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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.70 by root, Mon Oct 12 21:27:55 2009 UTC vs.
Revision 1.76 by root, Sun Nov 29 09:41:28 2009 UTC

20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL
26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
29 31
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;
270 } 272 }
271 273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
278 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
282 284
283 return 0; 285 return 0;
284} 286}
285 287
286/* 288/*
287 * 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.
288 */ 293 */
289int 294static int
290move_monster (object *op) 295monster_can_pick (object *monster, object *item)
291{ 296{
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
293 object *owner, *enemy, *part, *oph = op; 298 int i;
294 rv_vector rv;
295 299
296 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
297 * 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.
298 */ 365 */
299 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)))
300 return 0; 376 return 1;
301 377
302 /* for target facing, we copy this value here for fast access */ 378 return 0;
303 if (oph->head) /* force update the head - one arch one pic */ 379}
304 oph = oph->head;
305 380
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
307 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
308 else if ((enemy = find_enemy (op, &rv))) 383 *
309 /* 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.
310 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;
311 400
312 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 { 402 {
315 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
316 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 * 405 {
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
321 * 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.
322 */ 412 */
323 413 if (next && next->destroyed ())
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 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)
384 } 433 {
385
386 /* Probably really a bug for a creature to have both
387 * stand still and a movement type set.
388 */
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case PETMOVE:
396 pet_move (op);
397 break;
398
399 case CIRCLE1:
400 circ1_move (op);
401 break;
402
403 case CIRCLE2:
404 circ2_move (op);
405 break;
406
407 case PACEV:
408 pace_movev (op);
409 break;
410
411 case PACEH:
412 pace_moveh (op);
413 break;
414
415 case PACEV2:
416 pace2_movev (op);
417 break;
418
419 case PACEH2:
420 pace2_moveh (op);
421 break;
422
423 case RANDO: 434 case T_HANDLE:
424 rand_move (op); 435 case TRIGGER:
425 break; 436 if (monster->will_apply & 1)
426 437 manual_apply (monster, tmp, 0);
427 case RANDO2:
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race == shstr_doppleganger)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510 part = rv.part;
511 dir = rv.direction;
512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
521
522 for (int ndir = 1; ndir <= 8; ++ndir)
523 {
524 mapxy pos (op); pos.move (ndir);
525
526 if (pos.normalise ())
527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
532 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
536 sdir = ndir;
537
538 // perturbing the path might let the monster lose track,
539 // but it will also widen the actual path, spreading information
540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
543 }
544 }
545
546 if (sdir)
547 dir = sdir;
548 else if (smell)
549 {
550 // no better smell found, so assume the player jumped, and erase this smell
551 //printf ("erasing smell %d\n", op->ms ().smell);//D
552 unordered_mapwalk (op, -1, -1, 1, 1)
553 m->at (nx, ny).smell = 0;
554 }
555 }
556
557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
558 dir = absdir (dir + 4);
559
560 if (QUERY_FLAG (op, FLAG_CONFUSED))
561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
562
563 pre_att_dir = dir; /* remember the original direction */
564
565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
566 {
567 switch (op->attack_movement & LO4)
568 {
569 case DISTATT:
570 dir = dist_att (dir, op, enemy, part, &rv);
571 break; 438 break;
572 439
573 case RUNATT: 440 case TREASURE:
574 dir = run_att (dir, op, enemy, part, &rv); 441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
575 break; 443 break;
576 444
577 case HITRUN:
578 dir = hitrun_att (dir, op, enemy);
579 break;
580
581 case WAITATT:
582 dir = wait_att (dir, op, enemy, part, &rv);
583 break;
584
585 case RUSH: /* default - monster normally moves towards player */
586 case ALLRUN:
587 break;
588
589 case DISTHIT:
590 dir = disthit_att (dir, op, enemy, part, &rv);
591 break;
592
593 case WAIT2:
594 dir = wait_att2 (dir, op, enemy, part, &rv);
595 break;
596
597 default:
598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
599 }
600 }
601
602 if (!dir)
603 return 0;
604
605 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
606 {
607 if (move_object (op, dir)) /* Can the monster move directly toward player? */
608 { 445 }
609 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
610 if ((op->attack_movement & LO4) == DISTATT) 447 break;
611 op->direction = pre_att_dir;
612
613 return 0;
614 }
615
616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
617 {
618 /* Try move around corners if !close */
619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
620
621 for (diff = 1; diff <= maxdiff; diff++)
622 {
623 /* try different detours */
624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
625
626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
627 return 0;
628 }
629 }
630 } /* if monster is not standing still */
631
632 /* elmex: Turn our monster after it moved if it has DISTATT attack */
633 if ((op->attack_movement & LO4) == DISTATT)
634 op->direction = pre_att_dir;
635
636 /*
637 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
638 * direction if they can't move away.
639 */
640 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
641 if (move_randomly (op))
642 return 0;
643
644 /*
645 * Try giving the monster a new enemy - the player that is closest
646 * to it. In this way, it won't just keep trying to get to a target
647 * that is inaccessible.
648 * This could be more clever - it should go through a list of several
649 * enemies, as it is now, you could perhaps get situations where there
650 * are two players flanking the monster at close distance, but which
651 * the monster can't get to, and a third one at a far distance that
652 * the monster could get to - as it is, the monster won't look at that
653 * third one.
654 */
655 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
656 { 448 }
657 object *nearest_player = get_nearest_player (op);
658
659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
660 {
661 op->enemy = 0;
662 enemy = nearest_player;
663 }
664 }
665
666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
667 {
668 /* The adjustement to wc that was here before looked totally bogus -
669 * since wc can in fact get negative, that would mean by adding
670 * the current wc, the creature gets better? Instead, just
671 * add a fixed amount - nasty creatures that are runny away should
672 * still be pretty nasty.
673 */
674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
675 {
676 part->stats.wc += 10;
677 skill_attack (enemy, part, 0, NULL, NULL);
678 part->stats.wc -= 10;
679 }
680 else
681 skill_attack (enemy, part, 0, NULL, NULL);
682 } /* if monster is in attack range */
683
684 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
685 return 1;
686
687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
688 {
689 op->drop_and_destroy ();
690 return 1;
691 }
692
693 return 0;
694}
695
696int
697can_hit (object *ob1, object *ob2, rv_vector * rv)
698{
699 object *more;
700 rv_vector rv1;
701
702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
703 return 0;
704
705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
706 return 1;
707
708 /* check all the parts of ob2 - just because we can't get to
709 * its head doesn't mean we don't want to pound its feet
710 */
711 for (more = ob2->more; more; more = more->more)
712 {
713 get_rangevector (ob1, more, &rv1, 0);
714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
715 return 1;
716 }
717
718 return 0;
719} 449}
720 450
721/* Returns 1 is monster should cast spell sp at an enemy 451/* Returns 1 is monster should cast spell sp at an enemy
722 * Returns 0 if the monster should not cast this spell. 452 * Returns 0 if the monster should not cast this spell.
723 * 453 *
731 * 461 *
732 * 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,
733 * 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,
734 * the right type of healing spell could be useful. 464 * the right type of healing spell could be useful.
735 */ 465 */
736
737static int 466static int
738monster_should_cast_spell (object *monster, object *spell_ob) 467monster_should_cast_spell (object *monster, object *spell_ob)
739{ 468{
740 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
746 return 1; 475 return 1;
747 476
748 return 0; 477 return 0;
749} 478}
750 479
751#define MAX_KNOWN_SPELLS 20
752
753/* Returns a randomly selected spell. This logic is still
754 * less than ideal. This code also only seems to deal with
755 * wizard spells, as the check is against sp, and not grace.
756 * can mosnters know cleric spells?
757 */
758object *
759monster_choose_random_spell (object *monster)
760{
761 object *altern[MAX_KNOWN_SPELLS];
762 int i = 0;
763
764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
766 {
767 /* Check and see if it's actually a useful spell.
768 * If its a spellbook, the spell is actually the inventory item.
769 * if it is a spell, then it is just the object itself.
770 */
771 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
772 {
773 altern [i++] = tmp;
774
775 if (i == MAX_KNOWN_SPELLS)
776 break;
777 }
778 }
779
780 return i ? altern [rndm (i)] : 0;
781}
782
783/* This checks to see if the monster should cast a spell/ability.
784 * it returns true if the monster casts a spell, 0 if he doesn't.
785 * head is the head of the monster.
786 * part is the part of the monster we are checking against.
787 * pl is the target.
788 * dir is the direction to case.
789 * rv is the vector which describes where the enemy is.
790 */
791int
792monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
793{
794 object *spell_item;
795 object *owner;
796 rv_vector rv1;
797
798 /* If you want monsters to cast spells over friends, this spell should
799 * be removed. It probably should be in most cases, since monsters still
800 * don't care about residual effects (ie, casting a cone which may have a
801 * clear path to the player, the side aspects of the code will still hit
802 * other monsters)
803 */
804 if (!(dir = path_to_player (part, pl, 0)))
805 return 0;
806
807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
808 {
809 get_rangevector (head, owner, &rv1, 0x1);
810 if (dirdiff (dir, rv1.direction) < 2)
811 return 0; /* Might hit owner with spell */
812 }
813
814 if (QUERY_FLAG (head, FLAG_CONFUSED))
815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
816
817 /* If the monster hasn't already chosen a spell, choose one
818 * I'm not sure if it really make sense to pre-select spells (events
819 * could be different by the time the monster goes again).
820 */
821 if (head->spellitem == NULL)
822 {
823 if ((spell_item = monster_choose_random_spell (head)) == NULL)
824 {
825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
826 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
827 return 0;
828 }
829
830 if (spell_item->type == SPELLBOOK)
831 {
832 if (!spell_item->inv)
833 {
834 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
835 return 0;
836 }
837
838 spell_item = spell_item->inv;
839 }
840 }
841 else
842 spell_item = head->spellitem;
843
844 if (!spell_item)
845 return 0;
846
847 /* Best guess this is a defensive/healing spell */
848 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
849 dir = 0;
850
851 /* Monster doesn't have enough spell-points */
852 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
853 return 0;
854
855 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
856 return 0;
857
858 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
859 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
860
861 /* set this to null, so next time monster will choose something different */
862 head->spellitem = NULL;
863
864 return cast_spell (part, part, dir, spell_item, NULL);
865}
866
867int
868monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
869{
870 object *scroll;
871 object *owner;
872 rv_vector rv1;
873
874 /* If you want monsters to cast spells over friends, this spell should
875 * be removed. It probably should be in most cases, since monsters still
876 * don't care about residual effects (ie, casting a cone which may have a
877 * clear path to the player, the side aspects of the code will still hit
878 * other monsters)
879 */
880 if (!(dir = path_to_player (part, pl, 0)))
881 return 0;
882
883 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
884 {
885 get_rangevector (head, owner, &rv1, 0x1);
886 if (dirdiff (dir, rv1.direction) < 2)
887 {
888 return 0; /* Might hit owner with spell */
889 }
890 }
891
892 if (QUERY_FLAG (head, FLAG_CONFUSED))
893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
894
895 for (scroll = head->inv; scroll; scroll = scroll->below)
896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
897 break;
898
899 /* Used up all his scrolls, so nothing do to */
900 if (!scroll)
901 {
902 CLEAR_FLAG (head, FLAG_READY_SCROLL);
903 return 0;
904 }
905
906 /* Spell should be cast on caster (ie, heal, strength) */
907 if (scroll->inv->range == 0)
908 dir = 0;
909
910 apply_scroll (part, scroll, dir);
911 return 1;
912}
913
914/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
915 * Note that monsters do not need the skills SK_MELEE_WEAPON and
916 * SK_MISSILE_WEAPON to make those respective attacks, if we
917 * required that we would drastically increase the memory
918 * requirements of CF!!
919 *
920 * The skills we are treating here are all but those. -b.t.
921 *
922 * At the moment this is only useful for throwing, perhaps for
923 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
924 */
925int
926monster_use_skill (object *head, object *part, object *pl, int dir)
927{
928 object *skill, *owner;
929
930 if (!(dir = path_to_player (part, pl, 0)))
931 return 0;
932
933 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
934 {
935 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
936
937 if (dirdiff (dir, dir2) < 1)
938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
939 }
940
941 if (QUERY_FLAG (head, FLAG_CONFUSED))
942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
943
944 /* skill selection - monster will use the next unused skill.
945 * well...the following scenario will allow the monster to
946 * toggle between 2 skills. One day it would be nice to make
947 * more skills available to monsters.
948 */
949 for (skill = head->inv; skill; skill = skill->below)
950 if (skill->type == SKILL && skill != head->chosen_skill)
951 {
952 head->chosen_skill = skill;
953 break;
954 }
955
956 if (!skill && !head->chosen_skill)
957 {
958 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
959 CLEAR_FLAG (head, FLAG_READY_SKILL);
960 return 0;
961 }
962
963 /* use skill */
964 return do_skill (head, part, head->chosen_skill, dir, NULL);
965}
966
967/* Monster will use a ranged spell attack. */
968int
969monster_use_range (object *head, object *part, object *pl, int dir)
970{
971 object *wand, *owner;
972 int at_least_one = 0;
973
974 if (!(dir = path_to_player (part, pl, 0)))
975 return 0;
976
977 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
978 {
979 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
980
981 if (dirdiff (dir, dir2) < 2)
982 return 0; /* Might hit owner with spell */
983 }
984
985 if (QUERY_FLAG (head, FLAG_CONFUSED))
986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
987
988 for (wand = head->inv; wand; wand = wand->below)
989 {
990 if (wand->type == WAND)
991 {
992 /* Found a wand, let's see if it has charges left */
993 at_least_one = 1;
994 if (wand->stats.food <= 0)
995 continue;
996
997 cast_spell (head, wand, dir, wand->inv, NULL);
998
999 if (!(--wand->stats.food))
1000 {
1001 if (wand->arch)
1002 {
1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
1004 wand->face = wand->arch->face;
1005 wand->set_speed (0);
1006 }
1007 }
1008 /* Success */
1009 return 1;
1010 }
1011 else if (wand->type == ROD || wand->type == HORN)
1012 {
1013 /* Found rod/horn, let's use it if possible */
1014 at_least_one = 1;
1015 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1016 continue;
1017
1018 /* drain charge before casting spell - can be a case where the
1019 * spell destroys the monster, and rod, so if done after, results
1020 * in crash.
1021 */
1022 drain_rod_charge (wand);
1023 cast_spell (head, wand, dir, wand->inv, NULL);
1024
1025 /* Success */
1026 return 1;
1027 }
1028 }
1029
1030 if (at_least_one)
1031 return 0;
1032
1033 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1035 return 0;
1036}
1037
1038int
1039monster_use_bow (object *head, object *part, object *pl, int dir)
1040{
1041 object *owner;
1042
1043 if (!(dir = path_to_player (part, pl, 0)))
1044 return 0;
1045
1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1048
1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1050 {
1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1052
1053 if (dirdiff (dir, dir2) < 1)
1054 return 0; /* Might hit owner with arrow */
1055 }
1056
1057 /* in server/player.c */
1058 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1059
1060}
1061
1062/* Checks if putting on 'item' will make 'who' do more 480/* Checks if putting on 'item' will make 'who' do more
1063 * damage. This is a very simplistic check - also checking things 481 * damage. This is a very simplistic check - also checking things
1064 * like speed and ac are also relevant. 482 * like speed and ac are also relevant.
1065 * 483 *
1066 * return true if item is a better object. 484 * return true if item is a better object.
1067 */ 485 */
1068int 486static int
1069check_good_weapon (object *who, object *item) 487check_good_weapon (object *who, object *item)
1070{ 488{
1071 object *other_weap; 489 object *other_weap;
1072 int val = 0, i; 490 int val = 0, i;
1073 491
1096 return 1; 514 return 1;
1097 else 515 else
1098 return 0; 516 return 0;
1099} 517}
1100 518
1101int 519static int
1102check_good_armour (object *who, object *item) 520check_good_armour (object *who, object *item)
1103{ 521{
1104 object *other_armour; 522 object *other_armour;
1105 int val = 0, i; 523 int val = 0, i;
1106 524
1134 552
1135 if (val > 0) 553 if (val > 0)
1136 return 1; 554 return 1;
1137 else 555 else
1138 return 0; 556 return 0;
1139}
1140
1141/*
1142 * monster_check_pickup(): checks for items that monster can pick up.
1143 *
1144 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1145 * Each time the blob passes over some treasure, it will
1146 * grab it a.s.a.p.
1147 *
1148 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1149 * to handle this.
1150 *
1151 * This function was seen be continueing looping at one point (tmp->below
1152 * became a recursive loop. It may be better to call monster_check_apply
1153 * after we pick everything up, since that function may call others which
1154 * affect stacking on this space.
1155 */
1156void
1157monster_check_pickup (object *monster)
1158{
1159 object *tmp, *next;
1160
1161 for (tmp = monster->below; tmp != NULL; tmp = next)
1162 {
1163 next = tmp->below;
1164 if (monster_can_pick (monster, tmp))
1165 {
1166 tmp->remove ();
1167 tmp = insert_ob_in_ob (tmp, monster);
1168 (void) monster_check_apply (monster, tmp);
1169 }
1170 /* We could try to re-establish the cycling, of the space, but probably
1171 * not a big deal to just bail out.
1172 */
1173 if (next && next->destroyed ())
1174 return;
1175 }
1176}
1177
1178/*
1179 * monster_can_pick(): If the monster is interested in picking up
1180 * the item, then return 0. Otherwise 0.
1181 * Instead of pick_up, flags for "greed", etc, should be used.
1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1183 */
1184int
1185monster_can_pick (object *monster, object *item)
1186{
1187 int flag = 0;
1188 int i;
1189
1190 if (!can_pick (monster, item))
1191 return 0;
1192
1193 if (QUERY_FLAG (item, FLAG_UNPAID))
1194 return 0;
1195
1196 if (monster->pick_up & 64) /* All */
1197 flag = 1;
1198
1199 else
1200 switch (item->type)
1201 {
1202 case MONEY:
1203 case GEM:
1204 flag = monster->pick_up & 2;
1205 break;
1206
1207 case FOOD:
1208 flag = monster->pick_up & 4;
1209 break;
1210
1211 case WEAPON:
1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1213 break;
1214
1215 case ARMOUR:
1216 case SHIELD:
1217 case HELMET:
1218 case BOOTS:
1219 case GLOVES:
1220 case GIRDLE:
1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1222 break;
1223
1224 case SKILL:
1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1226 break;
1227
1228 case RING:
1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1230 break;
1231
1232 case WAND:
1233 case HORN:
1234 case ROD:
1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1236 break;
1237
1238 case SPELLBOOK:
1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1240 break;
1241
1242 case SCROLL:
1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1244 break;
1245
1246 case BOW:
1247 case ARROW:
1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1249 break;
1250 }
1251
1252 /* Simplistic check - if the monster has a location to equip it, he will
1253 * pick it up. Note that this doesn't handle cases where an item may
1254 * use several locations.
1255 */
1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257 {
1258 if (monster->slot[i].info && item->slot[i].info)
1259 {
1260 flag = 1;
1261 break;
1262 }
1263 }
1264
1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266 return 1;
1267
1268 return 0;
1269}
1270
1271/*
1272 * monster_apply_below():
1273 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1274 * eager to apply things, encounters something apply-able,
1275 * then make him apply it
1276 */
1277void
1278monster_apply_below (object *monster)
1279{
1280 object *tmp, *next;
1281
1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1283 {
1284 next = tmp->below;
1285 switch (tmp->type)
1286 {
1287 case T_HANDLE:
1288 case TRIGGER:
1289 if (monster->will_apply & 1)
1290 manual_apply (monster, tmp, 0);
1291 break;
1292
1293 case TREASURE:
1294 if (monster->will_apply & 2)
1295 manual_apply (monster, tmp, 0);
1296 break;
1297
1298 }
1299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300 break;
1301 }
1302} 557}
1303 558
1304/* 559/*
1305 * 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
1306 * inserted in a monster. 561 * inserted in a monster.
1417 * monsters have some advantages after all. 672 * monsters have some advantages after all.
1418 */ 673 */
1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1420} 675}
1421 676
1422void 677static int
1423npc_call_help (object *op) 678can_hit (object *ob1, object *ob2, rv_vector * rv)
1424{ 679{
1425 unordered_mapwalk (op, -7, -7, 7, 7) 680 object *more;
1426 { 681 rv_vector rv1;
1427 mapspace &ms = m->at (nx, ny);
1428 682
1429 /* If nothing alive on this space, no need to search the space. */ 683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1430 if (!(ms.flags () & P_IS_ALIVE)) 684 return 0;
1431 continue;
1432 685
1433 for (object *npc = ms.bot; npc; npc = npc->above) 686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
1434 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 687 return 1;
1435 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)
1436 } 693 {
1437} 694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
1438 698
1439int 699 return 0;
700}
701
702static int
1440dist_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)
1441{ 704{
1442 if (can_hit (part, enemy, rv)) 705 if (can_hit (part, enemy, rv))
1443 return dir; 706 return dir;
1444 707
1448 return dir; 711 return dir;
1449 712
1450 return 0; 713 return 0;
1451} 714}
1452 715
1453int 716static int
1454run_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)
1455{ 718{
1456 if (can_hit (part, enemy, rv)) 719 if (can_hit (part, enemy, rv))
1457 return dir; 720 return dir;
1458 else 721 else
1459 return absdir (dir + 4); 722 return absdir (dir + 4);
1460} 723}
1461 724
1462int 725static int
1463hitrun_att (int dir, object *ob, object *enemy) 726hitrun_att (int dir, object *ob, object *enemy)
1464{ 727{
1465 if (ob->move_status++ < 25) 728 if (ob->move_status++ < 25)
1466 return dir; 729 return dir;
1467 else if (ob->move_status < 50) 730 else if (ob->move_status < 50)
1470 ob->move_status = 0; 733 ob->move_status = 0;
1471 734
1472 return absdir (dir + 4); 735 return absdir (dir + 4);
1473} 736}
1474 737
1475int 738static int
1476wait_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)
1477{ 740{
1478 int inrange = can_hit (part, enemy, rv); 741 int inrange = can_hit (part, enemy, rv);
1479 742
1480 if (ob->move_status || inrange) 743 if (ob->move_status || inrange)
1489 752
1490 ob->move_status = 0; 753 ob->move_status = 0;
1491 return 0; 754 return 0;
1492} 755}
1493 756
1494int 757static int
1495disthit_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)
1496{ 759{
1497 /* The logic below here looked plain wrong before. Basically, what should 760 /* The logic below here looked plain wrong before. Basically, what should
1498 * 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,
1499 * the creature should run away (dir+4) 762 * the creature should run away (dir+4)
1505 return absdir (dir + 4); 768 return absdir (dir + 4);
1506 769
1507 return dist_att (dir, ob, enemy, part, rv); 770 return dist_att (dir, ob, enemy, part, rv);
1508} 771}
1509 772
1510int 773static int
1511wait_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)
1512{ 775{
1513 if (rv->distance < 9) 776 if (rv->distance < 9)
1514 return absdir (dir + 4); 777 return absdir (dir + 4);
1515 778
1516 return 0; 779 return 0;
1517} 780}
1518 781
1519void 782static void
1520circ1_move (object *ob) 783circ1_move (object *ob)
1521{ 784{
1522 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 };
1523 786
1524 if (++ob->move_status > 11) 787 if (++ob->move_status > 11)
1526 789
1527 if (!(move_object (ob, circle[ob->move_status]))) 790 if (!(move_object (ob, circle[ob->move_status])))
1528 move_object (ob, rndm (8) + 1); 791 move_object (ob, rndm (8) + 1);
1529} 792}
1530 793
1531void 794static void
1532circ2_move (object *ob) 795circ2_move (object *ob)
1533{ 796{
1534 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 };
1535 798
1536 if (++ob->move_status > 19) 799 if (++ob->move_status > 19)
1538 801
1539 if (!(move_object (ob, circle[ob->move_status]))) 802 if (!(move_object (ob, circle[ob->move_status])))
1540 move_object (ob, rndm (8) + 1); 803 move_object (ob, rndm (8) + 1);
1541} 804}
1542 805
1543void 806static void
1544pace_movev (object *ob) 807pace_movev (object *ob)
1545{ 808{
1546 if (ob->move_status++ > 6) 809 if (ob->move_status++ > 6)
1547 ob->move_status = 0; 810 ob->move_status = 0;
1548 811
1550 move_object (ob, 5); 813 move_object (ob, 5);
1551 else 814 else
1552 move_object (ob, 1); 815 move_object (ob, 1);
1553} 816}
1554 817
1555void 818static void
1556pace_moveh (object *ob) 819pace_moveh (object *ob)
1557{ 820{
1558 if (ob->move_status++ > 6) 821 if (ob->move_status++ > 6)
1559 ob->move_status = 0; 822 ob->move_status = 0;
1560 823
1562 move_object (ob, 3); 825 move_object (ob, 3);
1563 else 826 else
1564 move_object (ob, 7); 827 move_object (ob, 7);
1565} 828}
1566 829
1567void 830static void
1568pace2_movev (object *ob) 831pace2_movev (object *ob)
1569{ 832{
1570 if (ob->move_status++ > 16) 833 if (ob->move_status++ > 16)
1571 ob->move_status = 0; 834 ob->move_status = 0;
1572 835
1578 move_object (ob, 1); 841 move_object (ob, 1);
1579 else 842 else
1580 return; 843 return;
1581} 844}
1582 845
1583void 846static void
1584pace2_moveh (object *ob) 847pace2_moveh (object *ob)
1585{ 848{
1586 if (ob->move_status++ > 16) 849 if (ob->move_status++ > 16)
1587 ob->move_status = 0; 850 ob->move_status = 0;
1588 851
1594 move_object (ob, 7); 857 move_object (ob, 7);
1595 else 858 else
1596 return; 859 return;
1597} 860}
1598 861
1599void 862static void
1600rand_move (object *ob) 863rand_move (object *ob)
1601{ 864{
1602 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)))))
1603 for (int i = 0; i < 5; i++) 866 for (int i = 0; i < 5; i++)
1604 if (move_object (ob, ob->move_status = rndm (8) + 1)) 867 if (move_object (ob, ob->move_status = rndm (8) + 1))
1605 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 }
1606} 1197}
1607 1198
1608void 1199void
1609check_earthwalls (object *op, maptile *m, int x, int y) 1200check_earthwalls (object *op, maptile *m, int x, int y)
1610{ 1201{
1661#ifdef DEBUG_THROW 1252#ifdef DEBUG_THROW
1662 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);
1663#endif 1254#endif
1664 1255
1665 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;
1666} 1671}
1667 1672
1668/* 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
1669 * 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
1670 * 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.
1918 return 0; 1923 return 0;
1919 1924
1920 return 1; 1925 return 1;
1921} 1926}
1922 1927
1928//-GPL

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