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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.68 by root, Fri Sep 25 19:09:20 2009 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>
150 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
151 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
152 * 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
153 * many cases. 156 * many cases.
154 */ 157 */
155object * 158static object *
156find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
157{ 160{
158 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
159 162
160 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. */
228/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
229 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
230 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
231 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
232 */ 235 */
233int 236static int
234check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
235{ 238{
236 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
237 if (!enemy) 240 if (!enemy)
238 return 0; 241 return 0;
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
385 /* Probably really a bug for a creature to have both
386 * stand still and a movement type set.
387 */
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: 434 case T_HANDLE:
423 rand_move (op); 435 case TRIGGER:
424 break; 436 if (monster->will_apply & 1)
425 437 manual_apply (monster, tmp, 0);
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 == shstr_doppleganger)
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 (op->stats.Wis >= 8
516 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519 uint32_t &smell = op->ms ().smell;
520
521 for (int ndir = 1; ndir <= 8; ++ndir)
522 {
523 mapxy pos (op); pos.move (ndir);
524
525 if (pos.normalise ())
526 {
527 mapspace &ms = pos.ms ();
528
529 if (ms.smell > smell)
530 {
531 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 if (op->stats.Wis >= 10)
533 smell = ms.smell - 1; // smarter: tell others
534
535 sdir = ndir;
536
537 // perturbing the path might let the monster lose track,
538 // but it will also widen the actual path, spreading information
539 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 }
542 }
543 }
544
545 if (sdir)
546 dir = sdir;
547 else if (smell)
548 {
549 // no better smell found, so assume the player jumped, and erase this smell
550 //printf ("erasing smell %d\n", op->ms ().smell);//D
551 unordered_mapwalk (op, -1, -1, 1, 1)
552 m->at (nx, ny).smell = 0;
553 }
554 }
555
556 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
557 dir = absdir (dir + 4);
558
559 if (QUERY_FLAG (op, FLAG_CONFUSED))
560 dir = absdir (dir + rndm (3) + rndm (3) - 2);
561
562 pre_att_dir = dir; /* remember the original direction */
563
564 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
565 {
566 switch (op->attack_movement & LO4)
567 {
568 case DISTATT:
569 dir = dist_att (dir, op, enemy, part, &rv);
570 break; 438 break;
571 439
572 case RUNATT: 440 case TREASURE:
573 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
574 break; 443 break;
575 444
576 case HITRUN:
577 dir = hitrun_att (dir, op, enemy);
578 break;
579
580 case WAITATT:
581 dir = wait_att (dir, op, enemy, part, &rv);
582 break;
583
584 case RUSH: /* default - monster normally moves towards player */
585 case ALLRUN:
586 break;
587
588 case DISTHIT:
589 dir = disthit_att (dir, op, enemy, part, &rv);
590 break;
591
592 case WAIT2:
593 dir = wait_att2 (dir, op, enemy, part, &rv);
594 break;
595
596 default:
597 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
598 }
599 }
600
601 if (!dir)
602 return 0;
603
604 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
605 {
606 if (move_object (op, dir)) /* Can the monster move directly toward player? */
607 { 445 }
608 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
609 if ((op->attack_movement & LO4) == DISTATT) 447 break;
610 op->direction = pre_att_dir;
611
612 return 0;
613 }
614
615 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
616 {
617 /* Try move around corners if !close */
618 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
619
620 for (diff = 1; diff <= maxdiff; diff++)
621 {
622 /* try different detours */
623 int m = 1 - rndm (2) * 2; /* Try left or right first? */
624
625 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
626 return 0;
627 }
628 }
629 } /* if monster is not standing still */
630
631 /* elmex: Turn our monster after it moved if it has DISTATT attack */
632 if ((op->attack_movement & LO4) == DISTATT)
633 op->direction = pre_att_dir;
634
635 /*
636 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
637 * direction if they can't move away.
638 */
639 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
640 if (move_randomly (op))
641 return 0;
642
643 /*
644 * Try giving the monster a new enemy - the player that is closest
645 * to it. In this way, it won't just keep trying to get to a target
646 * that is inaccessible.
647 * This could be more clever - it should go through a list of several
648 * enemies, as it is now, you could perhaps get situations where there
649 * are two players flanking the monster at close distance, but which
650 * the monster can't get to, and a third one at a far distance that
651 * the monster could get to - as it is, the monster won't look at that
652 * third one.
653 */
654 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
655 { 448 }
656 object *nearest_player = get_nearest_player (op);
657
658 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
659 {
660 op->enemy = 0;
661 enemy = nearest_player;
662 }
663 }
664
665 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
666 {
667 /* The adjustement to wc that was here before looked totally bogus -
668 * since wc can in fact get negative, that would mean by adding
669 * the current wc, the creature gets better? Instead, just
670 * add a fixed amount - nasty creatures that are runny away should
671 * still be pretty nasty.
672 */
673 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
674 {
675 part->stats.wc += 10;
676 skill_attack (enemy, part, 0, NULL, NULL);
677 part->stats.wc -= 10;
678 }
679 else
680 skill_attack (enemy, part, 0, NULL, NULL);
681 } /* if monster is in attack range */
682
683 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
684 return 1;
685
686 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
687 {
688 op->drop_and_destroy ();
689 return 1;
690 }
691
692 return 0;
693}
694
695int
696can_hit (object *ob1, object *ob2, rv_vector * rv)
697{
698 object *more;
699 rv_vector rv1;
700
701 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
702 return 0;
703
704 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
705 return 1;
706
707 /* check all the parts of ob2 - just because we can't get to
708 * its head doesn't mean we don't want to pound its feet
709 */
710 for (more = ob2->more; more; more = more->more)
711 {
712 get_rangevector (ob1, more, &rv1, 0);
713 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
714 return 1;
715 }
716
717 return 0;
718} 449}
719 450
720/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
721 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
722 * 453 *
730 * 461 *
731 * 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,
732 * 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,
733 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
734 */ 465 */
735
736static int 466static int
737monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
738{ 468{
739 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
740 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
745 return 1; 475 return 1;
746 476
747 return 0; 477 return 0;
748} 478}
749 479
750#define MAX_KNOWN_SPELLS 20
751
752/* Returns a randomly selected spell. This logic is still
753 * less than ideal. This code also only seems to deal with
754 * wizard spells, as the check is against sp, and not grace.
755 * can mosnters know cleric spells?
756 */
757object *
758monster_choose_random_spell (object *monster)
759{
760 object *altern[MAX_KNOWN_SPELLS];
761 int i = 0;
762
763 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
764 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
765 {
766 /* Check and see if it's actually a useful spell.
767 * If its a spellbook, the spell is actually the inventory item.
768 * if it is a spell, then it is just the object itself.
769 */
770 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
771 {
772 altern [i++] = tmp;
773
774 if (i == MAX_KNOWN_SPELLS)
775 break;
776 }
777 }
778
779 return i ? altern [rndm (i)] : 0;
780}
781
782/* This checks to see if the monster should cast a spell/ability.
783 * it returns true if the monster casts a spell, 0 if he doesn't.
784 * head is the head of the monster.
785 * part is the part of the monster we are checking against.
786 * pl is the target.
787 * dir is the direction to case.
788 * rv is the vector which describes where the enemy is.
789 */
790int
791monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
792{
793 object *spell_item;
794 object *owner;
795 rv_vector rv1;
796
797 /* If you want monsters to cast spells over friends, this spell should
798 * be removed. It probably should be in most cases, since monsters still
799 * don't care about residual effects (ie, casting a cone which may have a
800 * clear path to the player, the side aspects of the code will still hit
801 * other monsters)
802 */
803 if (!(dir = path_to_player (part, pl, 0)))
804 return 0;
805
806 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
807 {
808 get_rangevector (head, owner, &rv1, 0x1);
809 if (dirdiff (dir, rv1.direction) < 2)
810 return 0; /* Might hit owner with spell */
811 }
812
813 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 dir = absdir (dir + rndm (3) + rndm (3) - 2);
815
816 /* If the monster hasn't already chosen a spell, choose one
817 * I'm not sure if it really make sense to pre-select spells (events
818 * could be different by the time the monster goes again).
819 */
820 if (head->spellitem == NULL)
821 {
822 if ((spell_item = monster_choose_random_spell (head)) == NULL)
823 {
824 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
826 return 0;
827 }
828
829 if (spell_item->type == SPELLBOOK)
830 {
831 if (!spell_item->inv)
832 {
833 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
834 return 0;
835 }
836
837 spell_item = spell_item->inv;
838 }
839 }
840 else
841 spell_item = head->spellitem;
842
843 if (!spell_item)
844 return 0;
845
846 /* Best guess this is a defensive/healing spell */
847 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
848 dir = 0;
849
850 /* Monster doesn't have enough spell-points */
851 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
852 return 0;
853
854 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
855 return 0;
856
857 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
858 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
859
860 /* set this to null, so next time monster will choose something different */
861 head->spellitem = NULL;
862
863 return cast_spell (part, part, dir, spell_item, NULL);
864}
865
866int
867monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
868{
869 object *scroll;
870 object *owner;
871 rv_vector rv1;
872
873 /* If you want monsters to cast spells over friends, this spell should
874 * be removed. It probably should be in most cases, since monsters still
875 * don't care about residual effects (ie, casting a cone which may have a
876 * clear path to the player, the side aspects of the code will still hit
877 * other monsters)
878 */
879 if (!(dir = path_to_player (part, pl, 0)))
880 return 0;
881
882 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
883 {
884 get_rangevector (head, owner, &rv1, 0x1);
885 if (dirdiff (dir, rv1.direction) < 2)
886 {
887 return 0; /* Might hit owner with spell */
888 }
889 }
890
891 if (QUERY_FLAG (head, FLAG_CONFUSED))
892 dir = absdir (dir + rndm (3) + rndm (3) - 2);
893
894 for (scroll = head->inv; scroll; scroll = scroll->below)
895 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
896 break;
897
898 /* Used up all his scrolls, so nothing do to */
899 if (!scroll)
900 {
901 CLEAR_FLAG (head, FLAG_READY_SCROLL);
902 return 0;
903 }
904
905 /* Spell should be cast on caster (ie, heal, strength) */
906 if (scroll->inv->range == 0)
907 dir = 0;
908
909 apply_scroll (part, scroll, dir);
910 return 1;
911}
912
913/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
914 * Note that monsters do not need the skills SK_MELEE_WEAPON and
915 * SK_MISSILE_WEAPON to make those respective attacks, if we
916 * required that we would drastically increase the memory
917 * requirements of CF!!
918 *
919 * The skills we are treating here are all but those. -b.t.
920 *
921 * At the moment this is only useful for throwing, perhaps for
922 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
923 */
924int
925monster_use_skill (object *head, object *part, object *pl, int dir)
926{
927 object *skill, *owner;
928
929 if (!(dir = path_to_player (part, pl, 0)))
930 return 0;
931
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 {
934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
936 if (dirdiff (dir, dir2) < 1)
937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
938 }
939
940 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942
943 /* skill selection - monster will use the next unused skill.
944 * well...the following scenario will allow the monster to
945 * toggle between 2 skills. One day it would be nice to make
946 * more skills available to monsters.
947 */
948 for (skill = head->inv; skill; skill = skill->below)
949 if (skill->type == SKILL && skill != head->chosen_skill)
950 {
951 head->chosen_skill = skill;
952 break;
953 }
954
955 if (!skill && !head->chosen_skill)
956 {
957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
958 CLEAR_FLAG (head, FLAG_READY_SKILL);
959 return 0;
960 }
961
962 /* use skill */
963 return do_skill (head, part, head->chosen_skill, dir, NULL);
964}
965
966/* Monster will use a ranged spell attack. */
967int
968monster_use_range (object *head, object *part, object *pl, int dir)
969{
970 object *wand, *owner;
971 int at_least_one = 0;
972
973 if (!(dir = path_to_player (part, pl, 0)))
974 return 0;
975
976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
977 {
978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979
980 if (dirdiff (dir, dir2) < 2)
981 return 0; /* Might hit owner with spell */
982 }
983
984 if (QUERY_FLAG (head, FLAG_CONFUSED))
985 dir = absdir (dir + rndm (3) + rndm (3) - 2);
986
987 for (wand = head->inv; wand; wand = wand->below)
988 {
989 if (wand->type == WAND)
990 {
991 /* Found a wand, let's see if it has charges left */
992 at_least_one = 1;
993 if (wand->stats.food <= 0)
994 continue;
995
996 cast_spell (head, wand, dir, wand->inv, NULL);
997
998 if (!(--wand->stats.food))
999 {
1000 if (wand->arch)
1001 {
1002 CLEAR_FLAG (wand, FLAG_ANIMATE);
1003 wand->face = wand->arch->face;
1004 wand->set_speed (0);
1005 }
1006 }
1007 /* Success */
1008 return 1;
1009 }
1010 else if (wand->type == ROD || wand->type == HORN)
1011 {
1012 /* Found rod/horn, let's use it if possible */
1013 at_least_one = 1;
1014 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1015 continue;
1016
1017 /* drain charge before casting spell - can be a case where the
1018 * spell destroys the monster, and rod, so if done after, results
1019 * in crash.
1020 */
1021 drain_rod_charge (wand);
1022 cast_spell (head, wand, dir, wand->inv, NULL);
1023
1024 /* Success */
1025 return 1;
1026 }
1027 }
1028
1029 if (at_least_one)
1030 return 0;
1031
1032 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034 return 0;
1035}
1036
1037int
1038monster_use_bow (object *head, object *part, object *pl, int dir)
1039{
1040 object *owner;
1041
1042 if (!(dir = path_to_player (part, pl, 0)))
1043 return 0;
1044
1045 if (QUERY_FLAG (head, FLAG_CONFUSED))
1046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1047
1048 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1049 {
1050 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1051
1052 if (dirdiff (dir, dir2) < 1)
1053 return 0; /* Might hit owner with arrow */
1054 }
1055
1056 /* in server/player.c */
1057 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1058
1059}
1060
1061/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1062 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1063 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1064 * 483 *
1065 * return true if item is a better object. 484 * return true if item is a better object.
1066 */ 485 */
1067int 486static int
1068check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1069{ 488{
1070 object *other_weap; 489 object *other_weap;
1071 int val = 0, i; 490 int val = 0, i;
1072 491
1095 return 1; 514 return 1;
1096 else 515 else
1097 return 0; 516 return 0;
1098} 517}
1099 518
1100int 519static int
1101check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1102{ 521{
1103 object *other_armour; 522 object *other_armour;
1104 int val = 0, i; 523 int val = 0, i;
1105 524
1133 552
1134 if (val > 0) 553 if (val > 0)
1135 return 1; 554 return 1;
1136 else 555 else
1137 return 0; 556 return 0;
1138}
1139
1140/*
1141 * monster_check_pickup(): checks for items that monster can pick up.
1142 *
1143 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1144 * Each time the blob passes over some treasure, it will
1145 * grab it a.s.a.p.
1146 *
1147 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1148 * to handle this.
1149 *
1150 * This function was seen be continueing looping at one point (tmp->below
1151 * became a recursive loop. It may be better to call monster_check_apply
1152 * after we pick everything up, since that function may call others which
1153 * affect stacking on this space.
1154 */
1155void
1156monster_check_pickup (object *monster)
1157{
1158 object *tmp, *next;
1159
1160 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 {
1162 next = tmp->below;
1163 if (monster_can_pick (monster, tmp))
1164 {
1165 tmp->remove ();
1166 tmp = insert_ob_in_ob (tmp, monster);
1167 (void) monster_check_apply (monster, tmp);
1168 }
1169 /* We could try to re-establish the cycling, of the space, but probably
1170 * not a big deal to just bail out.
1171 */
1172 if (next && next->destroyed ())
1173 return;
1174 }
1175}
1176
1177/*
1178 * monster_can_pick(): If the monster is interested in picking up
1179 * the item, then return 0. Otherwise 0.
1180 * Instead of pick_up, flags for "greed", etc, should be used.
1181 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1182 */
1183int
1184monster_can_pick (object *monster, object *item)
1185{
1186 int flag = 0;
1187 int i;
1188
1189 if (!can_pick (monster, item))
1190 return 0;
1191
1192 if (QUERY_FLAG (item, FLAG_UNPAID))
1193 return 0;
1194
1195 if (monster->pick_up & 64) /* All */
1196 flag = 1;
1197
1198 else
1199 switch (item->type)
1200 {
1201 case MONEY:
1202 case GEM:
1203 flag = monster->pick_up & 2;
1204 break;
1205
1206 case FOOD:
1207 flag = monster->pick_up & 4;
1208 break;
1209
1210 case WEAPON:
1211 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1212 break;
1213
1214 case ARMOUR:
1215 case SHIELD:
1216 case HELMET:
1217 case BOOTS:
1218 case GLOVES:
1219 case GIRDLE:
1220 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1221 break;
1222
1223 case SKILL:
1224 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1225 break;
1226
1227 case RING:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1229 break;
1230
1231 case WAND:
1232 case HORN:
1233 case ROD:
1234 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1235 break;
1236
1237 case SPELLBOOK:
1238 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1239 break;
1240
1241 case SCROLL:
1242 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1243 break;
1244
1245 case BOW:
1246 case ARROW:
1247 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1248 break;
1249 }
1250
1251 /* Simplistic check - if the monster has a location to equip it, he will
1252 * pick it up. Note that this doesn't handle cases where an item may
1253 * use several locations.
1254 */
1255 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1256 {
1257 if (monster->slot[i].info && item->slot[i].info)
1258 {
1259 flag = 1;
1260 break;
1261 }
1262 }
1263
1264 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1265 return 1;
1266
1267 return 0;
1268}
1269
1270/*
1271 * monster_apply_below():
1272 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273 * eager to apply things, encounters something apply-able,
1274 * then make him apply it
1275 */
1276void
1277monster_apply_below (object *monster)
1278{
1279 object *tmp, *next;
1280
1281 for (tmp = monster->below; tmp != NULL; tmp = next)
1282 {
1283 next = tmp->below;
1284 switch (tmp->type)
1285 {
1286 case CF_HANDLE:
1287 case TRIGGER:
1288 if (monster->will_apply & 1)
1289 manual_apply (monster, tmp, 0);
1290 break;
1291
1292 case TREASURE:
1293 if (monster->will_apply & 2)
1294 manual_apply (monster, tmp, 0);
1295 break;
1296
1297 }
1298 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1299 break;
1300 }
1301} 557}
1302 558
1303/* 559/*
1304 * 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
1305 * inserted in a monster. 561 * inserted in a monster.
1416 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1417 */ 673 */
1418 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1419} 675}
1420 676
1421void 677static int
1422npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1423{ 679{
1424 unordered_mapwalk (op, -7, -7, 7, 7) 680 object *more;
1425 { 681 rv_vector rv1;
1426 mapspace &ms = m->at (nx, ny);
1427 682
1428 /* If nothing alive on this space, no need to search the space. */ 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1429 if (!(ms.flags () & P_IS_ALIVE)) 684 return 0;
1430 continue;
1431 685
1432 for (object *npc = ms.bot; npc; npc = npc->above) 686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
1433 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 687 return 1;
1434 npc->enemy = op->enemy; 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)
1435 } 693 {
1436} 694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
1437 698
1438int 699 return 0;
700}
701
702static int
1439dist_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)
1440{ 704{
1441 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1442 return dir; 706 return dir;
1443 707
1447 return dir; 711 return dir;
1448 712
1449 return 0; 713 return 0;
1450} 714}
1451 715
1452int 716static int
1453run_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)
1454{ 718{
1455 if (can_hit (part, enemy, rv)) 719 if (can_hit (part, enemy, rv))
1456 return dir; 720 return dir;
1457 else 721 else
1458 return absdir (dir + 4); 722 return absdir (dir + 4);
1459} 723}
1460 724
1461int 725static int
1462hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1463{ 727{
1464 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1465 return dir; 729 return dir;
1466 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1469 ob->move_status = 0; 733 ob->move_status = 0;
1470 734
1471 return absdir (dir + 4); 735 return absdir (dir + 4);
1472} 736}
1473 737
1474int 738static int
1475wait_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)
1476{ 740{
1477 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1478 742
1479 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1488 752
1489 ob->move_status = 0; 753 ob->move_status = 0;
1490 return 0; 754 return 0;
1491} 755}
1492 756
1493int 757static int
1494disthit_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)
1495{ 759{
1496 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1497 * 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,
1498 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1504 return absdir (dir + 4); 768 return absdir (dir + 4);
1505 769
1506 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1507} 771}
1508 772
1509int 773static int
1510wait_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)
1511{ 775{
1512 if (rv->distance < 9) 776 if (rv->distance < 9)
1513 return absdir (dir + 4); 777 return absdir (dir + 4);
1514 778
1515 return 0; 779 return 0;
1516} 780}
1517 781
1518void 782static void
1519circ1_move (object *ob) 783circ1_move (object *ob)
1520{ 784{
1521 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 };
1522 786
1523 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1525 789
1526 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1527 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1528} 792}
1529 793
1530void 794static void
1531circ2_move (object *ob) 795circ2_move (object *ob)
1532{ 796{
1533 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 };
1534 798
1535 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1537 801
1538 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1539 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1540} 804}
1541 805
1542void 806static void
1543pace_movev (object *ob) 807pace_movev (object *ob)
1544{ 808{
1545 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1546 ob->move_status = 0; 810 ob->move_status = 0;
1547 811
1549 move_object (ob, 5); 813 move_object (ob, 5);
1550 else 814 else
1551 move_object (ob, 1); 815 move_object (ob, 1);
1552} 816}
1553 817
1554void 818static void
1555pace_moveh (object *ob) 819pace_moveh (object *ob)
1556{ 820{
1557 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1558 ob->move_status = 0; 822 ob->move_status = 0;
1559 823
1561 move_object (ob, 3); 825 move_object (ob, 3);
1562 else 826 else
1563 move_object (ob, 7); 827 move_object (ob, 7);
1564} 828}
1565 829
1566void 830static void
1567pace2_movev (object *ob) 831pace2_movev (object *ob)
1568{ 832{
1569 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1570 ob->move_status = 0; 834 ob->move_status = 0;
1571 835
1577 move_object (ob, 1); 841 move_object (ob, 1);
1578 else 842 else
1579 return; 843 return;
1580} 844}
1581 845
1582void 846static void
1583pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1584{ 848{
1585 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1586 ob->move_status = 0; 850 ob->move_status = 0;
1587 851
1593 move_object (ob, 7); 857 move_object (ob, 7);
1594 else 858 else
1595 return; 859 return;
1596} 860}
1597 861
1598void 862static void
1599rand_move (object *ob) 863rand_move (object *ob)
1600{ 864{
1601 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)))))
1602 for (int i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1603 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1604 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 }
1605} 1197}
1606 1198
1607void 1199void
1608check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1609{ 1201{
1660#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1661 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);
1662#endif 1254#endif
1663 1255
1664 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;
1665} 1671}
1666 1672
1667/* 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
1668 * 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
1669 * 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.
1917 return 0; 1923 return 0;
1918 1924
1919 return 1; 1925 return 1;
1920} 1926}
1921 1927
1928//-GPL

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