) 831pace2_movev (object *ob)
1552{ 832{
1553 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1554 ob->move_status = 0; 834 ob->move_status = 0;
1555 835
1561 move_object (ob, 1); 841 move_object (ob, 1);
1562 else 842 else
1563 return; 843 return;
1564} 844}
1565 845
1566void 846static void
1567pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1568{ 848{
1569 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1570 ob->move_status = 0; 850 ob->move_status = 0;
1571 851
1577 move_object (ob, 7); 857 move_object (ob, 7);
1578 else 858 else
1579 return; 859 return;
1580} 860}
1581 861
1582void 862static void
1583rand_move (object *ob) 863rand_move (object *ob)
1584{ 864{
1585 int i;
1586
1587 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1588 for (i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1589 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1590 return; 868 return;
1591} 869}
1592 870
871#define MAX_KNOWN_SPELLS 20
872
873/* Returns a randomly selected spell. This logic is still
874 * less than ideal. This code also only seems to deal with
875 * wizard spells, as the check is against sp, and not grace.
876 * can mosnters know cleric spells?
877 */
878static object *
879monster_choose_random_spell (object *monster)
880{
881 object *altern[MAX_KNOWN_SPELLS];
882 int i = 0;
883
884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
887 /* Check and see if it's actually a useful spell.
888 * If its a spellbook, the spell is actually the inventory item.
889 * if it is a spell, then it is just the object itself.
890 */
891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
893 altern [i++] = tmp;
894
895 if (i == MAX_KNOWN_SPELLS)
896 break;
897 }
898 }
899
900 return i ? altern [rndm (i)] : 0;
901}
902
903/* This checks to see if the monster should cast a spell/ability.
904 * it returns true if the monster casts a spell, 0 if he doesn't.
905 * head is the head of the monster.
906 * part is the part of the monster we are checking against.
907 * pl is the target.
908 * dir is the direction to case.
909 * rv is the vector which describes where the enemy is.
910 */
911static int
912monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913{
914 object *spell_item;
915 object *owner;
916 rv_vector rv1;
917
918 /* 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 * 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 * other monsters)
923 */
924 if (!(dir = path_to_player (part, pl, 0)))
925 return 0;
926
927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
928 {
929 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */
932 }
933
934 if (QUERY_FLAG (head, FLAG_CONFUSED))
935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936
937 /* 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 * could be different by the time the monster goes again).
940 */
941 if (head->spellitem == NULL)
942 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
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 */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985}
986
987static int
988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989{
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
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
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
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (QUERY_FLAG (head, FLAG_CONFUSED))
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032}
1033
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
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
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
1044 */
1045static int
1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (QUERY_FLAG (head, FLAG_CONFUSED))
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 /* skill selection - monster will use the next unused skill.
1065 * well...the following scenario will allow the monster to
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)
1070 if (skill->type == SKILL && skill != head->chosen_skill)
1071 {
1072 head->chosen_skill = skill;
1073 break;
1074 }
1075
1076 if (!skill && !head->chosen_skill)
1077 {
1078 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1079 CLEAR_FLAG (head, FLAG_READY_SKILL);
1080 return 0;
1081 }
1082
1083 /* use skill */
1084 return do_skill (head, part, head->chosen_skill, dir, NULL);
1085}
1086
1087/* Monster will use a ranged spell attack. */
1088static int
1089monster_use_range (object *head, object *part, object *pl, int dir)
1090{
1091 object *wand, *owner;
1092 int at_least_one = 0;
1093
1094 if (!(dir = path_to_player (part, pl, 0)))
1095 return 0;
1096
1097 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1098 {
1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1100
1101 if (dirdiff (dir, dir2) < 2)
1102 return 0; /* Might hit owner with spell */
1103 }
1104
1105 if (QUERY_FLAG (head, FLAG_CONFUSED))
1106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1107
1108 for (wand = head->inv; wand; wand = wand->below)
1109 {
1110 if (wand->type == WAND)
1111 {
1112 /* Found a wand, let's see if it has charges left */
1113 at_least_one = 1;
1114 if (wand->stats.food <= 0)
1115 continue;
1116
1117 cast_spell (head, wand, dir, wand->inv, NULL);
1118
1119 if (!(--wand->stats.food))
1120 {
1121 if (wand->arch)
1122 {
1123 CLEAR_FLAG (wand, FLAG_ANIMATE);
1124 wand->face = wand->arch->face;
1125 wand->set_speed (0);
1126 }
1127 }
1128 /* Success */
1129 return 1;
1130 }
1131 else if (wand->type == ROD || wand->type == HORN)
1132 {
1133 /* Found rod/horn, let's use it if possible */
1134 at_least_one = 1;
1135 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1136 continue;
1137
1138 /* drain charge before casting spell - can be a case where the
1139 * spell destroys the monster, and rod, so if done after, results
1140 * in crash.
1141 */
1142 drain_rod_charge (wand);
1143 cast_spell (head, wand, dir, wand->inv, NULL);
1144
1145 /* Success */
1146 return 1;
1147 }
1148 }
1149
1150 if (at_least_one)
1151 return 0;
1152
1153 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);
1155 return 0;
1156}
1157
1158static int
1159monster_use_bow (object *head, object *part, object *pl, int dir)
1160{
1161 object *owner;
1162
1163 if (!(dir = path_to_player (part, pl, 0)))
1164 return 0;
1165
1166 if (QUERY_FLAG (head, FLAG_CONFUSED))
1167 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1168
1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1170 {
1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1172
1173 if (dirdiff (dir, dir2) < 1)
1174 return 0; /* Might hit owner with arrow */
1175 }
1176
1177 /* in server/player.c */
1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1179
1180}
1181
1182void
1183npc_call_help (object *op)
1184{
1185 unordered_mapwalk (op, -7, -7, 7, 7)
1186 {
1187 mapspace &ms = m->at (nx, ny);
1188
1189 /* If nothing alive on this space, no need to search the space. */
1190 if (!(ms.flags () & P_IS_ALIVE))
1191 continue;
1192
1193 for (object *npc = ms.bot; npc; npc = npc->above)
1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1195 npc->enemy = op->enemy;
1196 }
1197}
1198
1593void 1199void
1594check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1595{ 1201{
1596 object *tmp;
1597
1598 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1202 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1599 {
1600 if (tmp->type == EARTHWALL) 1203 if (tmp->type == EARTHWALL)
1601 { 1204 {
1602 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1205 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1603 return; 1206 return;
1604 } 1207 }
1605 }
1606} 1208}
1607 1209
1608void 1210void
1609check_doors (object *op, maptile *m, int x, int y) 1211check_doors (object *op, maptile *m, int x, int y)
1610{ 1212{
1611 object *tmp;
1612
1613 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1213 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1614 {
1615 if (tmp->type == DOOR) 1214 if (tmp->type == DOOR)
1616 { 1215 {
1617 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1216 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1618 return; 1217 return;
1619 } 1218 }
1620 }
1621} 1219}
1622 1220
1623/* find_mon_throw_ob() - modeled on find_throw_ob 1221/* find_mon_throw_ob() - modeled on find_throw_ob
1624 * This is probably overly simplistic as it is now - We want 1222 * This is probably overly simplistic as it is now - We want
1625 * monsters to throw things like chairs and other pieces of 1223 * monsters to throw things like chairs and other pieces of
1656#endif 1254#endif
1657 1255
1658 return tmp; 1256 return tmp;
1659} 1257}
1660 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) / 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) / 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;
1671}
1672
1661/* 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
1662 * 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
1663 * 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.
1664 * modified by MSW to use the get_rangevector so that map tiling works 1676 * modified by MSW to use the get_rangevector so that map tiling works
1665 * properly. I also so odd code in place that checked for x distance 1677 * properly. I also so odd code in place that checked for x distance
1666 * OR y distance being within some range - that seemed wrong - both should 1678 * OR y distance being within some range - that seemed wrong - both should
1667 * be within the valid range. MSW 2001-08-05 1679 * be within the valid range. MSW 2001-08-05
1668 * Returns 0 if enemy can not be detected, 1 if it is detected 1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1669 */ 1681 */
1670
1671int 1682int
1672can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673{ 1684{
1674 int radius = MIN_MON_RADIUS, hide_discovery;
1675
1676 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1677 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1678 return 0; 1687 return 0;
1679 1688
1680 /* If the monster (op) has no way to get to the enemy, do nothing */ 1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1682 return 0; 1691 return 0;
1683 1692
1684 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1685 1694
1686 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1687 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1688 return 0; 1697 return 0;
1689 1698
1690 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1691 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1692 return 1; 1701 return 1;
1693 1702
1694 /* The rest of this is for monsters. Players are on their own for 1703 /* The rest of this is for monsters. Players are on their own for
1695 * finding enemies! 1704 * finding enemies!
1696 */ 1705 */
1697 if (op->type == PLAYER) 1706 if (op->is_player ())
1698 return 0; 1707 return 0;
1699 1708
1700 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1701 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1702 */ 1711 */
1703 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1704 return 0; 1713 return 0;
1705 1714
1715 int radius = MIN_MON_RADIUS;
1716
1706 /* use this for invis also */ 1717 /* use this for invis also */
1707 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1708 1719
1709 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1710 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1711 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1712 else 1723 else
1713 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1714 object *sk_hide;
1715 int bonus = (op->level / 2) + (op->stats.Int / 5); 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1716 1726
1717 if (enemy->type == PLAYER) 1727 if (enemy->is_player ())
1718 { 1728 {
1719 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1720 bonus -= sk_hide->level; 1730 bonus -= sk_hide->level;
1721 else 1731 else
1722 { 1732 {
1723 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1733 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1724 make_visible (enemy); 1734 make_visible (enemy);
1733 } /* else creature has modifiers for hiding */ 1743 } /* else creature has modifiers for hiding */
1734 1744
1735 /* Radii stealth adjustment. Only if you are stealthy 1745 /* Radii stealth adjustment. Only if you are stealthy
1736 * will you be able to sneak up closer to creatures */ 1746 * will you be able to sneak up closer to creatures */
1737 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1747 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1738 radius = radius / 2, hide_discovery = hide_discovery / 3; 1748 {
1749 radius /= 2;
1750 hide_discovery /= 3;
1751 }
1739 1752
1740 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1741 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1742 { 1755 {
1743 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1744 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1745 */ 1758 */
1746 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1747 radius += op->map->darkness / 2; 1760 radius += op->map->darklevel () / 2;
1748 else 1761 else
1749 radius -= op->map->darkness / 2; 1762 radius -= op->map->darklevel () / 2;
1750 1763
1751 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1752 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1753 */ 1766 */
1754 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1755 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1756 } /* if on dark map */ 1769 } /* if on dark map */
1757 1770
1758 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1759 * radii, we only need to worry here about things the player can 1772 * radii, we only need to worry here about things the player can
1761 * may have for their map - in that way, creatures at the edge will 1774 * may have for their map - in that way, creatures at the edge will
1762 * do something. Note that the distance field in the 1775 * do something. Note that the distance field in the
1763 * vector is real distance, so in theory this should be 18 to 1776 * vector is real distance, so in theory this should be 18 to
1764 * find that. 1777 * find that.
1765 */ 1778 */
1766 if (radius > 13) 1779 // note that the above reasoning was utter bullshit even at the time it was written
1767 radius = 13; 1780 // we use 25, lets see if we have the cpu time for it
1781 radius = min (25, radius);
1768 1782
1769 /* Enemy in range! Now test for detection */ 1783 /* Enemy in range! Now test for detection */
1770 if ((int) rv->distance <= radius) 1784 if (rv->distance <= radius)
1771 { 1785 {
1772 /* ah, we are within range, detected? take cases */ 1786 /* ah, we are within range, detected? take cases */
1773 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1787 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1774 return 1; 1788 return 1;
1775 1789
1776 /* hidden or low-quality invisible */ 1790 /* hidden or low-quality invisible */
1777 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1791 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1778 { 1792 {
1779 make_visible (enemy); 1793 make_visible (enemy);
1794
1780 /* inform players of new status */ 1795 /* inform players of new status */
1781 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1796 if (enemy->type == PLAYER && player_can_view (enemy, op))
1782 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1798
1783 return 1; /* detected enemy */ 1799 return 1; /* detected enemy */
1784 } 1800 }
1785 else if (enemy->invisible) 1801 else if (enemy->invisible)
1786 { 1802 {
1787 /* Change this around - instead of negating the invisible, just 1803 /* Change this around - instead of negating the invisible, just
1788 * return true so that the mosnter that managed to detect you can 1804 * return true so that the monster that managed to detect you can
1789 * do something to you. Decreasing the duration of invisible 1805 * do something to you. Decreasing the duration of invisible
1790 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1791 * can then basically negate the spell. The spell isn't negated - 1807 * can then basically negate the spell. The spell isn't negated -
1792 * they just know where you are! 1808 * they just know where you are!
1793 */ 1809 */
1794 if ((rndm (50)) <= hide_discovery) 1810 if (rndm (50) <= hide_discovery)
1795 { 1811 {
1796 if (enemy->type == PLAYER) 1812 if (enemy->type == PLAYER)
1797 {
1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1813 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1799 } 1814
1800 return 1; 1815 return 1;
1801 } 1816 }
1802 } 1817 }
1803 } /* within range */ 1818 } /* within range */
1804 1819
1805 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1806 return 0; 1821 return 0;
1807} 1822}
1808 1823
1809/* determine if op stands in a lighted square. This is not a very 1824/* determine if op stands in a lighted square. This is not a very
1810 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1811 * is possible for a bright light to illuminate a player on the 1826 * is possible for a bright light to illuminate a player on the
1812 * other side of a wall (!). 1827 * other side of a wall (!).
1813 */ 1828 */
1814int 1829int
1815stand_in_light (object *op) 1830stand_in_light (object *op)
1816{ 1831{
1817 sint16 nx, ny;
1818 maptile *m;
1819
1820 if (!op) 1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1821 return 0; 1835 return 0;
1822 1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1823 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1824 return 1; 1841 return 1;
1825 1842
1826 if (op->map) 1843 if (op->map)
1827 { 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1828 int x, y, x1, y1; 1845 {
1829
1830 /* Check the spaces with the max light radius to see if any of them 1846 /* Check the spaces with the max light radius to see if any of them
1831 * have lights, and if any of them light the player enough, then return 1. 1847 * have lights, and if any of them light the player enough, then return 1.
1832 */
1833 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1834 {
1835 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1836 { 1848 */
1837 m = op->map; 1849 int light = m->at (nx, ny).light;
1838 nx = x;
1839 ny = y;
1840 1850
1841 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1842 continue;
1843
1844 x1 = abs (x - op->x) * abs (x - op->x);
1845 y1 = abs (y - op->y) * abs (y - op->y);
1846 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1847 return 1; 1852 return 1;
1848 } 1853 }
1849 }
1850 } 1854 }
1851 1855
1852 return 0; 1856 return 0;
1853} 1857}
1854 1858
1878 { 1882 {
1879 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1881 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1882 1886
1883 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1884 { 1888 {
1885 if (enemy->hide) 1889 if (enemy->flag [FLAG_HIDDEN])
1886 { 1890 {
1887 make_visible (enemy); 1891 make_visible (enemy);
1888 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1889 } 1893 }
1894
1890 return 1; 1895 return 1;
1891 } 1896 }
1892 else if (enemy->hide) 1897 else if (enemy->flag [FLAG_HIDDEN])
1893 return 0; 1898 return 0;
1894 1899
1895 /* Invisible enemy. Break apart the check for invis undead/invis looker 1900 /* Invisible enemy. Break apart the check for invis undead/invis looker
1896 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1897 * and making it a conditional makes the code pretty ugly. 1902 * and making it a conditional makes the code pretty ugly.
1898 */ 1903 */
1899 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1900 {
1901 if (makes_invisible_to (enemy, looker)) 1905 if (makes_invisible_to (enemy, looker))
1902 return 0; 1906 return 0;
1903 }
1904 } 1907 }
1905 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1906 if (player_can_view (looker, enemy)) 1909 if (player_can_view (looker, enemy))
1907 return 1; 1910 return 1;
1908 1911
1909 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1910 * unless they carry a light or stand in light. Darkness doesnt 1913 * unless they carry a light or stand in light. Darkness doesnt
1913 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1914 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1915 * enemy is on a bright map and the looker on a dark - in that 1918 * enemy is on a bright map and the looker on a dark - in that
1916 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1917 */ 1920 */
1918 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1919 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 return 0; 1923 return 0;
1921 1924
1922 return 1; 1925 return 1;
1923} 1926}
1927
1928//-GPL

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