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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.57 by root, Sun Dec 28 06:59:27 2008 UTC vs.
Revision 1.76 by root, Sun Nov 29 09:41:28 2009 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
57 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * 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
154 * many cases. 156 * many cases.
155 */ 157 */
156object * 158static object *
157find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
158{ 160{
159 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
160 162
161 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. */
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 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
240 245
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS); 246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242 247
243 if (op->flag [FLAG_BLIND]) 248 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
251 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
254 * the dark. */ 259 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); 260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258 261
259 if (enemy->flag [FLAG_STEALTH]) 262 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1; 263 radius = radius / 2 + 1;
261 264
262 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
269 } 272 }
270 273
271 return 0; 274 return 0;
272} 275}
273 276
274int 277static int
275move_randomly (object *op) 278move_randomly (object *op)
276{ 279{
277 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
281 284
282 return 0; 285 return 0;
283} 286}
284 287
285/* 288/*
286 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
287 */ 293 */
288int 294static int
289move_monster (object *op) 295monster_can_pick (object *monster, object *item)
290{ 296{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 298 int i;
293 rv_vector rv;
294 299
295 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
296 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
297 */ 365 */
298 if (!op->map) 366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
299 return 0; 376 return 1;
300 377
301 /* for target facing, we copy this value here for fast access */ 378 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 379}
303 oph = oph->head;
304 380
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
306 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 383 *
308 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
309 enemy->attacked_by = op; /* our ptr */ 385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
310 400
311 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 * 405 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
320 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
321 */ 412 */
322 413 if (next && next->destroyed ())
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 return 1; 414 return;
415 }
416}
417
418/*
419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424static void
425monster_apply_below (object *monster)
426{
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
383 } 433 {
384 434 case T_HANDLE:
385 /* Probably really a bug for a creature to have both 435 case TRIGGER:
386 * stand still and a movement type set. 436 if (monster->will_apply & 1)
387 */ 437 manual_apply (monster, tmp, 0);
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case (PETMOVE):
395 pet_move (op);
396 break;
397
398 case (CIRCLE1):
399 circ1_move (op);
400 break;
401
402 case (CIRCLE2):
403 circ2_move (op);
404 break;
405
406 case (PACEV):
407 pace_movev (op);
408 break;
409
410 case (PACEH):
411 pace_moveh (op);
412 break;
413
414 case (PACEV2):
415 pace2_movev (op);
416 break;
417
418 case (PACEH2):
419 pace2_moveh (op);
420 break;
421
422 case (RANDO):
423 rand_move (op);
424 break;
425
426 case (RANDO2):
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512 // if the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
516 {
517 int sdir = 0;
518
519 for (int ndir = 1; ndir <= 8; ++ndir)
520 {
521 mapxy pos (op); pos.move (ndir);
522
523 if (pos.normalise ())
524 {
525 mapspace &ms = pos.ms ();
526
527 if (ms.smell > op->ms ().smell)
528 {
529 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
530 op->ms ().smell = ms.smell - 1; // smarter: tell others
531 sdir = ndir;
532
533 // perturbing the path might let the monster lose track,
534 // but it will also widen the actual path, spreading information
535 if (!rndm (20)) // even smarter, deviate and spread?
536 sdir += absdir (1 - rndm (2) * 2);
537 }
538 }
539 }
540
541 if (sdir)
542 dir = sdir;
543 else if (op->ms ().smell)
544 {
545 // no better smell found, so assume the player jumped, and erase this smell
546 //printf ("erasing smell %d\n", op->ms ().smell);//D
547 ordered_mapwalk_begin (op, -1, -1, 1, 1)
548 if (m)
549 m->at (nx, ny).smell = 0;
550 ordered_mapwalk_end
551 }
552 }
553
554 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
555 dir = absdir (dir + 4);
556
557 if (QUERY_FLAG (op, FLAG_CONFUSED))
558 dir = absdir (dir + rndm (3) + rndm (3) - 2);
559
560 pre_att_dir = dir; /* remember the original direction */
561
562 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
563 {
564 switch (op->attack_movement & LO4)
565 {
566 case DISTATT:
567 dir = dist_att (dir, op, enemy, part, &rv);
568 break; 438 break;
569 439
570 case RUNATT: 440 case TREASURE:
571 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
572 break; 443 break;
573 444
574 case HITRUN:
575 dir = hitrun_att (dir, op, enemy);
576 break;
577
578 case WAITATT:
579 dir = wait_att (dir, op, enemy, part, &rv);
580 break;
581
582 case RUSH: /* default - monster normally moves towards player */
583 case ALLRUN:
584 break;
585
586 case DISTHIT:
587 dir = disthit_att (dir, op, enemy, part, &rv);
588 break;
589
590 case WAIT2:
591 dir = wait_att2 (dir, op, enemy, part, &rv);
592 break;
593
594 default:
595 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
596 }
597 }
598
599 if (!dir)
600 return 0;
601
602 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
603 {
604 if (move_object (op, dir)) /* Can the monster move directly toward player? */
605 { 445 }
606 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
607 if ((op->attack_movement & LO4) == DISTATT) 447 break;
608 op->direction = pre_att_dir;
609
610 return 0;
611 }
612
613 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
614 {
615 /* Try move around corners if !close */
616 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
617
618 for (diff = 1; diff <= maxdiff; diff++)
619 {
620 /* try different detours */
621 int m = 1 - rndm (2) * 2; /* Try left or right first? */
622
623 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
624 return 0;
625 }
626 }
627 } /* if monster is not standing still */
628
629 /* elmex: Turn our monster after it moved if it has DISTATT attack */
630 if ((op->attack_movement & LO4) == DISTATT)
631 op->direction = pre_att_dir;
632
633 /*
634 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
635 * direction if they can't move away.
636 */
637 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
638 if (move_randomly (op))
639 return 0;
640
641 /*
642 * Try giving the monster a new enemy - the player that is closest
643 * to it. In this way, it won't just keep trying to get to a target
644 * that is inaccessible.
645 * This could be more clever - it should go through a list of several
646 * enemies, as it is now, you could perhaps get situations where there
647 * are two players flanking the monster at close distance, but which
648 * the monster can't get to, and a third one at a far distance that
649 * the monster could get to - as it is, the monster won't look at that
650 * third one.
651 */
652 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
653 { 448 }
654 object *nearest_player = get_nearest_player (op);
655
656 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
657 {
658 op->enemy = 0;
659 enemy = nearest_player;
660 }
661 }
662
663 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
664 {
665 /* The adjustement to wc that was here before looked totally bogus -
666 * since wc can in fact get negative, that would mean by adding
667 * the current wc, the creature gets better? Instead, just
668 * add a fixed amount - nasty creatures that are runny away should
669 * still be pretty nasty.
670 */
671 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
672 {
673 part->stats.wc += 10;
674 skill_attack (enemy, part, 0, NULL, NULL);
675 part->stats.wc -= 10;
676 }
677 else
678 skill_attack (enemy, part, 0, NULL, NULL);
679 } /* if monster is in attack range */
680
681 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
682 return 1;
683
684 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
685 {
686 op->drop_and_destroy ();
687 return 1;
688 }
689
690 return 0;
691}
692
693int
694can_hit (object *ob1, object *ob2, rv_vector * rv)
695{
696 object *more;
697 rv_vector rv1;
698
699 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
700 return 0;
701
702 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
703 return 1;
704
705 /* check all the parts of ob2 - just because we can't get to
706 * its head doesn't mean we don't want to pound its feet
707 */
708 for (more = ob2->more; more != NULL; more = more->more)
709 {
710 get_rangevector (ob1, more, &rv1, 0);
711 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
712 return 1;
713 }
714
715 return 0;
716} 449}
717 450
718/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
719 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
720 * 453 *
728 * 461 *
729 * 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,
730 * 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,
731 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
732 */ 465 */
733
734static int 466static int
735monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
736{ 468{
737 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
738 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
743 return 1; 475 return 1;
744 476
745 return 0; 477 return 0;
746} 478}
747 479
748#define MAX_KNOWN_SPELLS 20
749
750/* Returns a randomly selected spell. This logic is still
751 * less than ideal. This code also only seems to deal with
752 * wizard spells, as the check is against sp, and not grace.
753 * can mosnters know cleric spells?
754 */
755object *
756monster_choose_random_spell (object *monster)
757{
758 object *altern[MAX_KNOWN_SPELLS];
759 int i = 0;
760
761 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
762 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
763 {
764 /* Check and see if it's actually a useful spell.
765 * If its a spellbook, the spell is actually the inventory item.
766 * if it is a spell, then it is just the object itself.
767 */
768 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
769 {
770 altern [i++] = tmp;
771
772 if (i == MAX_KNOWN_SPELLS)
773 break;
774 }
775 }
776
777 return i ? altern [rndm (i)] : 0;
778}
779
780/* This checks to see if the monster should cast a spell/ability.
781 * it returns true if the monster casts a spell, 0 if he doesn't.
782 * head is the head of the monster.
783 * part is the part of the monster we are checking against.
784 * pl is the target.
785 * dir is the direction to case.
786 * rv is the vector which describes where the enemy is.
787 */
788int
789monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790{
791 object *spell_item;
792 object *owner;
793 rv_vector rv1;
794
795 /* If you want monsters to cast spells over friends, this spell should
796 * be removed. It probably should be in most cases, since monsters still
797 * don't care about residual effects (ie, casting a cone which may have a
798 * clear path to the player, the side aspects of the code will still hit
799 * other monsters)
800 */
801 if (!(dir = path_to_player (part, pl, 0)))
802 return 0;
803
804 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
805 {
806 get_rangevector (head, owner, &rv1, 0x1);
807 if (dirdiff (dir, rv1.direction) < 2)
808 return 0; /* Might hit owner with spell */
809 }
810
811 if (QUERY_FLAG (head, FLAG_CONFUSED))
812 dir = absdir (dir + rndm (3) + rndm (3) - 2);
813
814 /* If the monster hasn't already chosen a spell, choose one
815 * I'm not sure if it really make sense to pre-select spells (events
816 * could be different by the time the monster goes again).
817 */
818 if (head->spellitem == NULL)
819 {
820 if ((spell_item = monster_choose_random_spell (head)) == NULL)
821 {
822 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
823 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
824 return 0;
825 }
826
827 if (spell_item->type == SPELLBOOK)
828 {
829 if (!spell_item->inv)
830 {
831 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
832 return 0;
833 }
834
835 spell_item = spell_item->inv;
836 }
837 }
838 else
839 spell_item = head->spellitem;
840
841 if (!spell_item)
842 return 0;
843
844 /* Best guess this is a defensive/healing spell */
845 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
846 dir = 0;
847
848 /* Monster doesn't have enough spell-points */
849 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
850 return 0;
851
852 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
853 return 0;
854
855 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
856 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
857
858 /* set this to null, so next time monster will choose something different */
859 head->spellitem = NULL;
860
861 return cast_spell (part, part, dir, spell_item, NULL);
862}
863
864int
865monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
866{
867 object *scroll;
868 object *owner;
869 rv_vector rv1;
870
871 /* If you want monsters to cast spells over friends, this spell should
872 * be removed. It probably should be in most cases, since monsters still
873 * don't care about residual effects (ie, casting a cone which may have a
874 * clear path to the player, the side aspects of the code will still hit
875 * other monsters)
876 */
877 if (!(dir = path_to_player (part, pl, 0)))
878 return 0;
879
880 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
881 {
882 get_rangevector (head, owner, &rv1, 0x1);
883 if (dirdiff (dir, rv1.direction) < 2)
884 {
885 return 0; /* Might hit owner with spell */
886 }
887 }
888
889 if (QUERY_FLAG (head, FLAG_CONFUSED))
890 dir = absdir (dir + rndm (3) + rndm (3) - 2);
891
892 for (scroll = head->inv; scroll; scroll = scroll->below)
893 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
894 break;
895
896 /* Used up all his scrolls, so nothing do to */
897 if (!scroll)
898 {
899 CLEAR_FLAG (head, FLAG_READY_SCROLL);
900 return 0;
901 }
902
903 /* Spell should be cast on caster (ie, heal, strength) */
904 if (scroll->inv->range == 0)
905 dir = 0;
906
907 apply_scroll (part, scroll, dir);
908 return 1;
909}
910
911/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
912 * Note that monsters do not need the skills SK_MELEE_WEAPON and
913 * SK_MISSILE_WEAPON to make those respective attacks, if we
914 * required that we would drastically increase the memory
915 * requirements of CF!!
916 *
917 * The skills we are treating here are all but those. -b.t.
918 *
919 * At the moment this is only useful for throwing, perhaps for
920 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
921 */
922int
923monster_use_skill (object *head, object *part, object *pl, int dir)
924{
925 object *skill, *owner;
926
927 if (!(dir = path_to_player (part, pl, 0)))
928 return 0;
929
930 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
931 {
932 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
933
934 if (dirdiff (dir, dir2) < 1)
935 return 0; /* Might hit owner with skill -thrown rocks for example ? */
936 }
937
938 if (QUERY_FLAG (head, FLAG_CONFUSED))
939 dir = absdir (dir + rndm (3) + rndm (3) - 2);
940
941 /* skill selection - monster will use the next unused skill.
942 * well...the following scenario will allow the monster to
943 * toggle between 2 skills. One day it would be nice to make
944 * more skills available to monsters.
945 */
946 for (skill = head->inv; skill; skill = skill->below)
947 if (skill->type == SKILL && skill != head->chosen_skill)
948 {
949 head->chosen_skill = skill;
950 break;
951 }
952
953 if (!skill && !head->chosen_skill)
954 {
955 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
956 CLEAR_FLAG (head, FLAG_READY_SKILL);
957 return 0;
958 }
959
960 /* use skill */
961 return do_skill (head, part, head->chosen_skill, dir, NULL);
962}
963
964/* Monster will use a ranged spell attack. */
965int
966monster_use_range (object *head, object *part, object *pl, int dir)
967{
968 object *wand, *owner;
969 int at_least_one = 0;
970
971 if (!(dir = path_to_player (part, pl, 0)))
972 return 0;
973
974 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
975 {
976 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
977
978 if (dirdiff (dir, dir2) < 2)
979 return 0; /* Might hit owner with spell */
980 }
981
982 if (QUERY_FLAG (head, FLAG_CONFUSED))
983 dir = absdir (dir + rndm (3) + rndm (3) - 2);
984
985 for (wand = head->inv; wand; wand = wand->below)
986 {
987 if (wand->type == WAND)
988 {
989 /* Found a wand, let's see if it has charges left */
990 at_least_one = 1;
991 if (wand->stats.food <= 0)
992 continue;
993
994 cast_spell (head, wand, dir, wand->inv, NULL);
995
996 if (!(--wand->stats.food))
997 {
998 if (wand->arch)
999 {
1000 CLEAR_FLAG (wand, FLAG_ANIMATE);
1001 wand->face = wand->arch->face;
1002 wand->set_speed (0);
1003 }
1004 }
1005 /* Success */
1006 return 1;
1007 }
1008 else if (wand->type == ROD || wand->type == HORN)
1009 {
1010 /* Found rod/horn, let's use it if possible */
1011 at_least_one = 1;
1012 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1013 continue;
1014
1015 /* drain charge before casting spell - can be a case where the
1016 * spell destroys the monster, and rod, so if done after, results
1017 * in crash.
1018 */
1019 drain_rod_charge (wand);
1020 cast_spell (head, wand, dir, wand->inv, NULL);
1021
1022 /* Success */
1023 return 1;
1024 }
1025 }
1026
1027 if (at_least_one)
1028 return 0;
1029
1030 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1031 CLEAR_FLAG (head, FLAG_READY_RANGE);
1032 return 0;
1033}
1034
1035int
1036monster_use_bow (object *head, object *part, object *pl, int dir)
1037{
1038 object *owner;
1039
1040 if (!(dir = path_to_player (part, pl, 0)))
1041 return 0;
1042
1043 if (QUERY_FLAG (head, FLAG_CONFUSED))
1044 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1045
1046 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1047 {
1048 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1049
1050 if (dirdiff (dir, dir2) < 1)
1051 return 0; /* Might hit owner with arrow */
1052 }
1053
1054 /* in server/player.c */
1055 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1056
1057}
1058
1059/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1060 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1061 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1062 * 483 *
1063 * return true if item is a better object. 484 * return true if item is a better object.
1064 */ 485 */
1065int 486static int
1066check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1067{ 488{
1068 object *other_weap; 489 object *other_weap;
1069 int val = 0, i; 490 int val = 0, i;
1070 491
1093 return 1; 514 return 1;
1094 else 515 else
1095 return 0; 516 return 0;
1096} 517}
1097 518
1098int 519static int
1099check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1100{ 521{
1101 object *other_armour; 522 object *other_armour;
1102 int val = 0, i; 523 int val = 0, i;
1103 524
1131 552
1132 if (val > 0) 553 if (val > 0)
1133 return 1; 554 return 1;
1134 else 555 else
1135 return 0; 556 return 0;
1136}
1137
1138/*
1139 * monster_check_pickup(): checks for items that monster can pick up.
1140 *
1141 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1142 * Each time the blob passes over some treasure, it will
1143 * grab it a.s.a.p.
1144 *
1145 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1146 * to handle this.
1147 *
1148 * This function was seen be continueing looping at one point (tmp->below
1149 * became a recursive loop. It may be better to call monster_check_apply
1150 * after we pick everything up, since that function may call others which
1151 * affect stacking on this space.
1152 */
1153void
1154monster_check_pickup (object *monster)
1155{
1156 object *tmp, *next;
1157
1158 for (tmp = monster->below; tmp != NULL; tmp = next)
1159 {
1160 next = tmp->below;
1161 if (monster_can_pick (monster, tmp))
1162 {
1163 tmp->remove ();
1164 tmp = insert_ob_in_ob (tmp, monster);
1165 (void) monster_check_apply (monster, tmp);
1166 }
1167 /* We could try to re-establish the cycling, of the space, but probably
1168 * not a big deal to just bail out.
1169 */
1170 if (next && next->destroyed ())
1171 return;
1172 }
1173}
1174
1175/*
1176 * monster_can_pick(): If the monster is interested in picking up
1177 * the item, then return 0. Otherwise 0.
1178 * Instead of pick_up, flags for "greed", etc, should be used.
1179 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1180 */
1181int
1182monster_can_pick (object *monster, object *item)
1183{
1184 int flag = 0;
1185 int i;
1186
1187 if (!can_pick (monster, item))
1188 return 0;
1189
1190 if (QUERY_FLAG (item, FLAG_UNPAID))
1191 return 0;
1192
1193 if (monster->pick_up & 64) /* All */
1194 flag = 1;
1195
1196 else
1197 switch (item->type)
1198 {
1199 case MONEY:
1200 case GEM:
1201 flag = monster->pick_up & 2;
1202 break;
1203
1204 case FOOD:
1205 flag = monster->pick_up & 4;
1206 break;
1207
1208 case WEAPON:
1209 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1210 break;
1211
1212 case ARMOUR:
1213 case SHIELD:
1214 case HELMET:
1215 case BOOTS:
1216 case GLOVES:
1217 case GIRDLE:
1218 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1219 break;
1220
1221 case SKILL:
1222 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1223 break;
1224
1225 case RING:
1226 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1227 break;
1228
1229 case WAND:
1230 case HORN:
1231 case ROD:
1232 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1233 break;
1234
1235 case SPELLBOOK:
1236 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1237 break;
1238
1239 case SCROLL:
1240 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1241 break;
1242
1243 case BOW:
1244 case ARROW:
1245 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1246 break;
1247 }
1248
1249 /* Simplistic check - if the monster has a location to equip it, he will
1250 * pick it up. Note that this doesn't handle cases where an item may
1251 * use several locations.
1252 */
1253 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1254 {
1255 if (monster->slot[i].info && item->slot[i].info)
1256 {
1257 flag = 1;
1258 break;
1259 }
1260 }
1261
1262 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1263 return 1;
1264
1265 return 0;
1266}
1267
1268/*
1269 * monster_apply_below():
1270 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1271 * eager to apply things, encounters something apply-able,
1272 * then make him apply it
1273 */
1274void
1275monster_apply_below (object *monster)
1276{
1277 object *tmp, *next;
1278
1279 for (tmp = monster->below; tmp != NULL; tmp = next)
1280 {
1281 next = tmp->below;
1282 switch (tmp->type)
1283 {
1284 case CF_HANDLE:
1285 case TRIGGER:
1286 if (monster->will_apply & 1)
1287 manual_apply (monster, tmp, 0);
1288 break;
1289
1290 case TREASURE:
1291 if (monster->will_apply & 2)
1292 manual_apply (monster, tmp, 0);
1293 break;
1294
1295 }
1296 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1297 break;
1298 }
1299} 557}
1300 558
1301/* 559/*
1302 * 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
1303 * inserted in a monster. 561 * inserted in a monster.
1414 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1415 */ 673 */
1416 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1417} 675}
1418 676
1419void 677static int
1420npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1421{ 679{
1422 int x, y, mflags;
1423 object *npc; 680 object *more;
1424 sint16 sx, sy; 681 rv_vector rv1;
1425 maptile *m;
1426 682
1427 for (x = -3; x < 4; x++) 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1428 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)
1429 { 693 {
1430 m = op->map; 694 get_rangevector (ob1, more, &rv1, 0);
1431 sx = op->x + x; 695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1432 sy = op->y + y; 696 return 1;
1433 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1434 /* If nothing alive on this space, no need to search the space. */
1435 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1436 continue;
1437
1438 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1439 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1440 npc->enemy = op->enemy;
1441 } 697 }
1442}
1443 698
1444int 699 return 0;
700}
701
702static int
1445dist_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)
1446{ 704{
1447 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1448 return dir; 706 return dir;
1449 707
1450 if (rv->distance < 10) 708 if (rv->distance < 10)
1453 return dir; 711 return dir;
1454 712
1455 return 0; 713 return 0;
1456} 714}
1457 715
1458int 716static int
1459run_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)
1460{ 718{
1461 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 719 if (can_hit (part, enemy, rv))
1462 {
1463 ob->move_status++;
1464 return (dir); 720 return dir;
1465 } 721 else
1466 else if (ob->move_status > 20)
1467 ob->move_status = 0;
1468
1469 return absdir (dir + 4); 722 return absdir (dir + 4);
1470} 723}
1471 724
1472int 725static int
1473hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1474{ 727{
1475 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1476 return dir; 729 return dir;
1477 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1480 ob->move_status = 0; 733 ob->move_status = 0;
1481 734
1482 return absdir (dir + 4); 735 return absdir (dir + 4);
1483} 736}
1484 737
1485int 738static int
1486wait_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)
1487{ 740{
1488
1489 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1490 742
1491 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1492 ob->move_status++; 744 ob->move_status++;
1493 745
1500 752
1501 ob->move_status = 0; 753 ob->move_status = 0;
1502 return 0; 754 return 0;
1503} 755}
1504 756
1505int 757static int
1506disthit_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)
1507{ 759{
1508
1509 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1510 * 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,
1511 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1512 * 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
1513 * 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
1514 * server should try to be resilant enough to avoid the problem 765 * server should try to be resilant enough to avoid the problem
1515 */ 766 */
1516 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)
1517 return absdir (dir + 4); 768 return absdir (dir + 4);
1518 769
1519 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1520} 771}
1521 772
1522int 773static int
1523wait_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)
1524{ 775{
1525 if (rv->distance < 9) 776 if (rv->distance < 9)
1526 return absdir (dir + 4); 777 return absdir (dir + 4);
1527 778
1528 return 0; 779 return 0;
1529} 780}
1530 781
1531void 782static void
1532circ1_move (object *ob) 783circ1_move (object *ob)
1533{ 784{
1534 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 };
1535 786
1536 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1538 789
1539 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1540 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1541} 792}
1542 793
1543void 794static void
1544circ2_move (object *ob) 795circ2_move (object *ob)
1545{ 796{
1546 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 };
1547 798
1548 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1550 801
1551 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1552 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1553} 804}
1554 805
1555void 806static void
1556pace_movev (object *ob) 807pace_movev (object *ob)
1557{ 808{
1558 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1559 ob->move_status = 0; 810 ob->move_status = 0;
1560 811
1562 move_object (ob, 5); 813 move_object (ob, 5);
1563 else 814 else
1564 move_object (ob, 1); 815 move_object (ob, 1);
1565} 816}
1566 817
1567void 818static void
1568pace_moveh (object *ob) 819pace_moveh (object *ob)
1569{ 820{
1570 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1571 ob->move_status = 0; 822 ob->move_status = 0;
1572 823
1574 move_object (ob, 3); 825 move_object (ob, 3);
1575 else 826 else
1576 move_object (ob, 7); 827 move_object (ob, 7);
1577} 828}
1578 829
1579void 830static void
1580pace2_movev (object *ob) 831pace2_movev (object *ob)
1581{ 832{
1582 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1583 ob->move_status = 0; 834 ob->move_status = 0;
1584 835
1590 move_object (ob, 1); 841 move_object (ob, 1);
1591 else 842 else
1592 return; 843 return;
1593} 844}
1594 845
1595void 846static void
1596pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1597{ 848{
1598 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1599 ob->move_status = 0; 850 ob->move_status = 0;
1600 851
1606 move_object (ob, 7); 857 move_object (ob, 7);
1607 else 858 else
1608 return; 859 return;
1609} 860}
1610 861
1611void 862static void
1612rand_move (object *ob) 863rand_move (object *ob)
1613{ 864{
1614 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)))))
1615 for (int i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1616 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1617 return; 868 return;
869}
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 }
1618} 1197}
1619 1198
1620void 1199void
1621check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1622{ 1201{
1673#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1674 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1253 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1675#endif 1254#endif
1676 1255
1677 return tmp; 1256 return tmp;
1257}
1258
1259/*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262int
1263move_monster (object *op)
1264{
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / 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;
1678} 1671}
1679 1672
1680/* 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
1681 * 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
1682 * 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.
1687 * 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
1688 */ 1681 */
1689int 1682int
1690can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1683can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1691{ 1684{
1692 int radius = MIN_MON_RADIUS, hide_discovery;
1693
1694 /* null detection for any of these condtions always */ 1685 /* null detection for any of these condtions always */
1695 if (!op || !enemy || !op->map || !enemy->map) 1686 if (!op || !enemy || !op->map || !enemy->map)
1696 return 0; 1687 return 0;
1697 1688
1698 /* 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 */
1700 return 0; 1691 return 0;
1701 1692
1702 get_rangevector (op, enemy, rv, 0); 1693 get_rangevector (op, enemy, rv, 0);
1703 1694
1704 /* Monsters always ignore the DM */ 1695 /* Monsters always ignore the DM */
1705 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1706 return 0; 1697 return 0;
1707 1698
1708 /* simple check. Should probably put some range checks in here. */ 1699 /* simple check. Should probably put some range checks in here. */
1709 if (can_see_enemy (op, enemy)) 1700 if (can_see_enemy (op, enemy))
1710 return 1; 1701 return 1;
1711 1702
1712 /* 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
1713 * finding enemies! 1704 * finding enemies!
1714 */ 1705 */
1715 if (op->type == PLAYER) 1706 if (op->is_player ())
1716 return 0; 1707 return 0;
1717 1708
1718 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1719 * 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
1720 */ 1711 */
1721 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)))
1722 return 0; 1713 return 0;
1723 1714
1715 int radius = MIN_MON_RADIUS;
1716
1724 /* use this for invis also */ 1717 /* use this for invis also */
1725 hide_discovery = op->stats.Int / 5; 1718 int hide_discovery = op->stats.Int / 5;
1726 1719
1727 /* Determine Detection radii */ 1720 /* Determine Detection radii */
1728 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1729 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1730 else 1723 else
1731 { /* a level/INT/Dex adjustment for hiding */ 1724 { /* a level/INT/Dex adjustment for hiding */
1732 int bonus = op->level / 2 + op->stats.Int / 5; 1725 int bonus = op->level / 2 + op->stats.Int / 5;
1733 1726
1734 if (enemy->is_player ()) 1727 if (enemy->is_player ())
1756 radius /= 2; 1749 radius /= 2;
1757 hide_discovery /= 3; 1750 hide_discovery /= 3;
1758 } 1751 }
1759 1752
1760 /* Radii adjustment for enemy standing in the dark */ 1753 /* Radii adjustment for enemy standing in the dark */
1761 if (op->map->darklevel () > 0 && !stand_in_light (enemy)) 1754 if (!stand_in_light (enemy))
1762 { 1755 {
1763 /* on dark maps body heat can help indicate location with infravision 1756 /* on dark maps body heat can help indicate location with infravision
1764 * undead don't have body heat, so no benefit detecting them. 1757 * undead don't have body heat, so no benefit detecting them.
1765 */ 1758 */
1766 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))
1769 radius -= op->map->darklevel () / 2; 1762 radius -= op->map->darklevel () / 2;
1770 1763
1771 /* op next to a monster (and not in complete darkness) 1764 /* op next to a monster (and not in complete darkness)
1772 * the monster should have a chance to see you. 1765 * the monster should have a chance to see you.
1773 */ 1766 */
1774 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1) 1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1775 radius = MIN_MON_RADIUS; 1768 radius = MIN_MON_RADIUS;
1776 } /* if on dark map */ 1769 } /* if on dark map */
1777 1770
1778 /* Lets not worry about monsters that have incredible detection 1771 /* Lets not worry about monsters that have incredible detection
1779 * 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
1827 /* Wasn't detected above, so still hidden */ 1820 /* Wasn't detected above, so still hidden */
1828 return 0; 1821 return 0;
1829} 1822}
1830 1823
1831/* 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
1832 * intellegent algorithm. For one thing, we ignore los here, SO it 1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1833 * 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
1834 * other side of a wall (!). 1827 * other side of a wall (!).
1835 */ 1828 */
1836int 1829int
1837stand_in_light (object *op) 1830stand_in_light (object *op)
1838{ 1831{
1839 if (op) 1832 if (op)
1840 { 1833 {
1834 if (!op->is_on_map ())
1835 return 0;
1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1841 if (op->glow_radius > 0) 1840 if (op->glow_radius > 0)
1842 return 1; 1841 return 1;
1843 1842
1844 if (op->map) 1843 if (op->map)
1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1883 { 1882 {
1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1885 * However,if you carry any source of light, then the hidden 1884 * However,if you carry any source of light, then the hidden
1886 * creature is seeable (and stupid) */ 1885 * creature is seeable (and stupid) */
1887 1886
1888 if (has_carried_lights (enemy)) 1887 if (enemy->has_carried_lights ())
1889 { 1888 {
1890 if (enemy->flag [FLAG_HIDDEN]) 1889 if (enemy->flag [FLAG_HIDDEN])
1891 { 1890 {
1892 make_visible (enemy); 1891 make_visible (enemy);
1893 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!");
1917 * we care about the enemy maps status, not the looker. 1916 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the 1917 * only relevant for tiled maps, but it is possible that the
1919 * 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
1920 * case, the looker can still see the enemy 1919 * case, the looker can still see the enemy
1921 */ 1920 */
1922 if (enemy->map->darklevel () > 0
1923 && !stand_in_light (enemy) 1921 if (!stand_in_light (enemy)
1924 && (!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)))
1925 return 0; 1923 return 0;
1926 1924
1927 return 1; 1925 return 1;
1928} 1926}
1929 1927
1928//-GPL

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