1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
|
|
4 | * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | 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 |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) any later version. |
11 | |
12 | * |
12 | 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | 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 |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at <crossfire@schmorp.de> |
22 | * The authors can be reached via e-mail to <support@deliantra.net> |
22 | */ |
23 | */ |
|
|
24 | |
|
|
25 | //+GPL |
23 | |
26 | |
24 | #include <global.h> |
27 | #include <global.h> |
25 | #ifndef __CEXTRACT__ |
|
|
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 | #endif |
|
|
30 | |
|
|
31 | |
31 | |
32 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
32 | #define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
33 | |
|
|
34 | |
33 | |
35 | /* checks npc->enemy and returns that enemy if still valid, |
34 | /* checks npc->enemy and returns that enemy if still valid, |
36 | * NULL otherwise. |
35 | * NULL otherwise. |
37 | * this is map tile aware. |
36 | * this is map tile aware. |
38 | * If this returns an enemy, the range vector rv should also be |
37 | * If this returns an enemy, the range vector rv should also be |
39 | * set to sane values. |
38 | * set to sane values. |
40 | */ |
39 | */ |
41 | object * |
40 | object * |
42 | check_enemy (object *npc, rv_vector * rv) |
41 | check_enemy (object *npc, rv_vector * rv) |
43 | { |
42 | { |
44 | |
|
|
45 | /* if this is pet, let him attack the same enemy as his owner |
43 | /* if this is pet, let him attack the same enemy as his owner |
46 | * TODO: when there is no ower enemy, try to find a target, |
44 | * TODO: when there is no ower enemy, try to find a target, |
47 | * which CAN attack the owner. */ |
45 | * which CAN attack the owner. */ |
48 | if ((npc->attack_movement & HI4) == PETMOVE) |
46 | if ((npc->attack_movement & HI4) == PETMOVE) |
49 | { |
47 | { |
… | |
… | |
51 | npc->enemy = NULL; |
49 | npc->enemy = NULL; |
52 | else if (npc->enemy == NULL) |
50 | else if (npc->enemy == NULL) |
53 | npc->enemy = npc->owner->enemy; |
51 | npc->enemy = npc->owner->enemy; |
54 | } |
52 | } |
55 | |
53 | |
56 | /* periodically, a monster mayu change its target. Also, if the object |
54 | /* periodically, a monster may change its target. Also, if the object |
57 | * has been destroyed, etc, clear the enemy. |
55 | * has been destroyed, etc, clear the enemy. |
58 | * TODO: this should be changed, because it invokes to attack forced or |
56 | * TODO: this should be changed, because it invokes to attack forced or |
59 | * attacked monsters to leave the attacker alone, before it is destroyed |
57 | * attacked monsters to leave the attacker alone, before it is destroyed |
60 | */ |
58 | */ |
61 | /* i had removed the random target leave, this invokes problems with friendly |
59 | /* I had removed the random target leave, this invokes problems with friendly |
62 | * objects, getting attacked and defending herself - they don't try to attack |
60 | * objects, getting attacked and defending herself - they don't try to attack |
63 | * again then but perhaps get attack on and on |
61 | * again then but perhaps get attack on and on |
64 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
62 | * If we include a aggravated flag in , we can handle evil vs evil and good vs good |
65 | * too. */ |
63 | * too. */ |
66 | |
64 | |
… | |
… | |
70 | * the grouping checks are. Code is the same. |
68 | * the grouping checks are. Code is the same. |
71 | */ |
69 | */ |
72 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
70 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
73 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
71 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
74 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
75 | npc->enemy = NULL; |
73 | npc->enemy = 0; |
76 | |
74 | |
77 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
75 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
78 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
79 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
80 | || npc->enemy == npc->owner)) |
78 | || npc->enemy == npc->owner)) |
81 | npc->enemy = NULL; |
79 | npc->enemy = 0; |
82 | |
80 | |
83 | |
81 | |
84 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
82 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
85 | npc->enemy = NULL; |
83 | npc->enemy = 0; |
86 | |
84 | |
87 | /* I've noticed that pets could sometimes get an arrow as the |
85 | /* I've noticed that pets could sometimes get an arrow as the |
88 | * target enemy - this code below makes sure the enemy is something |
86 | * target enemy - this code below makes sure the enemy is something |
89 | * that should be attacked. My guess is that the arrow hits |
87 | * that should be attacked. My guess is that the arrow hits |
90 | * the creature/owner, and so the creature then takes that |
88 | * the creature/owner, and so the creature then takes that |
91 | * as the enemy to attack. |
89 | * as the enemy to attack. |
92 | */ |
90 | */ |
93 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
91 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
94 | !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
92 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
|
|
93 | && npc->enemy->type != PLAYER |
|
|
94 | && npc->enemy->type != GOLEM) |
95 | npc->enemy = NULL; |
95 | npc->enemy = 0; |
96 | |
|
|
97 | } |
96 | } |
|
|
97 | |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
98 | return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
99 | } |
99 | } |
100 | |
100 | |
101 | /* Returns the nearest living creature (monster or generator). |
101 | /* Returns the nearest living creature (monster or generator). |
102 | * Modified to deal with tiled maps properly. |
102 | * Modified to deal with tiled maps properly. |
103 | * Also fixed logic so that monsters in the lower directions were more |
103 | * Also fixed logic so that monsters in the lower directions were more |
… | |
… | |
115 | object * |
115 | object * |
116 | find_nearest_living_creature (object *npc) |
116 | find_nearest_living_creature (object *npc) |
117 | { |
117 | { |
118 | int i, mflags; |
118 | int i, mflags; |
119 | sint16 nx, ny; |
119 | sint16 nx, ny; |
120 | mapstruct *m; |
120 | maptile *m; |
121 | object *tmp; |
|
|
122 | int search_arr[SIZEOFFREE]; |
121 | int search_arr[SIZEOFFREE]; |
123 | |
122 | |
124 | get_search_arr (search_arr); |
123 | get_search_arr (search_arr); |
|
|
124 | |
125 | for (i = 0; i < SIZEOFFREE; i++) |
125 | for (i = 0; i < SIZEOFFREE; i++) |
126 | { |
126 | { |
127 | /* modified to implement smart searching using search_arr |
127 | /* modified to implement smart searching using search_arr |
128 | * guidance array to determine direction of search order |
128 | * guidance array to determine direction of search order |
129 | */ |
129 | */ |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
130 | nx = npc->x + freearr_x[search_arr[i]]; |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
131 | ny = npc->y + freearr_y[search_arr[i]]; |
132 | m = npc->map; |
132 | m = npc->map; |
133 | |
133 | |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
134 | mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
|
|
135 | |
135 | if (mflags & P_OUT_OF_MAP) |
136 | if (mflags & P_OUT_OF_MAP) |
136 | continue; |
137 | continue; |
137 | |
138 | |
138 | if (mflags & P_IS_ALIVE) |
139 | if (mflags & P_IS_ALIVE) |
139 | { |
140 | { |
140 | tmp = get_map_ob (m, nx, ny); |
141 | for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
141 | while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER) |
142 | if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
142 | tmp = tmp->above; |
|
|
143 | |
|
|
144 | if (!tmp) |
|
|
145 | { |
|
|
146 | LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
|
|
147 | m->path, nx, ny); |
|
|
148 | } |
|
|
149 | else |
|
|
150 | { |
|
|
151 | if (can_see_monsterP (m, nx, ny, i)) |
143 | if (can_see_monsterP (m, nx, ny, i)) |
152 | return tmp; |
144 | return tmp; |
153 | } |
145 | } |
154 | } /* is something living on this space */ |
|
|
155 | } |
146 | } |
156 | return NULL; /* nothing found */ |
|
|
157 | } |
|
|
158 | |
147 | |
|
|
148 | return 0; |
|
|
149 | } |
159 | |
150 | |
160 | /* Tries to find an enmy for npc. We pass the range vector since |
151 | /* Tries to find an enemy for npc. We pass the range vector since |
161 | * our caller will find the information useful. |
152 | * our caller will find the information useful. |
162 | * Currently, only move_monster calls this function. |
153 | * Currently, only move_monster calls this function. |
163 | * Fix function so that we always make calls to get_rangevector |
154 | * Fix function so that we always make calls to get_rangevector |
164 | * 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 |
165 | * many cases. |
156 | * many cases. |
166 | */ |
157 | */ |
167 | |
158 | static object * |
168 | object * |
|
|
169 | find_enemy (object *npc, rv_vector * rv) |
159 | find_enemy (object *npc, rv_vector * rv) |
170 | { |
160 | { |
171 | object *attacker, *tmp = NULL; |
161 | object *attacker, *tmp = NULL; |
172 | |
162 | |
173 | 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. */ |
… | |
… | |
178 | { |
168 | { |
179 | tmp = find_nearest_living_creature (npc); |
169 | tmp = find_nearest_living_creature (npc); |
180 | |
170 | |
181 | if (tmp) |
171 | if (tmp) |
182 | get_rangevector (npc, tmp, rv, 0); |
172 | get_rangevector (npc, tmp, rv, 0); |
|
|
173 | |
183 | return tmp; |
174 | return tmp; |
184 | } |
175 | } |
185 | |
176 | |
186 | /* Here is the main enemy selection. |
177 | /* Here is the main enemy selection. |
187 | * We want this: if there is an enemy, attack him until its not possible or |
178 | * We want this: if there is an enemy, attack him until its not possible or |
… | |
… | |
207 | /* we check our old enemy. */ |
198 | /* we check our old enemy. */ |
208 | if (!(tmp = check_enemy (npc, rv))) |
199 | if (!(tmp = check_enemy (npc, rv))) |
209 | { |
200 | { |
210 | if (attacker) /* if we have an attacker, check him */ |
201 | if (attacker) /* if we have an attacker, check him */ |
211 | { |
202 | { |
212 | /* TODO: thats not finished */ |
203 | /* TODO: that's not finished */ |
213 | /* we don't want a fight evil vs evil or good against non evil */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
214 | |
205 | |
215 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
206 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
216 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
217 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
208 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
218 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
219 | else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
220 | { |
211 | { |
221 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
212 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
222 | npc->enemy = attacker; |
213 | npc->enemy = attacker; |
223 | return attacker; /* yes, we face our attacker! */ |
214 | return attacker; /* yes, we face our attacker! */ |
224 | } |
215 | } |
… | |
… | |
240 | /* Sees if this monster should wake up. |
231 | /* Sees if this monster should wake up. |
241 | * Currently, this is only called from move_monster, and |
232 | * Currently, this is only called from move_monster, and |
242 | * if enemy is set, then so should be rv. |
233 | * if enemy is set, then so should be rv. |
243 | * returns 1 if the monster should wake up, 0 otherwise. |
234 | * returns 1 if the monster should wake up, 0 otherwise. |
244 | */ |
235 | */ |
245 | |
236 | static int |
246 | int |
|
|
247 | check_wakeup (object *op, object *enemy, rv_vector * rv) |
237 | check_wakeup (object *op, object *enemy, rv_vector *rv) |
248 | { |
238 | { |
249 | int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS; |
|
|
250 | |
|
|
251 | /* Trim work - if no enemy, no need to do anything below */ |
239 | /* Trim work - if no enemy, no need to do anything below */ |
252 | if (!enemy) |
240 | if (!enemy) |
253 | return 0; |
241 | return 0; |
254 | |
242 | |
|
|
243 | if (!op->flag [FLAG_SLEEP]) |
|
|
244 | return 1; |
|
|
245 | |
|
|
246 | int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
|
|
247 | |
|
|
248 | if (op->flag [FLAG_BLIND]) |
255 | /* blinded monsters can only find nearby objects to attack */ |
249 | /* blinded monsters can only find nearby objects to attack */ |
256 | if (QUERY_FLAG (op, FLAG_BLIND)) |
|
|
257 | radius = MIN_MON_RADIUS; |
250 | radius = MIN_MON_RADIUS; |
258 | |
251 | else if (op->map |
|
|
252 | && !enemy->invisible |
|
|
253 | && !stand_in_light (enemy) |
|
|
254 | && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
259 | /* This covers the situation where the monster is in the dark |
255 | /* This covers the situation where the monster is in the dark |
260 | * and has an enemy. If the enemy has no carried light (or isnt |
256 | * and has an enemy. If the enemy has no carried light (or isnt |
261 | * glowing!) then the monster has trouble finding the enemy. |
257 | * glowing!) then the monster has trouble finding the enemy. |
262 | * Remember we already checked to see if the monster can see in |
258 | * Remember we already checked to see if the monster can see in |
263 | * the dark. */ |
259 | * the dark. */ |
|
|
260 | radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
264 | |
261 | |
265 | else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
262 | if (enemy->flag [FLAG_STEALTH]) |
266 | !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
263 | radius = radius / 2 + 1; |
267 | { |
|
|
268 | int dark = radius / (op->map->darkness); |
|
|
269 | |
|
|
270 | radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS; |
|
|
271 | } |
|
|
272 | else if (!QUERY_FLAG (op, FLAG_SLEEP)) |
|
|
273 | return 1; |
|
|
274 | |
264 | |
275 | /* enemy should already be on this map, so don't really need to check |
265 | /* enemy should already be on this map, so don't really need to check |
276 | * for that. |
266 | * for that. |
277 | */ |
267 | */ |
278 | if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
268 | if (rv->distance <= radius) |
279 | { |
269 | { |
280 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | CLEAR_FLAG (op, FLAG_SLEEP); |
281 | return 1; |
271 | return 1; |
282 | } |
272 | } |
|
|
273 | |
283 | return 0; |
274 | return 0; |
284 | } |
275 | } |
285 | |
276 | |
286 | int |
277 | static int |
287 | move_randomly (object *op) |
278 | move_randomly (object *op) |
288 | { |
279 | { |
|
|
280 | /* Give up to 15 chances for a monster to move randomly */ |
|
|
281 | for (int i = 0; i < 15; i++) |
|
|
282 | if (move_object (op, rndm (8) + 1)) |
|
|
283 | return 1; |
|
|
284 | |
|
|
285 | return 0; |
|
|
286 | } |
|
|
287 | |
|
|
288 | /* |
|
|
289 | * monster_can_pick(): If the monster is interested in picking up |
|
|
290 | * the item, then return 0. Otherwise 0. |
|
|
291 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
292 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
293 | */ |
|
|
294 | static int |
|
|
295 | monster_can_pick (object *monster, object *item) |
|
|
296 | { |
|
|
297 | int flag = 0; |
289 | int i; |
298 | int i; |
290 | |
299 | |
291 | /* Give up to 15 chances for a monster to move randomly */ |
300 | if (!can_pick (monster, item)) |
292 | for (i = 0; i < 15; i++) |
301 | return 0; |
|
|
302 | |
|
|
303 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
304 | return 0; |
|
|
305 | |
|
|
306 | if (monster->pick_up & 64) /* All */ |
|
|
307 | flag = 1; |
|
|
308 | |
|
|
309 | else |
|
|
310 | switch (item->type) |
293 | { |
311 | { |
294 | if (move_object (op, RANDOM () % 8 + 1)) |
312 | case MONEY: |
|
|
313 | case GEM: |
|
|
314 | flag = monster->pick_up & 2; |
|
|
315 | break; |
|
|
316 | |
|
|
317 | case FOOD: |
|
|
318 | flag = monster->pick_up & 4; |
|
|
319 | break; |
|
|
320 | |
|
|
321 | case WEAPON: |
|
|
322 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
323 | break; |
|
|
324 | |
|
|
325 | case ARMOUR: |
|
|
326 | case SHIELD: |
|
|
327 | case HELMET: |
|
|
328 | case BOOTS: |
|
|
329 | case GLOVES: |
|
|
330 | case GIRDLE: |
|
|
331 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
332 | break; |
|
|
333 | |
|
|
334 | case SKILL: |
|
|
335 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
336 | break; |
|
|
337 | |
|
|
338 | case RING: |
|
|
339 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
340 | break; |
|
|
341 | |
|
|
342 | case WAND: |
|
|
343 | case HORN: |
|
|
344 | case ROD: |
|
|
345 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
346 | break; |
|
|
347 | |
|
|
348 | case SPELLBOOK: |
|
|
349 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
|
|
350 | break; |
|
|
351 | |
|
|
352 | case SCROLL: |
|
|
353 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
354 | break; |
|
|
355 | |
|
|
356 | case BOW: |
|
|
357 | case ARROW: |
|
|
358 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
359 | break; |
|
|
360 | } |
|
|
361 | |
|
|
362 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
363 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
364 | * use several locations. |
|
|
365 | */ |
|
|
366 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
367 | { |
|
|
368 | if (monster->slot[i].info && item->slot[i].info) |
|
|
369 | { |
|
|
370 | flag = 1; |
|
|
371 | break; |
|
|
372 | } |
|
|
373 | } |
|
|
374 | |
|
|
375 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
295 | return 1; |
376 | return 1; |
296 | } |
377 | |
297 | return 0; |
378 | return 0; |
298 | } |
379 | } |
299 | |
380 | |
300 | /* |
381 | /* |
301 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
382 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
383 | * |
|
|
384 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
385 | * Each time the blob passes over some treasure, it will |
|
|
386 | * grab it a.s.a.p. |
|
|
387 | * |
|
|
388 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
389 | * to handle this. |
|
|
390 | * |
|
|
391 | * This function was seen be continueing looping at one point (tmp->below |
|
|
392 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
393 | * after we pick everything up, since that function may call others which |
|
|
394 | * affect stacking on this space. |
302 | */ |
395 | */ |
303 | |
396 | static void |
304 | int |
397 | monster_check_pickup (object *monster) |
305 | move_monster (object *op) |
|
|
306 | { |
398 | { |
307 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
399 | object *tmp, *next; |
308 | object *owner, *enemy, *part, *oph = op; |
|
|
309 | rv_vector rv; |
|
|
310 | |
400 | |
311 | /* Monsters not on maps don't do anything. These monsters are things |
401 | for (tmp = monster->below; tmp != NULL; tmp = next) |
312 | * Like royal guards in city dwellers inventories. |
|
|
313 | */ |
|
|
314 | if (!op->map) |
|
|
315 | return 0; |
|
|
316 | |
|
|
317 | /* for target facing, we copy this value here for fast access */ |
|
|
318 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
319 | oph = oph->head; |
|
|
320 | |
|
|
321 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
322 | enemy = op->enemy = NULL; |
|
|
323 | else if ((enemy = find_enemy (op, &rv))) |
|
|
324 | /* we have an enemy, just tell him we want him dead */ |
|
|
325 | enemy->attacked_by = op; /* our ptr */ |
|
|
326 | |
|
|
327 | /* generate hp, if applicable */ |
|
|
328 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
329 | { |
402 | { |
330 | |
403 | next = tmp->below; |
331 | /* last heal is in funny units. Dividing by speed puts |
404 | if (monster_can_pick (monster, tmp)) |
332 | * the regeneration rate on a basis of time instead of |
|
|
333 | * #moves the monster makes. The scaling by 8 is |
|
|
334 | * to capture 8th's of a hp fraction regens |
|
|
335 | * |
405 | { |
336 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
406 | tmp->remove (); |
337 | * overflow might produce monsters with negative hp. |
407 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
408 | monster_check_apply (monster, tmp); |
|
|
409 | } |
|
|
410 | |
|
|
411 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
412 | * not a big deal to just bail out. |
338 | */ |
413 | */ |
339 | |
414 | if (next && next->destroyed ()) |
340 | op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
|
|
341 | op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
342 | op->last_heal %= 32; |
|
|
343 | |
|
|
344 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
345 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
|
|
346 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
347 | |
|
|
348 | if (op->stats.hp > op->stats.maxhp) |
|
|
349 | op->stats.hp = op->stats.maxhp; |
|
|
350 | } |
|
|
351 | |
|
|
352 | /* generate sp, if applicable */ |
|
|
353 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
354 | { |
|
|
355 | |
|
|
356 | /* last_sp is in funny units. Dividing by speed puts |
|
|
357 | * the regeneration rate on a basis of time instead of |
|
|
358 | * #moves the monster makes. The scaling by 8 is |
|
|
359 | * to capture 8th's of a sp fraction regens |
|
|
360 | * |
|
|
361 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
362 | * overflow might produce monsters with negative sp. |
|
|
363 | */ |
|
|
364 | |
|
|
365 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
|
|
366 | op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
367 | op->last_sp %= 128; |
|
|
368 | } |
|
|
369 | |
|
|
370 | /* this should probably get modified by many more values. |
|
|
371 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
372 | */ |
|
|
373 | if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20)) |
|
|
374 | { |
|
|
375 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
376 | } |
|
|
377 | |
|
|
378 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
379 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
380 | |
|
|
381 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
382 | ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
383 | { |
|
|
384 | if (!check_wakeup (op, enemy, &rv)) |
|
|
385 | return 0; |
415 | return; |
386 | } |
|
|
387 | |
|
|
388 | /* check if monster pops out of hidden spot */ |
|
|
389 | if (op->hide) |
|
|
390 | do_hidden_move (op); |
|
|
391 | |
|
|
392 | if (op->pick_up) |
|
|
393 | monster_check_pickup (op); |
|
|
394 | |
|
|
395 | if (op->will_apply) |
|
|
396 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
397 | |
|
|
398 | /* If we don't have an enemy, do special movement or the like */ |
|
|
399 | if (!enemy) |
|
|
400 | { |
416 | } |
401 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
417 | } |
402 | { |
418 | |
403 | remove_ob (op); |
419 | /* |
404 | free_object (op); |
420 | * monster_apply_below(): |
405 | return 1; |
421 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
422 | * eager to apply things, encounters something apply-able, |
|
|
423 | * then make him apply it |
|
|
424 | */ |
|
|
425 | static void |
|
|
426 | monster_apply_below (object *monster) |
|
|
427 | { |
|
|
428 | object *tmp, *next; |
|
|
429 | |
|
|
430 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
431 | { |
|
|
432 | next = tmp->below; |
|
|
433 | switch (tmp->type) |
406 | } |
434 | { |
407 | |
435 | case T_HANDLE: |
408 | /* Probably really a bug for a creature to have both |
|
|
409 | * stand still and a movement type set. |
|
|
410 | */ |
|
|
411 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
412 | { |
|
|
413 | if (op->attack_movement & HI4) |
|
|
414 | { |
|
|
415 | switch (op->attack_movement & HI4) |
|
|
416 | { |
|
|
417 | case (PETMOVE): |
|
|
418 | pet_move (op); |
|
|
419 | break; |
|
|
420 | |
|
|
421 | case (CIRCLE1): |
|
|
422 | circ1_move (op); |
|
|
423 | break; |
|
|
424 | |
|
|
425 | case (CIRCLE2): |
|
|
426 | circ2_move (op); |
|
|
427 | break; |
|
|
428 | |
|
|
429 | case (PACEV): |
|
|
430 | pace_movev (op); |
|
|
431 | break; |
|
|
432 | |
|
|
433 | case (PACEH): |
|
|
434 | pace_moveh (op); |
|
|
435 | break; |
|
|
436 | |
|
|
437 | case (PACEV2): |
|
|
438 | pace2_movev (op); |
|
|
439 | break; |
|
|
440 | |
|
|
441 | case (PACEH2): |
|
|
442 | pace2_moveh (op); |
|
|
443 | break; |
|
|
444 | |
|
|
445 | case (RANDO): |
|
|
446 | rand_move (op); |
|
|
447 | break; |
|
|
448 | |
|
|
449 | case (RANDO2): |
|
|
450 | move_randomly (op); |
|
|
451 | break; |
|
|
452 | } |
|
|
453 | return 0; |
|
|
454 | } |
|
|
455 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
456 | (void) move_randomly (op); |
|
|
457 | |
|
|
458 | } /* stand still */ |
|
|
459 | return 0; |
|
|
460 | } /* no enemy */ |
|
|
461 | |
|
|
462 | /* We have an enemy. Block immediately below is for pets */ |
|
|
463 | if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner)) |
|
|
464 | return follow_owner (op, owner); |
|
|
465 | |
|
|
466 | /* doppleganger code to change monster facing to that of the nearest |
|
|
467 | * player. Hmm. The code is here, but no monster in the current |
|
|
468 | * arch set uses it. |
|
|
469 | */ |
|
|
470 | if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
|
|
471 | { |
|
|
472 | op->face = enemy->face; |
|
|
473 | op->name = enemy->name; |
|
|
474 | } |
|
|
475 | |
|
|
476 | /* Calculate range information for closest body part - this |
|
|
477 | * is used for the 'skill' code, which isn't that smart when |
|
|
478 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
479 | * into themselves. |
|
|
480 | */ |
|
|
481 | get_rangevector (op, enemy, &rv, 0); |
|
|
482 | |
|
|
483 | /* Move the check for scared up here - if the monster was scared, |
|
|
484 | * we were not doing any of the logic below, so might as well save |
|
|
485 | * a few cpu cycles. |
|
|
486 | */ |
|
|
487 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
488 | { |
|
|
489 | rv_vector rv1; |
|
|
490 | |
|
|
491 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
492 | for (part = op; part != NULL; part = part->more) |
|
|
493 | { |
|
|
494 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
495 | dir = rv1.direction; |
|
|
496 | |
|
|
497 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
498 | * but that we test above... so can be old code here |
|
|
499 | */ |
|
|
500 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
501 | dir = absdir (dir + 4); |
|
|
502 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
503 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
504 | |
|
|
505 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3)) |
|
|
506 | { |
|
|
507 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
508 | return 0; |
|
|
509 | } |
|
|
510 | |
|
|
511 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3)) |
|
|
512 | { |
|
|
513 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
514 | return 0; |
|
|
515 | } |
|
|
516 | |
|
|
517 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3)) |
|
|
518 | { |
|
|
519 | if (monster_use_range (op, part, enemy, dir)) |
|
|
520 | return 0; |
|
|
521 | } |
|
|
522 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3)) |
|
|
523 | { |
|
|
524 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
525 | return 0; |
|
|
526 | } |
|
|
527 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2)) |
|
|
528 | { |
|
|
529 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
530 | return 0; |
|
|
531 | } |
|
|
532 | } /* for processing of all parts */ |
|
|
533 | } /* If not scared */ |
|
|
534 | |
|
|
535 | |
|
|
536 | part = rv.part; |
|
|
537 | dir = rv.direction; |
|
|
538 | |
|
|
539 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
540 | dir = absdir (dir + 4); |
|
|
541 | |
|
|
542 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
543 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
|
|
544 | |
|
|
545 | pre_att_dir = dir; /* remember the original direction */ |
|
|
546 | |
|
|
547 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
548 | { |
|
|
549 | switch (op->attack_movement & LO4) |
|
|
550 | { |
|
|
551 | case DISTATT: |
436 | case TRIGGER: |
552 | dir = dist_att (dir, op, enemy, part, &rv); |
437 | if (monster->will_apply & 1) |
|
|
438 | manual_apply (monster, tmp, 0); |
553 | break; |
439 | break; |
554 | |
440 | |
555 | case RUNATT: |
441 | case TREASURE: |
556 | dir = run_att (dir, op, enemy, part, &rv); |
442 | if (monster->will_apply & 2) |
|
|
443 | manual_apply (monster, tmp, 0); |
557 | break; |
444 | break; |
558 | |
445 | |
559 | case HITRUN: |
|
|
560 | dir = hitrun_att (dir, op, enemy); |
|
|
561 | break; |
|
|
562 | |
|
|
563 | case WAITATT: |
|
|
564 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
565 | break; |
|
|
566 | |
|
|
567 | case RUSH: /* default - monster normally moves towards player */ |
|
|
568 | case ALLRUN: |
|
|
569 | break; |
|
|
570 | |
|
|
571 | case DISTHIT: |
|
|
572 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
573 | break; |
|
|
574 | |
|
|
575 | case WAIT2: |
|
|
576 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
577 | break; |
|
|
578 | |
|
|
579 | default: |
|
|
580 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
581 | } |
|
|
582 | } |
|
|
583 | |
|
|
584 | if (!dir) |
|
|
585 | return 0; |
|
|
586 | |
|
|
587 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
588 | { |
|
|
589 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
590 | { |
446 | } |
591 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
447 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
592 | if ((op->attack_movement & LO4) == DISTATT) |
448 | break; |
593 | op->direction = pre_att_dir; |
|
|
594 | |
|
|
595 | return 0; |
|
|
596 | } |
|
|
597 | |
|
|
598 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
599 | { |
|
|
600 | |
|
|
601 | /* Try move around corners if !close */ |
|
|
602 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
|
|
603 | |
|
|
604 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
605 | { |
|
|
606 | /* try different detours */ |
|
|
607 | int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
|
|
608 | |
|
|
609 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
610 | return 0; |
|
|
611 | } |
|
|
612 | } |
|
|
613 | } /* if monster is not standing still */ |
|
|
614 | |
|
|
615 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
616 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
617 | op->direction = pre_att_dir; |
|
|
618 | |
|
|
619 | /* |
|
|
620 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
621 | * direction if they can't move away. |
|
|
622 | */ |
|
|
623 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
624 | if (move_randomly (op)) |
|
|
625 | return 0; |
|
|
626 | |
|
|
627 | /* |
|
|
628 | * Try giving the monster a new enemy - the player that is closest |
|
|
629 | * to it. In this way, it won't just keep trying to get to a target |
|
|
630 | * that is inaccessible. |
|
|
631 | * This could be more clever - it should go through a list of several |
|
|
632 | * enemies, as it is now, you could perhaps get situations where there |
|
|
633 | * are two players flanking the monster at close distance, but which |
|
|
634 | * the monster can't get to, and a third one at a far distance that |
|
|
635 | * the monster could get to - as it is, the monster won't look at that |
|
|
636 | * third one. |
|
|
637 | */ |
|
|
638 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
639 | { |
449 | } |
640 | object *nearest_player = get_nearest_player (op); |
|
|
641 | |
|
|
642 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
643 | { |
|
|
644 | op->enemy = NULL; |
|
|
645 | enemy = nearest_player; |
|
|
646 | } |
|
|
647 | } |
|
|
648 | |
|
|
649 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
650 | { |
|
|
651 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
652 | * since wc can in fact get negative, that would mean by adding |
|
|
653 | * the current wc, the creature gets better? Instead, just |
|
|
654 | * add a fixed amount - nasty creatures that are runny away should |
|
|
655 | * still be pretty nasty. |
|
|
656 | */ |
|
|
657 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
658 | { |
|
|
659 | part->stats.wc += 10; |
|
|
660 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
661 | part->stats.wc -= 10; |
|
|
662 | } |
|
|
663 | else |
|
|
664 | (void) skill_attack (enemy, part, 0, NULL, NULL); |
|
|
665 | } /* if monster is in attack range */ |
|
|
666 | |
|
|
667 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
668 | return 1; |
|
|
669 | |
|
|
670 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
671 | { |
|
|
672 | remove_ob (op); |
|
|
673 | free_object (op); |
|
|
674 | return 1; |
|
|
675 | } |
|
|
676 | return 0; |
|
|
677 | } |
|
|
678 | |
|
|
679 | int |
|
|
680 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
681 | { |
|
|
682 | object *more; |
|
|
683 | rv_vector rv1; |
|
|
684 | |
|
|
685 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3)) |
|
|
686 | return 0; |
|
|
687 | |
|
|
688 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
689 | return 1; |
|
|
690 | |
|
|
691 | /* check all the parts of ob2 - just because we can't get to |
|
|
692 | * its head doesn't mean we don't want to pound its feet |
|
|
693 | */ |
|
|
694 | for (more = ob2->more; more != NULL; more = more->more) |
|
|
695 | { |
|
|
696 | get_rangevector (ob1, more, &rv1, 0); |
|
|
697 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
698 | return 1; |
|
|
699 | } |
|
|
700 | return 0; |
|
|
701 | |
|
|
702 | } |
450 | } |
703 | |
451 | |
704 | /* Returns 1 is monster should cast spell sp at an enemy |
452 | /* Returns 1 is monster should cast spell sp at an enemy |
705 | * Returns 0 if the monster should not cast this spell. |
453 | * Returns 0 if the monster should not cast this spell. |
706 | * |
454 | * |
… | |
… | |
714 | * |
462 | * |
715 | * This could be a lot smarter - if there are few monsters around, |
463 | * This could be a lot smarter - if there are few monsters around, |
716 | * then disease might not be as bad. Likewise, if the monster is damaged, |
464 | * then disease might not be as bad. Likewise, if the monster is damaged, |
717 | * the right type of healing spell could be useful. |
465 | * the right type of healing spell could be useful. |
718 | */ |
466 | */ |
719 | |
|
|
720 | static int |
467 | static int |
721 | monster_should_cast_spell (object *monster, object *spell_ob) |
468 | monster_should_cast_spell (object *monster, object *spell_ob) |
722 | { |
469 | { |
723 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
470 | if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
724 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
471 | spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
725 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
472 | spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
726 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
473 | spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
727 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
474 | spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
728 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
475 | spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
729 | |
|
|
730 | return 1; |
476 | return 1; |
731 | |
477 | |
732 | return 0; |
478 | return 0; |
733 | } |
479 | } |
734 | |
480 | |
|
|
481 | /* Checks if putting on 'item' will make 'who' do more |
|
|
482 | * damage. This is a very simplistic check - also checking things |
|
|
483 | * like speed and ac are also relevant. |
|
|
484 | * |
|
|
485 | * return true if item is a better object. |
|
|
486 | */ |
|
|
487 | static int |
|
|
488 | check_good_weapon (object *who, object *item) |
|
|
489 | { |
|
|
490 | object *other_weap; |
|
|
491 | int val = 0, i; |
|
|
492 | |
|
|
493 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
|
|
494 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
|
|
495 | break; |
|
|
496 | |
|
|
497 | if (!other_weap) /* No other weapons */ |
|
|
498 | return 1; |
|
|
499 | |
|
|
500 | /* Rather than go through and apply the new one, and see if it is |
|
|
501 | * better, just do some simple checks |
|
|
502 | * Put some multipliers for things that hvae several effects, |
|
|
503 | * eg, magic affects both damage and wc, so it has more weight |
|
|
504 | */ |
|
|
505 | |
|
|
506 | val = item->stats.dam - other_weap->stats.dam; |
|
|
507 | val += (item->magic - other_weap->magic) * 3; |
|
|
508 | /* Monsters don't really get benefits from things like regen rates |
|
|
509 | * from items. But the bonus for their stats are very important. |
|
|
510 | */ |
|
|
511 | for (i = 0; i < NUM_STATS; i++) |
|
|
512 | val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
|
|
513 | |
|
|
514 | if (val > 0) |
|
|
515 | return 1; |
|
|
516 | else |
|
|
517 | return 0; |
|
|
518 | } |
|
|
519 | |
|
|
520 | static int |
|
|
521 | check_good_armour (object *who, object *item) |
|
|
522 | { |
|
|
523 | object *other_armour; |
|
|
524 | int val = 0, i; |
|
|
525 | |
|
|
526 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
|
|
527 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
|
|
528 | break; |
|
|
529 | |
|
|
530 | if (other_armour == NULL) /* No other armour, use the new */ |
|
|
531 | return 1; |
|
|
532 | |
|
|
533 | /* Like above function , see which is better */ |
|
|
534 | val = item->stats.ac - other_armour->stats.ac; |
|
|
535 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
|
|
536 | val += (item->magic - other_armour->magic) * 3; |
|
|
537 | |
|
|
538 | /* for the other protections, do weigh them very much in the equation - |
|
|
539 | * it is the armor protection which is most important, because there is |
|
|
540 | * no good way to know what the player may attack the monster with. |
|
|
541 | * So if the new item has better protection than the old, give that higher |
|
|
542 | * value. If the reverse, then decrease the value of this item some. |
|
|
543 | */ |
|
|
544 | for (i = 1; i < NROFATTACKS; i++) |
|
|
545 | { |
|
|
546 | if (item->resist[i] > other_armour->resist[i]) |
|
|
547 | val++; |
|
|
548 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
549 | val--; |
|
|
550 | } |
|
|
551 | |
|
|
552 | /* Very few armours have stats, so not much need to worry about those. */ |
|
|
553 | |
|
|
554 | if (val > 0) |
|
|
555 | return 1; |
|
|
556 | else |
|
|
557 | return 0; |
|
|
558 | } |
|
|
559 | |
|
|
560 | /* |
|
|
561 | * monster_check_apply() is meant to be called after an item is |
|
|
562 | * inserted in a monster. |
|
|
563 | * If an item becomes outdated (monster found a better item), |
|
|
564 | * a pointer to that object is returned, so it can be dropped. |
|
|
565 | * (so that other monsters can pick it up and use it) |
|
|
566 | * Note that as things are now, monsters never drop something - |
|
|
567 | * they can pick up all that they can use. |
|
|
568 | */ |
|
|
569 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
|
|
570 | void |
|
|
571 | monster_check_apply (object *mon, object *item) |
|
|
572 | { |
|
|
573 | int flag = 0; |
|
|
574 | |
|
|
575 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
|
|
576 | { |
|
|
577 | SET_FLAG (mon, FLAG_CAST_SPELL); |
|
|
578 | return; |
|
|
579 | } |
|
|
580 | |
|
|
581 | /* If for some reason, this item is already applied, no more work to do */ |
|
|
582 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
583 | return; |
|
|
584 | |
|
|
585 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
586 | * it is possible in his wanderings, he will find one to use. In |
|
|
587 | * which case, it would be nice to have ammo for it. |
|
|
588 | */ |
|
|
589 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
590 | { |
|
|
591 | /* Check for the right kind of bow */ |
|
|
592 | object *bow; |
|
|
593 | |
|
|
594 | for (bow = mon->inv; bow; bow = bow->below) |
|
|
595 | if (bow->type == BOW && bow->race == item->race) |
|
|
596 | { |
|
|
597 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
598 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
599 | return; /* nothing more to do for arrows */ |
|
|
600 | } |
|
|
601 | } |
|
|
602 | |
|
|
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
604 | flag = 1; |
|
|
605 | /* Eating food gets hp back */ |
|
|
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
607 | flag = 1; |
|
|
608 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
609 | { |
|
|
610 | if (!item->inv) |
|
|
611 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
612 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
613 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
614 | /* Don't use it right now */ |
|
|
615 | return; |
|
|
616 | } |
|
|
617 | else if (item->type == WEAPON) |
|
|
618 | flag = check_good_weapon (mon, item); |
|
|
619 | else if (item->is_armor ()) |
|
|
620 | flag = check_good_armour (mon, item); |
|
|
621 | /* Should do something more, like make sure this is a better item */ |
|
|
622 | else if (item->type == RING) |
|
|
623 | flag = 1; |
|
|
624 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
625 | { |
|
|
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
627 | * weapon would get undone. |
|
|
628 | */ |
|
|
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
630 | { |
|
|
631 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
632 | SET_FLAG (item, FLAG_APPLIED); |
|
|
633 | } |
|
|
634 | return; |
|
|
635 | } |
|
|
636 | else if (item->type == BOW) |
|
|
637 | { |
|
|
638 | /* We never really 'ready' the bow, because that would mean the |
|
|
639 | * weapon would get undone. |
|
|
640 | */ |
|
|
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
642 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
643 | return; |
|
|
644 | } |
|
|
645 | else if (item->type == SKILL) |
|
|
646 | { |
|
|
647 | /* |
|
|
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
649 | * else they can't use the skill... |
|
|
650 | * Skills also don't need to get applied, so return now. |
|
|
651 | */ |
|
|
652 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
653 | return; |
|
|
654 | } |
|
|
655 | |
|
|
656 | /* if we don't match one of the above types, return now. |
|
|
657 | * can_apply_object will say that we can apply things like flesh, |
|
|
658 | * bolts, and whatever else, because it only checks against the |
|
|
659 | * body_info locations. |
|
|
660 | */ |
|
|
661 | if (!flag) |
|
|
662 | return; |
|
|
663 | |
|
|
664 | /* Check to see if the monster can use this item. If not, no need |
|
|
665 | * to do further processing. Note that can_apply_object already checks |
|
|
666 | * for the CAN_USE flags. |
|
|
667 | */ |
|
|
668 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
669 | return; |
|
|
670 | |
|
|
671 | /* should only be applying this item, not unapplying it. |
|
|
672 | * also, ignore status of curse so they can take off old armour. |
|
|
673 | * monsters have some advantages after all. |
|
|
674 | */ |
|
|
675 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
676 | } |
|
|
677 | |
|
|
678 | static int |
|
|
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
|
|
680 | { |
|
|
681 | object *more; |
|
|
682 | rv_vector rv1; |
|
|
683 | |
|
|
684 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
|
|
685 | return 0; |
|
|
686 | |
|
|
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
|
|
688 | return 1; |
|
|
689 | |
|
|
690 | /* check all the parts of ob2 - just because we can't get to |
|
|
691 | * its head doesn't mean we don't want to pound its feet |
|
|
692 | */ |
|
|
693 | for (more = ob2->more; more; more = more->more) |
|
|
694 | { |
|
|
695 | get_rangevector (ob1, more, &rv1, 0); |
|
|
696 | if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
|
|
697 | return 1; |
|
|
698 | } |
|
|
699 | |
|
|
700 | return 0; |
|
|
701 | } |
|
|
702 | |
|
|
703 | static int |
|
|
704 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
|
|
705 | { |
|
|
706 | if (can_hit (part, enemy, rv)) |
|
|
707 | return dir; |
|
|
708 | |
|
|
709 | if (rv->distance < 10) |
|
|
710 | return absdir (dir + 4); |
|
|
711 | else if (rv->distance > 18) |
|
|
712 | return dir; |
|
|
713 | |
|
|
714 | return 0; |
|
|
715 | } |
|
|
716 | |
|
|
717 | static int |
|
|
718 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
|
|
719 | { |
|
|
720 | if (can_hit (part, enemy, rv)) |
|
|
721 | return dir; |
|
|
722 | else |
|
|
723 | return absdir (dir + 4); |
|
|
724 | } |
|
|
725 | |
|
|
726 | static int |
|
|
727 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
728 | { |
|
|
729 | if (ob->move_status++ < 25) |
|
|
730 | return dir; |
|
|
731 | else if (ob->move_status < 50) |
|
|
732 | return absdir (dir + 4); |
|
|
733 | else |
|
|
734 | ob->move_status = 0; |
|
|
735 | |
|
|
736 | return absdir (dir + 4); |
|
|
737 | } |
|
|
738 | |
|
|
739 | static int |
|
|
740 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
741 | { |
|
|
742 | int inrange = can_hit (part, enemy, rv); |
|
|
743 | |
|
|
744 | if (ob->move_status || inrange) |
|
|
745 | ob->move_status++; |
|
|
746 | |
|
|
747 | if (ob->move_status == 0) |
|
|
748 | return 0; |
|
|
749 | else if (ob->move_status < 10) |
|
|
750 | return dir; |
|
|
751 | else if (ob->move_status < 15) |
|
|
752 | return absdir (dir + 4); |
|
|
753 | |
|
|
754 | ob->move_status = 0; |
|
|
755 | return 0; |
|
|
756 | } |
|
|
757 | |
|
|
758 | static int |
|
|
759 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
760 | { |
|
|
761 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
762 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
763 | * the creature should run away (dir+4) |
|
|
764 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
765 | * at least one map has this set, and whatever the map contains, the |
|
|
766 | * server should try to be resilant enough to avoid the problem |
|
|
767 | */ |
|
|
768 | if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
|
|
769 | return absdir (dir + 4); |
|
|
770 | |
|
|
771 | return dist_att (dir, ob, enemy, part, rv); |
|
|
772 | } |
|
|
773 | |
|
|
774 | static int |
|
|
775 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
776 | { |
|
|
777 | if (rv->distance < 9) |
|
|
778 | return absdir (dir + 4); |
|
|
779 | |
|
|
780 | return 0; |
|
|
781 | } |
|
|
782 | |
|
|
783 | static void |
|
|
784 | circ1_move (object *ob) |
|
|
785 | { |
|
|
786 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
|
|
787 | |
|
|
788 | if (++ob->move_status > 11) |
|
|
789 | ob->move_status = 0; |
|
|
790 | |
|
|
791 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
792 | move_object (ob, rndm (8) + 1); |
|
|
793 | } |
|
|
794 | |
|
|
795 | static void |
|
|
796 | circ2_move (object *ob) |
|
|
797 | { |
|
|
798 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
799 | |
|
|
800 | if (++ob->move_status > 19) |
|
|
801 | ob->move_status = 0; |
|
|
802 | |
|
|
803 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
804 | move_object (ob, rndm (8) + 1); |
|
|
805 | } |
|
|
806 | |
|
|
807 | static void |
|
|
808 | pace_movev (object *ob) |
|
|
809 | { |
|
|
810 | if (ob->move_status++ > 6) |
|
|
811 | ob->move_status = 0; |
|
|
812 | |
|
|
813 | if (ob->move_status < 4) |
|
|
814 | move_object (ob, 5); |
|
|
815 | else |
|
|
816 | move_object (ob, 1); |
|
|
817 | } |
|
|
818 | |
|
|
819 | static void |
|
|
820 | pace_moveh (object *ob) |
|
|
821 | { |
|
|
822 | if (ob->move_status++ > 6) |
|
|
823 | ob->move_status = 0; |
|
|
824 | |
|
|
825 | if (ob->move_status < 4) |
|
|
826 | move_object (ob, 3); |
|
|
827 | else |
|
|
828 | move_object (ob, 7); |
|
|
829 | } |
|
|
830 | |
|
|
831 | static void |
|
|
832 | pace2_movev (object *ob) |
|
|
833 | { |
|
|
834 | if (ob->move_status++ > 16) |
|
|
835 | ob->move_status = 0; |
|
|
836 | |
|
|
837 | if (ob->move_status < 6) |
|
|
838 | move_object (ob, 5); |
|
|
839 | else if (ob->move_status < 8) |
|
|
840 | return; |
|
|
841 | else if (ob->move_status < 13) |
|
|
842 | move_object (ob, 1); |
|
|
843 | else |
|
|
844 | return; |
|
|
845 | } |
|
|
846 | |
|
|
847 | static void |
|
|
848 | pace2_moveh (object *ob) |
|
|
849 | { |
|
|
850 | if (ob->move_status++ > 16) |
|
|
851 | ob->move_status = 0; |
|
|
852 | |
|
|
853 | if (ob->move_status < 6) |
|
|
854 | move_object (ob, 3); |
|
|
855 | else if (ob->move_status < 8) |
|
|
856 | return; |
|
|
857 | else if (ob->move_status < 13) |
|
|
858 | move_object (ob, 7); |
|
|
859 | else |
|
|
860 | return; |
|
|
861 | } |
|
|
862 | |
|
|
863 | static void |
|
|
864 | rand_move (object *ob) |
|
|
865 | { |
|
|
866 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
|
|
867 | for (int i = 0; i < 5; i++) |
|
|
868 | if (move_object (ob, ob->move_status = rndm (8) + 1)) |
|
|
869 | return; |
|
|
870 | } |
735 | |
871 | |
736 | #define MAX_KNOWN_SPELLS 20 |
872 | #define MAX_KNOWN_SPELLS 20 |
737 | |
873 | |
738 | /* Returns a randomly selected spell. This logic is still |
874 | /* Returns a randomly selected spell. This logic is still |
739 | * less than ideal. This code also only seems to deal with |
875 | * less than ideal. This code also only seems to deal with |
740 | * wizard spells, as the check is against sp, and not grace. |
876 | * wizard spells, as the check is against sp, and not grace. |
741 | * can mosnters know cleric spells? |
877 | * can mosnters know cleric spells? |
742 | */ |
878 | */ |
743 | object * |
879 | static object * |
744 | monster_choose_random_spell (object *monster) |
880 | monster_choose_random_spell (object *monster) |
745 | { |
881 | { |
746 | object *altern[MAX_KNOWN_SPELLS]; |
882 | object *altern[MAX_KNOWN_SPELLS]; |
747 | object *tmp; |
|
|
748 | int i = 0; |
883 | int i = 0; |
749 | |
884 | |
750 | for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
885 | for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
751 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
886 | if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
752 | { |
887 | { |
753 | /* Check and see if it's actually a useful spell. |
888 | /* Check and see if it's actually a useful spell. |
754 | * If its a spellbook, the spell is actually the inventory item. |
889 | * If its a spellbook, the spell is actually the inventory item. |
755 | * if it is a spell, then it is just the object itself. |
890 | * if it is a spell, then it is just the object itself. |
756 | */ |
891 | */ |
757 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
892 | if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
758 | { |
893 | { |
759 | altern[i++] = tmp; |
894 | altern [i++] = tmp; |
|
|
895 | |
760 | if (i == MAX_KNOWN_SPELLS) |
896 | if (i == MAX_KNOWN_SPELLS) |
761 | break; |
897 | break; |
762 | } |
898 | } |
763 | } |
899 | } |
764 | if (!i) |
900 | |
765 | return NULL; |
901 | return i ? altern [rndm (i)] : 0; |
766 | return altern[RANDOM () % i]; |
|
|
767 | } |
902 | } |
768 | |
903 | |
769 | /* This checks to see if the monster should cast a spell/ability. |
904 | /* This checks to see if the monster should cast a spell/ability. |
770 | * it returns true if the monster casts a spell, 0 if he doesn't. |
905 | * it returns true if the monster casts a spell, 0 if he doesn't. |
771 | * head is the head of the monster. |
906 | * head is the head of the monster. |
772 | * part is the part of the monster we are checking against. |
907 | * part is the part of the monster we are checking against. |
773 | * pl is the target. |
908 | * pl is the target. |
774 | * dir is the direction to case. |
909 | * dir is the direction to case. |
775 | * rv is the vector which describes where the enemy is. |
910 | * rv is the vector which describes where the enemy is. |
776 | */ |
911 | */ |
777 | |
912 | static int |
778 | int |
|
|
779 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
913 | monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
780 | { |
914 | { |
781 | object *spell_item; |
915 | object *spell_item; |
782 | object *owner; |
916 | object *owner; |
783 | rv_vector rv1; |
917 | rv_vector rv1; |
… | |
… | |
789 | * other monsters) |
923 | * other monsters) |
790 | */ |
924 | */ |
791 | if (!(dir = path_to_player (part, pl, 0))) |
925 | if (!(dir = path_to_player (part, pl, 0))) |
792 | return 0; |
926 | return 0; |
793 | |
927 | |
794 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
928 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
795 | { |
929 | { |
796 | get_rangevector (head, owner, &rv1, 0x1); |
930 | get_rangevector (head, owner, &rv1, 0x1); |
797 | if (dirdiff (dir, rv1.direction) < 2) |
931 | if (dirdiff (dir, rv1.direction) < 2) |
798 | { |
|
|
799 | return 0; /* Might hit owner with spell */ |
932 | return 0; /* Might hit owner with spell */ |
800 | } |
|
|
801 | } |
933 | } |
802 | |
934 | |
803 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
935 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
804 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
805 | |
937 | |
806 | /* If the monster hasn't already chosen a spell, choose one |
938 | /* If the monster hasn't already chosen a spell, choose one |
807 | * I'm not sure if it really make sense to pre-select spells (events |
939 | * I'm not sure if it really make sense to pre-select spells (events |
808 | * could be different by the time the monster goes again). |
940 | * could be different by the time the monster goes again). |
809 | */ |
941 | */ |
… | |
… | |
813 | { |
945 | { |
814 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
946 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
815 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
947 | CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
816 | return 0; |
948 | return 0; |
817 | } |
949 | } |
|
|
950 | |
818 | if (spell_item->type == SPELLBOOK) |
951 | if (spell_item->type == SPELLBOOK) |
819 | { |
952 | { |
820 | if (!spell_item->inv) |
953 | if (!spell_item->inv) |
821 | { |
954 | { |
822 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
955 | LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
823 | return 0; |
956 | return 0; |
824 | } |
957 | } |
|
|
958 | |
825 | spell_item = spell_item->inv; |
959 | spell_item = spell_item->inv; |
826 | } |
960 | } |
827 | } |
961 | } |
828 | else |
962 | else |
829 | spell_item = head->spellitem; |
963 | spell_item = head->spellitem; |
… | |
… | |
849 | head->spellitem = NULL; |
983 | head->spellitem = NULL; |
850 | |
984 | |
851 | return cast_spell (part, part, dir, spell_item, NULL); |
985 | return cast_spell (part, part, dir, spell_item, NULL); |
852 | } |
986 | } |
853 | |
987 | |
854 | |
988 | static int |
855 | int |
|
|
856 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
989 | monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
857 | { |
990 | { |
858 | object *scroll; |
991 | object *scroll; |
859 | object *owner; |
992 | object *owner; |
860 | rv_vector rv1; |
993 | rv_vector rv1; |
… | |
… | |
866 | * other monsters) |
999 | * other monsters) |
867 | */ |
1000 | */ |
868 | if (!(dir = path_to_player (part, pl, 0))) |
1001 | if (!(dir = path_to_player (part, pl, 0))) |
869 | return 0; |
1002 | return 0; |
870 | |
1003 | |
871 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1004 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
872 | { |
1005 | { |
873 | get_rangevector (head, owner, &rv1, 0x1); |
1006 | get_rangevector (head, owner, &rv1, 0x1); |
874 | if (dirdiff (dir, rv1.direction) < 2) |
1007 | if (dirdiff (dir, rv1.direction) < 2) |
875 | { |
1008 | { |
876 | return 0; /* Might hit owner with spell */ |
1009 | return 0; /* Might hit owner with spell */ |
877 | } |
1010 | } |
878 | } |
1011 | } |
879 | |
1012 | |
880 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1013 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
881 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1014 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
882 | |
1015 | |
883 | for (scroll = head->inv; scroll; scroll = scroll->below) |
1016 | for (scroll = head->inv; scroll; scroll = scroll->below) |
884 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1017 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
885 | break; |
1018 | break; |
886 | |
1019 | |
… | |
… | |
908 | * The skills we are treating here are all but those. -b.t. |
1041 | * The skills we are treating here are all but those. -b.t. |
909 | * |
1042 | * |
910 | * At the moment this is only useful for throwing, perhaps for |
1043 | * At the moment this is only useful for throwing, perhaps for |
911 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
1044 | * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
912 | */ |
1045 | */ |
913 | |
1046 | static int |
914 | int |
|
|
915 | monster_use_skill (object *head, object *part, object *pl, int dir) |
1047 | monster_use_skill (object *head, object *part, object *pl, int dir) |
916 | { |
1048 | { |
917 | object *skill, *owner; |
1049 | object *skill, *owner; |
918 | |
1050 | |
919 | if (!(dir = path_to_player (part, pl, 0))) |
1051 | if (!(dir = path_to_player (part, pl, 0))) |
920 | return 0; |
1052 | return 0; |
921 | |
1053 | |
922 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1054 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
923 | { |
1055 | { |
924 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1056 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
925 | |
1057 | |
926 | if (dirdiff (dir, dir2) < 1) |
1058 | if (dirdiff (dir, dir2) < 1) |
927 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1059 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
928 | } |
1060 | } |
|
|
1061 | |
929 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1062 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
930 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1063 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
931 | |
1064 | |
932 | /* skill selection - monster will use the next unused skill. |
1065 | /* skill selection - monster will use the next unused skill. |
933 | * well...the following scenario will allow the monster to |
1066 | * well...the following scenario will allow the monster to |
934 | * toggle between 2 skills. One day it would be nice to make |
1067 | * toggle between 2 skills. One day it would be nice to make |
935 | * more skills available to monsters. |
1068 | * more skills available to monsters. |
936 | */ |
1069 | */ |
937 | |
|
|
938 | for (skill = head->inv; skill != NULL; skill = skill->below) |
1070 | for (skill = head->inv; skill; skill = skill->below) |
939 | if (skill->type == SKILL && skill != head->chosen_skill) |
1071 | if (skill->type == SKILL && skill != head->chosen_skill) |
940 | { |
1072 | { |
941 | head->chosen_skill = skill; |
1073 | head->chosen_skill = skill; |
942 | break; |
1074 | break; |
943 | } |
1075 | } |
… | |
… | |
946 | { |
1078 | { |
947 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1079 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
948 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
1080 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
949 | return 0; |
1081 | return 0; |
950 | } |
1082 | } |
|
|
1083 | |
951 | /* use skill */ |
1084 | /* use skill */ |
952 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
1085 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
953 | } |
1086 | } |
954 | |
1087 | |
955 | /* Monster will use a ranged spell attack. */ |
1088 | /* Monster will use a ranged spell attack. */ |
956 | |
1089 | static int |
957 | int |
|
|
958 | monster_use_range (object *head, object *part, object *pl, int dir) |
1090 | monster_use_range (object *head, object *part, object *pl, int dir) |
959 | { |
1091 | { |
960 | object *wand, *owner; |
1092 | object *wand, *owner; |
961 | int at_least_one = 0; |
1093 | int at_least_one = 0; |
962 | |
1094 | |
963 | if (!(dir = path_to_player (part, pl, 0))) |
1095 | if (!(dir = path_to_player (part, pl, 0))) |
964 | return 0; |
1096 | return 0; |
965 | |
1097 | |
966 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1098 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
967 | { |
1099 | { |
968 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1100 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
969 | |
1101 | |
970 | if (dirdiff (dir, dir2) < 2) |
1102 | if (dirdiff (dir, dir2) < 2) |
971 | return 0; /* Might hit owner with spell */ |
1103 | return 0; /* Might hit owner with spell */ |
972 | } |
1104 | } |
|
|
1105 | |
973 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1106 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
974 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1107 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
975 | |
1108 | |
976 | for (wand = head->inv; wand != NULL; wand = wand->below) |
1109 | for (wand = head->inv; wand; wand = wand->below) |
977 | { |
1110 | { |
978 | if (wand->type == WAND) |
1111 | if (wand->type == WAND) |
979 | { |
1112 | { |
980 | /* Found a wand, let's see if it has charges left */ |
1113 | /* Found a wand, let's see if it has charges left */ |
981 | at_least_one = 1; |
1114 | at_least_one = 1; |
… | |
… | |
987 | if (!(--wand->stats.food)) |
1120 | if (!(--wand->stats.food)) |
988 | { |
1121 | { |
989 | if (wand->arch) |
1122 | if (wand->arch) |
990 | { |
1123 | { |
991 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1124 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
992 | wand->face = wand->arch->clone.face; |
1125 | wand->face = wand->arch->face; |
993 | wand->speed = 0; |
1126 | wand->set_speed (0); |
994 | update_ob_speed (wand); |
|
|
995 | } |
1127 | } |
996 | } |
1128 | } |
997 | /* Success */ |
1129 | /* Success */ |
998 | return 1; |
1130 | return 1; |
999 | } |
1131 | } |
1000 | else if (wand->type == ROD || wand->type == HORN) |
1132 | else if (wand->type == ROD || wand->type == HORN) |
1001 | { |
1133 | { |
1002 | /* Found rod/horn, let's use it if possible */ |
1134 | /* Found rod/horn, let's use it if possible */ |
1003 | at_least_one = 1; |
1135 | at_least_one = 1; |
1004 | if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
1136 | if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace)) |
1005 | continue; |
1137 | continue; |
1006 | |
1138 | |
1007 | /* drain charge before casting spell - can be a case where the |
1139 | /* drain charge before casting spell - can be a case where the |
1008 | * spell destroys the monster, and rod, so if done after, results |
1140 | * spell destroys the monster, and rod, so if done after, results |
1009 | * in crash. |
1141 | * in crash. |
… | |
… | |
1017 | } |
1149 | } |
1018 | |
1150 | |
1019 | if (at_least_one) |
1151 | if (at_least_one) |
1020 | return 0; |
1152 | return 0; |
1021 | |
1153 | |
1022 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1154 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1023 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1155 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1024 | return 0; |
1156 | return 0; |
1025 | } |
1157 | } |
1026 | |
1158 | |
1027 | int |
1159 | static int |
1028 | monster_use_bow (object *head, object *part, object *pl, int dir) |
1160 | monster_use_bow (object *head, object *part, object *pl, int dir) |
1029 | { |
1161 | { |
1030 | object *owner; |
1162 | object *owner; |
1031 | |
1163 | |
1032 | if (!(dir = path_to_player (part, pl, 0))) |
1164 | if (!(dir = path_to_player (part, pl, 0))) |
1033 | return 0; |
1165 | return 0; |
|
|
1166 | |
1034 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1167 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1035 | dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); |
1168 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1036 | |
1169 | |
1037 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL) |
1170 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1038 | { |
1171 | { |
1039 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1172 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1040 | |
1173 | |
1041 | if (dirdiff (dir, dir2) < 1) |
1174 | if (dirdiff (dir, dir2) < 1) |
1042 | return 0; /* Might hit owner with arrow */ |
1175 | return 0; /* Might hit owner with arrow */ |
… | |
… | |
1045 | /* in server/player.c */ |
1178 | /* in server/player.c */ |
1046 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1179 | return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1047 | |
1180 | |
1048 | } |
1181 | } |
1049 | |
1182 | |
1050 | /* Checks if putting on 'item' will make 'who' do more |
|
|
1051 | * damage. This is a very simplistic check - also checking things |
|
|
1052 | * like speed and ac are also relevant. |
|
|
1053 | * |
|
|
1054 | * return true if item is a better object. |
|
|
1055 | */ |
|
|
1056 | |
|
|
1057 | int |
|
|
1058 | check_good_weapon (object *who, object *item) |
|
|
1059 | { |
|
|
1060 | object *other_weap; |
|
|
1061 | int val = 0, i; |
|
|
1062 | |
|
|
1063 | for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
|
|
1064 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
|
|
1065 | break; |
|
|
1066 | |
|
|
1067 | if (other_weap == NULL) /* No other weapons */ |
|
|
1068 | return 1; |
|
|
1069 | |
|
|
1070 | /* Rather than go through and apply the new one, and see if it is |
|
|
1071 | * better, just do some simple checks |
|
|
1072 | * Put some multipliers for things that hvae several effects, |
|
|
1073 | * eg, magic affects both damage and wc, so it has more weight |
|
|
1074 | */ |
|
|
1075 | |
|
|
1076 | val = item->stats.dam - other_weap->stats.dam; |
|
|
1077 | val += (item->magic - other_weap->magic) * 3; |
|
|
1078 | /* Monsters don't really get benefits from things like regen rates |
|
|
1079 | * from items. But the bonus for their stats are very important. |
|
|
1080 | */ |
|
|
1081 | for (i = 0; i < NUM_STATS; i++) |
|
|
1082 | val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
|
|
1083 | |
|
|
1084 | if (val > 0) |
|
|
1085 | return 1; |
|
|
1086 | else |
|
|
1087 | return 0; |
|
|
1088 | |
|
|
1089 | } |
|
|
1090 | |
|
|
1091 | int |
|
|
1092 | check_good_armour (object *who, object *item) |
|
|
1093 | { |
|
|
1094 | object *other_armour; |
|
|
1095 | int val = 0, i; |
|
|
1096 | |
|
|
1097 | for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
|
|
1098 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
|
|
1099 | break; |
|
|
1100 | |
|
|
1101 | if (other_armour == NULL) /* No other armour, use the new */ |
|
|
1102 | return 1; |
|
|
1103 | |
|
|
1104 | /* Like above function , see which is better */ |
|
|
1105 | val = item->stats.ac - other_armour->stats.ac; |
|
|
1106 | val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
|
|
1107 | val += (item->magic - other_armour->magic) * 3; |
|
|
1108 | |
|
|
1109 | /* for the other protections, do weigh them very much in the equation - |
|
|
1110 | * it is the armor protection which is most important, because there is |
|
|
1111 | * no good way to know what the player may attack the monster with. |
|
|
1112 | * So if the new item has better protection than the old, give that higher |
|
|
1113 | * value. If the reverse, then decrease the value of this item some. |
|
|
1114 | */ |
|
|
1115 | for (i = 1; i < NROFATTACKS; i++) |
|
|
1116 | { |
|
|
1117 | if (item->resist[i] > other_armour->resist[i]) |
|
|
1118 | val++; |
|
|
1119 | else if (item->resist[i] < other_armour->resist[i]) |
|
|
1120 | val--; |
|
|
1121 | } |
|
|
1122 | |
|
|
1123 | /* Very few armours have stats, so not much need to worry about those. */ |
|
|
1124 | |
|
|
1125 | if (val > 0) |
|
|
1126 | return 1; |
|
|
1127 | else |
|
|
1128 | return 0; |
|
|
1129 | |
|
|
1130 | } |
|
|
1131 | |
|
|
1132 | /* |
|
|
1133 | * monster_check_pickup(): checks for items that monster can pick up. |
|
|
1134 | * |
|
|
1135 | * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
|
|
1136 | * Each time the blob passes over some treasure, it will |
|
|
1137 | * grab it a.s.a.p. |
|
|
1138 | * |
|
|
1139 | * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
|
|
1140 | * to handle this. |
|
|
1141 | * |
|
|
1142 | * This function was seen be continueing looping at one point (tmp->below |
|
|
1143 | * became a recursive loop. It may be better to call monster_check_apply |
|
|
1144 | * after we pick everything up, since that function may call others which |
|
|
1145 | * affect stacking on this space. |
|
|
1146 | */ |
|
|
1147 | |
|
|
1148 | void |
|
|
1149 | monster_check_pickup (object *monster) |
|
|
1150 | { |
|
|
1151 | object *tmp, *next; |
|
|
1152 | |
|
|
1153 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1154 | { |
|
|
1155 | next = tmp->below; |
|
|
1156 | if (monster_can_pick (monster, tmp)) |
|
|
1157 | { |
|
|
1158 | remove_ob (tmp); |
|
|
1159 | tmp = insert_ob_in_ob (tmp, monster); |
|
|
1160 | (void) monster_check_apply (monster, tmp); |
|
|
1161 | } |
|
|
1162 | /* We could try to re-establish the cycling, of the space, but probably |
|
|
1163 | * not a big deal to just bail out. |
|
|
1164 | */ |
|
|
1165 | if (next && next->destroyed ()) |
|
|
1166 | return; |
|
|
1167 | } |
|
|
1168 | } |
|
|
1169 | |
|
|
1170 | /* |
|
|
1171 | * monster_can_pick(): If the monster is interested in picking up |
|
|
1172 | * the item, then return 0. Otherwise 0. |
|
|
1173 | * Instead of pick_up, flags for "greed", etc, should be used. |
|
|
1174 | * I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
|
|
1175 | */ |
|
|
1176 | |
|
|
1177 | int |
|
|
1178 | monster_can_pick (object *monster, object *item) |
|
|
1179 | { |
|
|
1180 | int flag = 0; |
|
|
1181 | int i; |
|
|
1182 | |
|
|
1183 | if (!can_pick (monster, item)) |
|
|
1184 | return 0; |
|
|
1185 | |
|
|
1186 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
|
|
1187 | return 0; |
|
|
1188 | |
|
|
1189 | if (monster->pick_up & 64) /* All */ |
|
|
1190 | flag = 1; |
|
|
1191 | |
|
|
1192 | else |
|
|
1193 | switch (item->type) |
|
|
1194 | { |
|
|
1195 | case MONEY: |
|
|
1196 | case GEM: |
|
|
1197 | flag = monster->pick_up & 2; |
|
|
1198 | break; |
|
|
1199 | |
|
|
1200 | case FOOD: |
|
|
1201 | flag = monster->pick_up & 4; |
|
|
1202 | break; |
|
|
1203 | |
|
|
1204 | case WEAPON: |
|
|
1205 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
|
|
1206 | break; |
|
|
1207 | |
|
|
1208 | case ARMOUR: |
|
|
1209 | case SHIELD: |
|
|
1210 | case HELMET: |
|
|
1211 | case BOOTS: |
|
|
1212 | case GLOVES: |
|
|
1213 | case GIRDLE: |
|
|
1214 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
|
|
1215 | break; |
|
|
1216 | |
|
|
1217 | case SKILL: |
|
|
1218 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
|
|
1219 | break; |
|
|
1220 | |
|
|
1221 | case RING: |
|
|
1222 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
|
|
1223 | break; |
|
|
1224 | |
|
|
1225 | case WAND: |
|
|
1226 | case HORN: |
|
|
1227 | case ROD: |
|
|
1228 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
|
|
1229 | break; |
|
|
1230 | |
|
|
1231 | case SPELLBOOK: |
|
|
1232 | flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
|
|
1233 | break; |
|
|
1234 | |
|
|
1235 | case SCROLL: |
|
|
1236 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
|
|
1237 | break; |
|
|
1238 | |
|
|
1239 | case BOW: |
|
|
1240 | case ARROW: |
|
|
1241 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
|
|
1242 | break; |
|
|
1243 | } |
|
|
1244 | /* Simplistic check - if the monster has a location to equip it, he will |
|
|
1245 | * pick it up. Note that this doesn't handle cases where an item may |
|
|
1246 | * use several locations. |
|
|
1247 | */ |
|
|
1248 | for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
|
|
1249 | { |
|
|
1250 | if (monster->body_info[i] && item->body_info[i]) |
|
|
1251 | { |
|
|
1252 | flag = 1; |
|
|
1253 | break; |
|
|
1254 | } |
|
|
1255 | } |
|
|
1256 | |
|
|
1257 | if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
|
|
1258 | return 1; |
|
|
1259 | return 0; |
|
|
1260 | } |
|
|
1261 | |
|
|
1262 | /* |
|
|
1263 | * monster_apply_below(): |
|
|
1264 | * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
|
|
1265 | * eager to apply things, encounters something apply-able, |
|
|
1266 | * then make him apply it |
|
|
1267 | */ |
|
|
1268 | |
|
|
1269 | void |
|
|
1270 | monster_apply_below (object *monster) |
|
|
1271 | { |
|
|
1272 | object *tmp, *next; |
|
|
1273 | |
|
|
1274 | for (tmp = monster->below; tmp != NULL; tmp = next) |
|
|
1275 | { |
|
|
1276 | next = tmp->below; |
|
|
1277 | switch (tmp->type) |
|
|
1278 | { |
|
|
1279 | case CF_HANDLE: |
|
|
1280 | case TRIGGER: |
|
|
1281 | if (monster->will_apply & 1) |
|
|
1282 | manual_apply (monster, tmp, 0); |
|
|
1283 | break; |
|
|
1284 | |
|
|
1285 | case TREASURE: |
|
|
1286 | if (monster->will_apply & 2) |
|
|
1287 | manual_apply (monster, tmp, 0); |
|
|
1288 | break; |
|
|
1289 | |
|
|
1290 | } |
|
|
1291 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
|
|
1292 | break; |
|
|
1293 | } |
|
|
1294 | } |
|
|
1295 | |
|
|
1296 | /* |
|
|
1297 | * monster_check_apply() is meant to be called after an item is |
|
|
1298 | * inserted in a monster. |
|
|
1299 | * If an item becomes outdated (monster found a better item), |
|
|
1300 | * a pointer to that object is returned, so it can be dropped. |
|
|
1301 | * (so that other monsters can pick it up and use it) |
|
|
1302 | * Note that as things are now, monsters never drop something - |
|
|
1303 | * they can pick up all that they can use. |
|
|
1304 | */ |
|
|
1305 | |
|
|
1306 | /* Sept 96, fixed this so skills will be readied -b.t.*/ |
|
|
1307 | |
|
|
1308 | void |
|
|
1309 | monster_check_apply (object *mon, object *item) |
|
|
1310 | { |
|
|
1311 | |
|
|
1312 | int flag = 0; |
|
|
1313 | |
|
|
1314 | if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
|
|
1315 | { |
|
|
1316 | SET_FLAG (mon, FLAG_CAST_SPELL); |
|
|
1317 | return; |
|
|
1318 | } |
|
|
1319 | |
|
|
1320 | /* If for some reason, this item is already applied, no more work to do */ |
|
|
1321 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
|
|
1322 | return; |
|
|
1323 | |
|
|
1324 | /* Might be better not to do this - if the monster can fire a bow, |
|
|
1325 | * it is possible in his wanderings, he will find one to use. In |
|
|
1326 | * which case, it would be nice to have ammo for it. |
|
|
1327 | */ |
|
|
1328 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
|
|
1329 | { |
|
|
1330 | /* Check for the right kind of bow */ |
|
|
1331 | object *bow; |
|
|
1332 | |
|
|
1333 | for (bow = mon->inv; bow != NULL; bow = bow->below) |
|
|
1334 | if (bow->type == BOW && bow->race == item->race) |
|
|
1335 | { |
|
|
1336 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1337 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
|
|
1338 | return; /* nothing more to do for arrows */ |
|
|
1339 | } |
|
|
1340 | } |
|
|
1341 | |
|
|
1342 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
|
|
1343 | flag = 1; |
|
|
1344 | /* Eating food gets hp back */ |
|
|
1345 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
|
|
1346 | flag = 1; |
|
|
1347 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
|
|
1348 | { |
|
|
1349 | if (!item->inv) |
|
|
1350 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
|
|
1351 | else if (monster_should_cast_spell (mon, item->inv)) |
|
|
1352 | SET_FLAG (mon, FLAG_READY_SCROLL); |
|
|
1353 | /* Don't use it right now */ |
|
|
1354 | return; |
|
|
1355 | } |
|
|
1356 | else if (item->type == WEAPON) |
|
|
1357 | flag = check_good_weapon (mon, item); |
|
|
1358 | else if (IS_ARMOR (item)) |
|
|
1359 | flag = check_good_armour (mon, item); |
|
|
1360 | /* Should do something more, like make sure this is a better item */ |
|
|
1361 | else if (item->type == RING) |
|
|
1362 | flag = 1; |
|
|
1363 | else if (item->type == WAND || item->type == ROD || item->type == HORN) |
|
|
1364 | { |
|
|
1365 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
|
|
1366 | * weapon would get undone. |
|
|
1367 | */ |
|
|
1368 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1369 | { |
|
|
1370 | SET_FLAG (mon, FLAG_READY_RANGE); |
|
|
1371 | SET_FLAG (item, FLAG_APPLIED); |
|
|
1372 | } |
|
|
1373 | return; |
|
|
1374 | } |
|
|
1375 | else if (item->type == BOW) |
|
|
1376 | { |
|
|
1377 | /* We never really 'ready' the bow, because that would mean the |
|
|
1378 | * weapon would get undone. |
|
|
1379 | */ |
|
|
1380 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
|
|
1381 | SET_FLAG (mon, FLAG_READY_BOW); |
|
|
1382 | return; |
|
|
1383 | } |
|
|
1384 | else if (item->type == SKILL) |
|
|
1385 | { |
|
|
1386 | /* |
|
|
1387 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
|
|
1388 | * else they can't use the skill... |
|
|
1389 | * Skills also don't need to get applied, so return now. |
|
|
1390 | */ |
|
|
1391 | SET_FLAG (mon, FLAG_READY_SKILL); |
|
|
1392 | return; |
|
|
1393 | } |
|
|
1394 | |
|
|
1395 | |
|
|
1396 | /* if we don't match one of the above types, return now. |
|
|
1397 | * can_apply_object will say that we can apply things like flesh, |
|
|
1398 | * bolts, and whatever else, because it only checks against the |
|
|
1399 | * body_info locations. |
|
|
1400 | */ |
|
|
1401 | if (!flag) |
|
|
1402 | return; |
|
|
1403 | |
|
|
1404 | /* Check to see if the monster can use this item. If not, no need |
|
|
1405 | * to do further processing. Note that can_apply_object already checks |
|
|
1406 | * for the CAN_USE flags. |
|
|
1407 | */ |
|
|
1408 | if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
|
|
1409 | return; |
|
|
1410 | |
|
|
1411 | /* should only be applying this item, not unapplying it. |
|
|
1412 | * also, ignore status of curse so they can take off old armour. |
|
|
1413 | * monsters have some advantages after all. |
|
|
1414 | */ |
|
|
1415 | manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
|
|
1416 | |
|
|
1417 | return; |
|
|
1418 | } |
|
|
1419 | |
|
|
1420 | void |
1183 | void |
1421 | npc_call_help (object *op) |
1184 | npc_call_help (object *op) |
1422 | { |
1185 | { |
1423 | int x, y, mflags; |
1186 | unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7) |
1424 | object *npc; |
1187 | { |
1425 | sint16 sx, sy; |
1188 | mapspace &ms = m->at (nx, ny); |
1426 | mapstruct *m; |
|
|
1427 | |
1189 | |
1428 | for (x = -3; x < 4; x++) |
1190 | /* If nothing alive on this space, no need to search the space. */ |
1429 | for (y = -3; y < 4; y++) |
1191 | if (!(ms.flags () & P_IS_ALIVE)) |
|
|
1192 | continue; |
|
|
1193 | |
|
|
1194 | for (object *npc = ms.bot; npc; npc = npc->above) |
|
|
1195 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
|
|
1196 | npc->enemy = op->enemy; |
|
|
1197 | } |
|
|
1198 | } |
|
|
1199 | |
|
|
1200 | void |
|
|
1201 | check_earthwalls (object *op, maptile *m, int x, int y) |
|
|
1202 | { |
|
|
1203 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
|
|
1204 | if (tmp->type == EARTHWALL) |
1430 | { |
1205 | { |
1431 | m = op->map; |
1206 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1432 | sx = op->x + x; |
1207 | return; |
1433 | sy = op->y + y; |
|
|
1434 | mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
|
|
1435 | /* If nothing alive on this space, no need to search the space. */ |
|
|
1436 | if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
|
|
1437 | continue; |
|
|
1438 | |
|
|
1439 | for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above) |
|
|
1440 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
|
|
1441 | npc->enemy = op->enemy; |
|
|
1442 | } |
1208 | } |
1443 | } |
1209 | } |
1444 | |
1210 | |
1445 | |
|
|
1446 | int |
|
|
1447 | dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1448 | { |
|
|
1449 | |
|
|
1450 | if (can_hit (part, enemy, rv)) |
|
|
1451 | return dir; |
|
|
1452 | if (rv->distance < 10) |
|
|
1453 | return absdir (dir + 4); |
|
|
1454 | else if (rv->distance > 18) |
|
|
1455 | return dir; |
|
|
1456 | return 0; |
|
|
1457 | } |
|
|
1458 | |
|
|
1459 | int |
|
|
1460 | run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1461 | { |
|
|
1462 | |
|
|
1463 | if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
|
|
1464 | { |
|
|
1465 | ob->move_status++; |
|
|
1466 | return (dir); |
|
|
1467 | } |
|
|
1468 | else if (ob->move_status > 20) |
|
|
1469 | ob->move_status = 0; |
|
|
1470 | return absdir (dir + 4); |
|
|
1471 | } |
|
|
1472 | |
|
|
1473 | int |
|
|
1474 | hitrun_att (int dir, object *ob, object *enemy) |
|
|
1475 | { |
|
|
1476 | if (ob->move_status++ < 25) |
|
|
1477 | return dir; |
|
|
1478 | else if (ob->move_status < 50) |
|
|
1479 | return absdir (dir + 4); |
|
|
1480 | else |
|
|
1481 | ob->move_status = 0; |
|
|
1482 | return absdir (dir + 4); |
|
|
1483 | } |
|
|
1484 | |
|
|
1485 | int |
|
|
1486 | wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1487 | { |
|
|
1488 | |
|
|
1489 | int inrange = can_hit (part, enemy, rv); |
|
|
1490 | |
|
|
1491 | if (ob->move_status || inrange) |
|
|
1492 | ob->move_status++; |
|
|
1493 | |
|
|
1494 | if (ob->move_status == 0) |
|
|
1495 | return 0; |
|
|
1496 | else if (ob->move_status < 10) |
|
|
1497 | return dir; |
|
|
1498 | else if (ob->move_status < 15) |
|
|
1499 | return absdir (dir + 4); |
|
|
1500 | ob->move_status = 0; |
|
|
1501 | return 0; |
|
|
1502 | } |
|
|
1503 | |
|
|
1504 | int |
|
|
1505 | disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1506 | { |
|
|
1507 | |
|
|
1508 | /* The logic below here looked plain wrong before. Basically, what should |
|
|
1509 | * happen is that if the creatures hp percentage falls below run_away, |
|
|
1510 | * the creature should run away (dir+4) |
|
|
1511 | * I think its wrong for a creature to have a zero maxhp value, but |
|
|
1512 | * at least one map has this set, and whatever the map contains, the |
|
|
1513 | * server should try to be resilant enough to avoid the problem |
|
|
1514 | */ |
|
|
1515 | if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
|
|
1516 | return absdir (dir + 4); |
|
|
1517 | return dist_att (dir, ob, enemy, part, rv); |
|
|
1518 | } |
|
|
1519 | |
|
|
1520 | int |
|
|
1521 | wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
|
|
1522 | { |
|
|
1523 | if (rv->distance < 9) |
|
|
1524 | return absdir (dir + 4); |
|
|
1525 | return 0; |
|
|
1526 | } |
|
|
1527 | |
|
|
1528 | void |
1211 | void |
1529 | circ1_move (object *ob) |
1212 | check_doors (object *op, maptile *m, int x, int y) |
1530 | { |
1213 | { |
1531 | static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1214 | for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1532 | if (++ob->move_status > 11) |
1215 | if (tmp->type == DOOR) |
1533 | ob->move_status = 0; |
1216 | { |
1534 | if (!(move_object (ob, circle[ob->move_status]))) |
1217 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1535 | (void) move_object (ob, RANDOM () % 8 + 1); |
|
|
1536 | } |
|
|
1537 | |
|
|
1538 | void |
|
|
1539 | circ2_move (object *ob) |
|
|
1540 | { |
|
|
1541 | static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
|
|
1542 | if (++ob->move_status > 19) |
|
|
1543 | ob->move_status = 0; |
|
|
1544 | if (!(move_object (ob, circle[ob->move_status]))) |
|
|
1545 | (void) move_object (ob, RANDOM () % 8 + 1); |
|
|
1546 | } |
|
|
1547 | |
|
|
1548 | void |
|
|
1549 | pace_movev (object *ob) |
|
|
1550 | { |
|
|
1551 | if (ob->move_status++ > 6) |
|
|
1552 | ob->move_status = 0; |
|
|
1553 | if (ob->move_status < 4) |
|
|
1554 | (void) move_object (ob, 5); |
|
|
1555 | else |
|
|
1556 | (void) move_object (ob, 1); |
|
|
1557 | } |
|
|
1558 | |
|
|
1559 | void |
|
|
1560 | pace_moveh (object *ob) |
|
|
1561 | { |
|
|
1562 | if (ob->move_status++ > 6) |
|
|
1563 | ob->move_status = 0; |
|
|
1564 | if (ob->move_status < 4) |
|
|
1565 | (void) move_object (ob, 3); |
|
|
1566 | else |
|
|
1567 | (void) move_object (ob, 7); |
|
|
1568 | } |
|
|
1569 | |
|
|
1570 | void |
|
|
1571 | pace2_movev (object *ob) |
|
|
1572 | { |
|
|
1573 | if (ob->move_status++ > 16) |
|
|
1574 | ob->move_status = 0; |
|
|
1575 | if (ob->move_status < 6) |
|
|
1576 | (void) move_object (ob, 5); |
|
|
1577 | else if (ob->move_status < 8) |
|
|
1578 | return; |
|
|
1579 | else if (ob->move_status < 13) |
|
|
1580 | (void) move_object (ob, 1); |
|
|
1581 | else |
|
|
1582 | return; |
|
|
1583 | } |
|
|
1584 | |
|
|
1585 | void |
|
|
1586 | pace2_moveh (object *ob) |
|
|
1587 | { |
|
|
1588 | if (ob->move_status++ > 16) |
|
|
1589 | ob->move_status = 0; |
|
|
1590 | if (ob->move_status < 6) |
|
|
1591 | (void) move_object (ob, 3); |
|
|
1592 | else if (ob->move_status < 8) |
|
|
1593 | return; |
|
|
1594 | else if (ob->move_status < 13) |
|
|
1595 | (void) move_object (ob, 7); |
|
|
1596 | else |
|
|
1597 | return; |
|
|
1598 | } |
|
|
1599 | |
|
|
1600 | void |
|
|
1601 | rand_move (object *ob) |
|
|
1602 | { |
|
|
1603 | int i; |
|
|
1604 | |
|
|
1605 | if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9)))) |
|
|
1606 | for (i = 0; i < 5; i++) |
|
|
1607 | if (move_object (ob, ob->move_status = RANDOM () % 8 + 1)) |
|
|
1608 | return; |
1218 | return; |
1609 | } |
|
|
1610 | |
|
|
1611 | void |
|
|
1612 | check_earthwalls (object *op, mapstruct *m, int x, int y) |
|
|
1613 | { |
|
|
1614 | object *tmp; |
|
|
1615 | |
|
|
1616 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1617 | { |
|
|
1618 | if (tmp->type == EARTHWALL) |
|
|
1619 | { |
|
|
1620 | hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
|
|
1621 | return; |
|
|
1622 | } |
1219 | } |
1623 | } |
|
|
1624 | } |
|
|
1625 | |
|
|
1626 | void |
|
|
1627 | check_doors (object *op, mapstruct *m, int x, int y) |
|
|
1628 | { |
|
|
1629 | object *tmp; |
|
|
1630 | |
|
|
1631 | for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above) |
|
|
1632 | { |
|
|
1633 | if (tmp->type == DOOR) |
|
|
1634 | { |
|
|
1635 | hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
|
|
1636 | return; |
|
|
1637 | } |
|
|
1638 | } |
|
|
1639 | } |
1220 | } |
1640 | |
1221 | |
1641 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1222 | /* find_mon_throw_ob() - modeled on find_throw_ob |
1642 | * This is probably overly simplistic as it is now - We want |
1223 | * This is probably overly simplistic as it is now - We want |
1643 | * monsters to throw things like chairs and other pieces of |
1224 | * monsters to throw things like chairs and other pieces of |
1644 | * furniture, even if they are not good throwable objects. |
1225 | * furniture, even if they are not good throwable objects. |
1645 | * Probably better to have the monster throw a throwable object |
1226 | * Probably better to have the monster throw a throwable object |
1646 | * first, then throw any non equipped weapon. |
1227 | * first, then throw any non equipped weapon. |
1647 | */ |
1228 | */ |
1648 | |
|
|
1649 | object * |
1229 | object * |
1650 | find_mon_throw_ob (object *op) |
1230 | find_mon_throw_ob (object *op) |
1651 | { |
1231 | { |
1652 | object *tmp = NULL; |
1232 | object *tmp = NULL; |
1653 | |
1233 | |
… | |
… | |
1657 | tmp = op; |
1237 | tmp = op; |
1658 | |
1238 | |
1659 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1239 | /* New throw code: look through the inventory. Grap the first legal is_thrown |
1660 | * marked item and throw it to the enemy. |
1240 | * marked item and throw it to the enemy. |
1661 | */ |
1241 | */ |
1662 | |
|
|
1663 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1242 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1664 | { |
1243 | { |
1665 | |
|
|
1666 | /* Can't throw invisible objects or items that are applied */ |
1244 | /* Can't throw invisible objects or items that are applied */ |
1667 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1245 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1668 | continue; |
1246 | continue; |
1669 | |
1247 | |
1670 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1248 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
… | |
… | |
1675 | #ifdef DEBUG_THROW |
1253 | #ifdef DEBUG_THROW |
1676 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1254 | LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1677 | #endif |
1255 | #endif |
1678 | |
1256 | |
1679 | return tmp; |
1257 | return tmp; |
|
|
1258 | } |
|
|
1259 | |
|
|
1260 | /* |
|
|
1261 | * Move-monster returns 1 if the object has been freed, otherwise 0. |
|
|
1262 | */ |
|
|
1263 | int |
|
|
1264 | move_monster (object *op) |
|
|
1265 | { |
|
|
1266 | int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
|
|
1267 | object *owner, *enemy, *part, *oph = op; |
|
|
1268 | rv_vector rv; |
|
|
1269 | |
|
|
1270 | /* Monsters not on maps don't do anything. These monsters are things |
|
|
1271 | * Like royal guards in city dwellers inventories. |
|
|
1272 | */ |
|
|
1273 | if (!op->map) |
|
|
1274 | return 0; |
|
|
1275 | |
|
|
1276 | /* for target facing, we copy this value here for fast access */ |
|
|
1277 | if (oph->head) /* force update the head - one arch one pic */ |
|
|
1278 | oph = oph->head; |
|
|
1279 | |
|
|
1280 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
|
|
1281 | enemy = op->enemy = NULL; |
|
|
1282 | else if ((enemy = find_enemy (op, &rv))) |
|
|
1283 | /* we have an enemy, just tell him we want him dead */ |
|
|
1284 | enemy->attacked_by = op; /* our ptr */ |
|
|
1285 | |
|
|
1286 | /* generate hp, if applicable */ |
|
|
1287 | if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
|
|
1288 | { |
|
|
1289 | /* last heal is in funny units. Dividing by speed puts |
|
|
1290 | * the regeneration rate on a basis of time instead of |
|
|
1291 | * #moves the monster makes. The scaling by 8 is |
|
|
1292 | * to capture 8th's of a hp fraction regens |
|
|
1293 | * |
|
|
1294 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
1295 | * overflow might produce monsters with negative hp. |
|
|
1296 | */ |
|
|
1297 | |
|
|
1298 | op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed); |
|
|
1299 | op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
|
|
1300 | op->last_heal %= 32; |
|
|
1301 | |
|
|
1302 | /* So if the monster has gained enough HP that they are no longer afraid */ |
|
|
1303 | if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp)) |
|
|
1304 | CLEAR_FLAG (op, FLAG_RUN_AWAY); |
|
|
1305 | |
|
|
1306 | if (op->stats.hp > op->stats.maxhp) |
|
|
1307 | op->stats.hp = op->stats.maxhp; |
|
|
1308 | } |
|
|
1309 | |
|
|
1310 | /* generate sp, if applicable */ |
|
|
1311 | if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
|
|
1312 | { |
|
|
1313 | /* last_sp is in funny units. Dividing by speed puts |
|
|
1314 | * the regeneration rate on a basis of time instead of |
|
|
1315 | * #moves the monster makes. The scaling by 8 is |
|
|
1316 | * to capture 8th's of a sp fraction regens |
|
|
1317 | * |
|
|
1318 | * Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
|
|
1319 | * overflow might produce monsters with negative sp. |
|
|
1320 | */ |
|
|
1321 | |
|
|
1322 | op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed); |
|
|
1323 | op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
|
|
1324 | op->last_sp %= 128; |
|
|
1325 | } |
|
|
1326 | |
|
|
1327 | /* this should probably get modified by many more values. |
|
|
1328 | * (eg, creatures resistance to fear, level, etc. ) |
|
|
1329 | */ |
|
|
1330 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
|
|
1331 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
|
|
1332 | |
|
|
1333 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
|
|
1334 | return QUERY_FLAG (op, FLAG_FREED); |
|
|
1335 | |
|
|
1336 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
|
|
1337 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
|
|
1338 | if (!check_wakeup (op, enemy, &rv)) |
|
|
1339 | return 0; |
|
|
1340 | |
|
|
1341 | /* check if monster pops out of hidden spot */ |
|
|
1342 | if (op->flag [FLAG_HIDDEN]) |
|
|
1343 | do_hidden_move (op); |
|
|
1344 | |
|
|
1345 | if (op->pick_up) |
|
|
1346 | monster_check_pickup (op); |
|
|
1347 | |
|
|
1348 | if (op->will_apply) |
|
|
1349 | monster_apply_below (op); /* Check for items to apply below */ |
|
|
1350 | |
|
|
1351 | /* If we don't have an enemy, do special movement or the like */ |
|
|
1352 | if (!enemy) |
|
|
1353 | { |
|
|
1354 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
1355 | { |
|
|
1356 | op->drop_and_destroy (); |
|
|
1357 | return 1; |
|
|
1358 | } |
|
|
1359 | |
|
|
1360 | /* Probably really a bug for a creature to have both |
|
|
1361 | * stand still and a movement type set. |
|
|
1362 | */ |
|
|
1363 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
1364 | { |
|
|
1365 | if (op->attack_movement & HI4) |
|
|
1366 | { |
|
|
1367 | switch (op->attack_movement & HI4) |
|
|
1368 | { |
|
|
1369 | case PETMOVE: |
|
|
1370 | pet_move (op); |
|
|
1371 | break; |
|
|
1372 | |
|
|
1373 | case CIRCLE1: |
|
|
1374 | circ1_move (op); |
|
|
1375 | break; |
|
|
1376 | |
|
|
1377 | case CIRCLE2: |
|
|
1378 | circ2_move (op); |
|
|
1379 | break; |
|
|
1380 | |
|
|
1381 | case PACEV: |
|
|
1382 | pace_movev (op); |
|
|
1383 | break; |
|
|
1384 | |
|
|
1385 | case PACEH: |
|
|
1386 | pace_moveh (op); |
|
|
1387 | break; |
|
|
1388 | |
|
|
1389 | case PACEV2: |
|
|
1390 | pace2_movev (op); |
|
|
1391 | break; |
|
|
1392 | |
|
|
1393 | case PACEH2: |
|
|
1394 | pace2_moveh (op); |
|
|
1395 | break; |
|
|
1396 | |
|
|
1397 | case RANDO: |
|
|
1398 | rand_move (op); |
|
|
1399 | break; |
|
|
1400 | |
|
|
1401 | case RANDO2: |
|
|
1402 | move_randomly (op); |
|
|
1403 | break; |
|
|
1404 | } |
|
|
1405 | |
|
|
1406 | return 0; |
|
|
1407 | } |
|
|
1408 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
|
|
1409 | move_randomly (op); |
|
|
1410 | } /* stand still */ |
|
|
1411 | |
|
|
1412 | return 0; |
|
|
1413 | } /* no enemy */ |
|
|
1414 | |
|
|
1415 | /* We have an enemy. Block immediately below is for pets */ |
|
|
1416 | if ((op->attack_movement & HI4) == PETMOVE |
|
|
1417 | && (owner = op->owner) != NULL |
|
|
1418 | && !on_same_map (op, owner) |
|
|
1419 | && !owner->flag [FLAG_REMOVED]) |
|
|
1420 | return follow_owner (op, owner); |
|
|
1421 | |
|
|
1422 | /* doppleganger code to change monster facing to that of the nearest |
|
|
1423 | * player. Hmm. The code is here, but no monster in the current |
|
|
1424 | * arch set uses it. |
|
|
1425 | */ |
|
|
1426 | if (op->race == shstr_doppleganger) |
|
|
1427 | { |
|
|
1428 | op->face = enemy->face; |
|
|
1429 | op->name = enemy->name; |
|
|
1430 | } |
|
|
1431 | |
|
|
1432 | /* Calculate range information for closest body part - this |
|
|
1433 | * is used for the 'skill' code, which isn't that smart when |
|
|
1434 | * it comes to figuring it out - otherwise, giants throw boulders |
|
|
1435 | * into themselves. |
|
|
1436 | */ |
|
|
1437 | get_rangevector (op, enemy, &rv, 0); |
|
|
1438 | |
|
|
1439 | /* Move the check for scared up here - if the monster was scared, |
|
|
1440 | * we were not doing any of the logic below, so might as well save |
|
|
1441 | * a few cpu cycles. |
|
|
1442 | */ |
|
|
1443 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
|
|
1444 | { |
|
|
1445 | rv_vector rv1; |
|
|
1446 | |
|
|
1447 | /* now we test every part of an object .... this is a real ugly piece of code */ |
|
|
1448 | for (part = op; part; part = part->more) |
|
|
1449 | { |
|
|
1450 | get_rangevector (part, enemy, &rv1, 0x1); |
|
|
1451 | dir = rv1.direction; |
|
|
1452 | |
|
|
1453 | /* hm, not sure about this part - in original was a scared flag here too |
|
|
1454 | * but that we test above... so can be old code here |
|
|
1455 | */ |
|
|
1456 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1457 | dir = absdir (dir + 4); |
|
|
1458 | |
|
|
1459 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1460 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1461 | |
|
|
1462 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
|
|
1463 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
|
|
1464 | return 0; |
|
|
1465 | |
|
|
1466 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
|
|
1467 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
|
|
1468 | return 0; |
|
|
1469 | |
|
|
1470 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
|
|
1471 | if (monster_use_range (op, part, enemy, dir)) |
|
|
1472 | return 0; |
|
|
1473 | |
|
|
1474 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
|
|
1475 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
|
|
1476 | return 0; |
|
|
1477 | |
|
|
1478 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
|
|
1479 | if (monster_use_bow (op, part, enemy, dir)) |
|
|
1480 | return 0; |
|
|
1481 | } /* for processing of all parts */ |
|
|
1482 | } /* If not scared */ |
|
|
1483 | |
|
|
1484 | part = rv.part; |
|
|
1485 | dir = rv.direction; |
|
|
1486 | |
|
|
1487 | //-GPL |
|
|
1488 | |
|
|
1489 | // if the enemy is a player, we have los. if los says we |
|
|
1490 | // can directly reach the player, we do not deviate. |
|
|
1491 | // for non-players, we never deviate |
|
|
1492 | if (op->stats.Wis >= 8 |
|
|
1493 | && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
|
|
1494 | { |
|
|
1495 | int sdir = 0; |
|
|
1496 | uint32_t &smell = op->ms ().smell; |
|
|
1497 | |
|
|
1498 | for (int ndir = 1; ndir <= 8; ++ndir) |
|
|
1499 | { |
|
|
1500 | mapxy pos (op); pos.move (ndir); |
|
|
1501 | |
|
|
1502 | if (pos.normalise ()) |
|
|
1503 | { |
|
|
1504 | mapspace &ms = pos.ms (); |
|
|
1505 | |
|
|
1506 | if (ms.smell > smell) |
|
|
1507 | { |
|
|
1508 | //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
|
|
1509 | if (op->stats.Wis >= 10) |
|
|
1510 | smell = ms.smell - 1; // smarter: tell others |
|
|
1511 | |
|
|
1512 | sdir = ndir; |
|
|
1513 | |
|
|
1514 | // perturbing the path might let the monster lose track, |
|
|
1515 | // but it will also widen the actual path, spreading information |
|
|
1516 | if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
|
|
1517 | sdir = absdir (sdir + 1 - rndm (2) * 2); |
|
|
1518 | } |
|
|
1519 | } |
|
|
1520 | } |
|
|
1521 | |
|
|
1522 | if (sdir) |
|
|
1523 | dir = sdir; |
|
|
1524 | else if (smell) |
|
|
1525 | { |
|
|
1526 | // no better smell found, so assume the player jumped, and erase this smell |
|
|
1527 | //printf ("erasing smell %d\n", op->ms ().smell);//D |
|
|
1528 | unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1) |
|
|
1529 | m->at (nx, ny).smell = 0; |
|
|
1530 | } |
|
|
1531 | } |
|
|
1532 | |
|
|
1533 | //+GPL |
|
|
1534 | |
|
|
1535 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1536 | dir = absdir (dir + 4); |
|
|
1537 | |
|
|
1538 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
|
|
1539 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
|
|
1540 | |
|
|
1541 | pre_att_dir = dir; /* remember the original direction */ |
|
|
1542 | |
|
|
1543 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
|
|
1544 | { |
|
|
1545 | switch (op->attack_movement & LO4) |
|
|
1546 | { |
|
|
1547 | case DISTATT: |
|
|
1548 | dir = dist_att (dir, op, enemy, part, &rv); |
|
|
1549 | break; |
|
|
1550 | |
|
|
1551 | case RUNATT: |
|
|
1552 | dir = run_att (dir, op, enemy, part, &rv); |
|
|
1553 | break; |
|
|
1554 | |
|
|
1555 | case HITRUN: |
|
|
1556 | dir = hitrun_att (dir, op, enemy); |
|
|
1557 | break; |
|
|
1558 | |
|
|
1559 | case WAITATT: |
|
|
1560 | dir = wait_att (dir, op, enemy, part, &rv); |
|
|
1561 | break; |
|
|
1562 | |
|
|
1563 | case RUSH: /* default - monster normally moves towards player */ |
|
|
1564 | case ALLRUN: |
|
|
1565 | break; |
|
|
1566 | |
|
|
1567 | case DISTHIT: |
|
|
1568 | dir = disthit_att (dir, op, enemy, part, &rv); |
|
|
1569 | break; |
|
|
1570 | |
|
|
1571 | case WAIT2: |
|
|
1572 | dir = wait_att2 (dir, op, enemy, part, &rv); |
|
|
1573 | break; |
|
|
1574 | |
|
|
1575 | default: |
|
|
1576 | LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
|
|
1577 | } |
|
|
1578 | } |
|
|
1579 | |
|
|
1580 | if (!dir) |
|
|
1581 | return 0; |
|
|
1582 | |
|
|
1583 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
|
|
1584 | { |
|
|
1585 | if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
|
|
1586 | { |
|
|
1587 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1588 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1589 | op->direction = pre_att_dir; |
|
|
1590 | |
|
|
1591 | return 0; |
|
|
1592 | } |
|
|
1593 | |
|
|
1594 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1595 | { |
|
|
1596 | /* Try move around corners if !close */ |
|
|
1597 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
|
|
1598 | |
|
|
1599 | for (diff = 1; diff <= maxdiff; diff++) |
|
|
1600 | { |
|
|
1601 | /* try different detours */ |
|
|
1602 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
|
|
1603 | |
|
|
1604 | if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
|
|
1605 | return 0; |
|
|
1606 | } |
|
|
1607 | } |
|
|
1608 | } /* if monster is not standing still */ |
|
|
1609 | |
|
|
1610 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
|
|
1611 | if ((op->attack_movement & LO4) == DISTATT) |
|
|
1612 | op->direction = pre_att_dir; |
|
|
1613 | |
|
|
1614 | /* |
|
|
1615 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
|
|
1616 | * direction if they can't move away. |
|
|
1617 | */ |
|
|
1618 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
|
|
1619 | if (move_randomly (op)) |
|
|
1620 | return 0; |
|
|
1621 | |
|
|
1622 | /* |
|
|
1623 | * Try giving the monster a new enemy - the player that is closest |
|
|
1624 | * to it. In this way, it won't just keep trying to get to a target |
|
|
1625 | * that is inaccessible. |
|
|
1626 | * This could be more clever - it should go through a list of several |
|
|
1627 | * enemies, as it is now, you could perhaps get situations where there |
|
|
1628 | * are two players flanking the monster at close distance, but which |
|
|
1629 | * the monster can't get to, and a third one at a far distance that |
|
|
1630 | * the monster could get to - as it is, the monster won't look at that |
|
|
1631 | * third one. |
|
|
1632 | */ |
|
|
1633 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
|
|
1634 | { |
|
|
1635 | object *nearest_player = get_nearest_player (op); |
|
|
1636 | |
|
|
1637 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
|
|
1638 | { |
|
|
1639 | op->enemy = 0; |
|
|
1640 | enemy = nearest_player; |
|
|
1641 | } |
|
|
1642 | } |
|
|
1643 | |
|
|
1644 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
|
|
1645 | { |
|
|
1646 | /* The adjustement to wc that was here before looked totally bogus - |
|
|
1647 | * since wc can in fact get negative, that would mean by adding |
|
|
1648 | * the current wc, the creature gets better? Instead, just |
|
|
1649 | * add a fixed amount - nasty creatures that are runny away should |
|
|
1650 | * still be pretty nasty. |
|
|
1651 | */ |
|
|
1652 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
|
|
1653 | { |
|
|
1654 | part->stats.wc += 10; |
|
|
1655 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1656 | part->stats.wc -= 10; |
|
|
1657 | } |
|
|
1658 | else |
|
|
1659 | skill_attack (enemy, part, 0, NULL, NULL); |
|
|
1660 | } /* if monster is in attack range */ |
|
|
1661 | |
|
|
1662 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
|
|
1663 | return 1; |
|
|
1664 | |
|
|
1665 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
|
|
1666 | { |
|
|
1667 | op->drop_and_destroy (); |
|
|
1668 | return 1; |
|
|
1669 | } |
|
|
1670 | |
|
|
1671 | return 0; |
1680 | } |
1672 | } |
1681 | |
1673 | |
1682 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1674 | /* determine if we can 'detect' the enemy. Check for walls blocking the |
1683 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1675 | * los. Also, just because its hidden/invisible, we may be sensitive/smart |
1684 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1676 | * enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
… | |
… | |
1686 | * properly. I also so odd code in place that checked for x distance |
1678 | * properly. I also so odd code in place that checked for x distance |
1687 | * OR y distance being within some range - that seemed wrong - both should |
1679 | * OR y distance being within some range - that seemed wrong - both should |
1688 | * be within the valid range. MSW 2001-08-05 |
1680 | * be within the valid range. MSW 2001-08-05 |
1689 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1681 | * Returns 0 if enemy can not be detected, 1 if it is detected |
1690 | */ |
1682 | */ |
1691 | |
|
|
1692 | int |
1683 | int |
1693 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1684 | can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1694 | { |
1685 | { |
1695 | int radius = MIN_MON_RADIUS, hide_discovery; |
|
|
1696 | |
|
|
1697 | /* null detection for any of these condtions always */ |
1686 | /* null detection for any of these condtions always */ |
1698 | if (!op || !enemy || !op->map || !enemy->map) |
1687 | if (!op || !enemy || !op->map || !enemy->map) |
1699 | return 0; |
1688 | return 0; |
1700 | |
1689 | |
1701 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
1690 | /* If the monster (op) has no way to get to the enemy, do nothing */ |
… | |
… | |
1703 | return 0; |
1692 | return 0; |
1704 | |
1693 | |
1705 | get_rangevector (op, enemy, rv, 0); |
1694 | get_rangevector (op, enemy, rv, 0); |
1706 | |
1695 | |
1707 | /* Monsters always ignore the DM */ |
1696 | /* Monsters always ignore the DM */ |
1708 | if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1697 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1709 | return 0; |
1698 | return 0; |
1710 | |
1699 | |
1711 | /* simple check. Should probably put some range checks in here. */ |
1700 | /* simple check. Should probably put some range checks in here. */ |
1712 | if (can_see_enemy (op, enemy)) |
1701 | if (can_see_enemy (op, enemy)) |
1713 | return 1; |
1702 | return 1; |
1714 | |
1703 | |
1715 | /* The rest of this is for monsters. Players are on their own for |
1704 | /* The rest of this is for monsters. Players are on their own for |
1716 | * finding enemies! |
1705 | * finding enemies! |
1717 | */ |
1706 | */ |
1718 | if (op->type == PLAYER) |
1707 | if (op->is_player ()) |
1719 | return 0; |
1708 | return 0; |
1720 | |
1709 | |
1721 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1710 | /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1722 | * flag (which was already checked) in can_see_enmy (). Lets get out of here |
1711 | * flag (which was already checked) in can_see_enemy (). Lets get out of here |
1723 | */ |
1712 | */ |
1724 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1713 | if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1725 | return 0; |
1714 | return 0; |
1726 | |
1715 | |
|
|
1716 | int radius = MIN_MON_RADIUS; |
|
|
1717 | |
1727 | /* use this for invis also */ |
1718 | /* use this for invis also */ |
1728 | hide_discovery = op->stats.Int / 5; |
1719 | int hide_discovery = op->stats.Int / 5; |
1729 | |
1720 | |
1730 | /* Determine Detection radii */ |
1721 | /* Determine Detection radii */ |
1731 | if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1722 | if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1732 | radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1723 | radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1733 | else |
1724 | else |
1734 | { /* a level/INT/Dex adjustment for hiding */ |
1725 | { /* a level/INT/Dex adjustment for hiding */ |
1735 | object *sk_hide; |
|
|
1736 | int bonus = (op->level / 2) + (op->stats.Int / 5); |
1726 | int bonus = op->level / 2 + op->stats.Int / 5; |
1737 | |
1727 | |
1738 | if (enemy->type == PLAYER) |
1728 | if (enemy->is_player ()) |
1739 | { |
1729 | { |
1740 | if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1730 | if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1741 | bonus -= sk_hide->level; |
1731 | bonus -= sk_hide->level; |
1742 | else |
1732 | else |
1743 | { |
1733 | { |
1744 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1734 | LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1745 | make_visible (enemy); |
1735 | make_visible (enemy); |
… | |
… | |
1754 | } /* else creature has modifiers for hiding */ |
1744 | } /* else creature has modifiers for hiding */ |
1755 | |
1745 | |
1756 | /* Radii stealth adjustment. Only if you are stealthy |
1746 | /* Radii stealth adjustment. Only if you are stealthy |
1757 | * will you be able to sneak up closer to creatures */ |
1747 | * will you be able to sneak up closer to creatures */ |
1758 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1748 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1759 | radius = radius / 2, hide_discovery = hide_discovery / 3; |
1749 | { |
|
|
1750 | radius /= 2; |
|
|
1751 | hide_discovery /= 3; |
|
|
1752 | } |
1760 | |
1753 | |
1761 | /* Radii adjustment for enemy standing in the dark */ |
1754 | /* Radii adjustment for enemy standing in the dark */ |
1762 | if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1755 | if (!stand_in_light (enemy)) |
1763 | { |
1756 | { |
1764 | /* on dark maps body heat can help indicate location with infravision |
1757 | /* on dark maps body heat can help indicate location with infravision |
1765 | * undead don't have body heat, so no benefit detecting them. |
1758 | * undead don't have body heat, so no benefit detecting them. |
1766 | */ |
1759 | */ |
1767 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1760 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1768 | radius += op->map->darkness / 2; |
1761 | radius += op->map->darklevel () / 2; |
1769 | else |
1762 | else |
1770 | radius -= op->map->darkness / 2; |
1763 | radius -= op->map->darklevel () / 2; |
1771 | |
1764 | |
1772 | /* op next to a monster (and not in complete darkness) |
1765 | /* op next to a monster (and not in complete darkness) |
1773 | * the monster should have a chance to see you. |
1766 | * the monster should have a chance to see you. |
1774 | */ |
1767 | */ |
1775 | if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1768 | if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1776 | radius = MIN_MON_RADIUS; |
1769 | radius = MIN_MON_RADIUS; |
1777 | } /* if on dark map */ |
1770 | } /* if on dark map */ |
1778 | |
1771 | |
1779 | /* Lets not worry about monsters that have incredible detection |
1772 | /* Lets not worry about monsters that have incredible detection |
1780 | * radii, we only need to worry here about things the player can |
1773 | * radii, we only need to worry here about things the player can |
… | |
… | |
1782 | * may have for their map - in that way, creatures at the edge will |
1775 | * may have for their map - in that way, creatures at the edge will |
1783 | * do something. Note that the distance field in the |
1776 | * do something. Note that the distance field in the |
1784 | * vector is real distance, so in theory this should be 18 to |
1777 | * vector is real distance, so in theory this should be 18 to |
1785 | * find that. |
1778 | * find that. |
1786 | */ |
1779 | */ |
1787 | if (radius > 13) |
1780 | // note that the above reasoning was utter bullshit even at the time it was written |
1788 | radius = 13; |
1781 | // we use 25, lets see if we have the cpu time for it |
|
|
1782 | radius = min (25, radius); |
1789 | |
1783 | |
1790 | /* Enemy in range! Now test for detection */ |
1784 | /* Enemy in range! Now test for detection */ |
1791 | if ((int) rv->distance <= radius) |
1785 | if (rv->distance <= radius) |
1792 | { |
1786 | { |
1793 | /* ah, we are within range, detected? take cases */ |
1787 | /* ah, we are within range, detected? take cases */ |
1794 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1788 | if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1795 | return 1; |
1789 | return 1; |
1796 | |
1790 | |
1797 | /* hidden or low-quality invisible */ |
1791 | /* hidden or low-quality invisible */ |
1798 | if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery)) |
1792 | if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1799 | { |
1793 | { |
1800 | make_visible (enemy); |
1794 | make_visible (enemy); |
|
|
1795 | |
1801 | /* inform players of new status */ |
1796 | /* inform players of new status */ |
1802 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1797 | if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1803 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1798 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
|
|
1799 | |
1804 | return 1; /* detected enemy */ |
1800 | return 1; /* detected enemy */ |
1805 | } |
1801 | } |
1806 | else if (enemy->invisible) |
1802 | else if (enemy->invisible) |
1807 | { |
1803 | { |
1808 | /* Change this around - instead of negating the invisible, just |
1804 | /* Change this around - instead of negating the invisible, just |
1809 | * return true so that the mosnter that managed to detect you can |
1805 | * return true so that the monster that managed to detect you can |
1810 | * do something to you. Decreasing the duration of invisible |
1806 | * do something to you. Decreasing the duration of invisible |
1811 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1807 | * doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1812 | * can then basically negate the spell. The spell isn't negated - |
1808 | * can then basically negate the spell. The spell isn't negated - |
1813 | * they just know where you are! |
1809 | * they just know where you are! |
1814 | */ |
1810 | */ |
1815 | if ((RANDOM () % 50) <= hide_discovery) |
1811 | if (rndm (50) <= hide_discovery) |
1816 | { |
1812 | { |
1817 | if (enemy->type == PLAYER) |
1813 | if (enemy->type == PLAYER) |
1818 | { |
|
|
1819 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1814 | new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1820 | } |
1815 | |
1821 | return 1; |
1816 | return 1; |
1822 | } |
1817 | } |
1823 | } |
1818 | } |
1824 | } /* within range */ |
1819 | } /* within range */ |
1825 | |
1820 | |
1826 | /* Wasn't detected above, so still hidden */ |
1821 | /* Wasn't detected above, so still hidden */ |
1827 | return 0; |
1822 | return 0; |
1828 | } |
1823 | } |
1829 | |
1824 | |
1830 | /* determine if op stands in a lighted square. This is not a very |
1825 | /* determine if op stands in a lighted square. This is not a very |
1831 | * intellegent algorithm. For one thing, we ignore los here, SO it |
1826 | * intelligent algorithm. For one thing, we ignore los here, SO it |
1832 | * is possible for a bright light to illuminate a player on the |
1827 | * is possible for a bright light to illuminate a player on the |
1833 | * other side of a wall (!). |
1828 | * other side of a wall (!). |
1834 | */ |
1829 | */ |
1835 | |
|
|
1836 | int |
1830 | int |
1837 | stand_in_light (object *op) |
1831 | stand_in_light (object *op) |
1838 | { |
1832 | { |
1839 | sint16 nx, ny; |
|
|
1840 | mapstruct *m; |
|
|
1841 | |
|
|
1842 | |
|
|
1843 | if (!op) |
1833 | if (op) |
|
|
1834 | { |
|
|
1835 | if (!op->is_on_map ()) |
1844 | return 0; |
1836 | return 0; |
|
|
1837 | |
|
|
1838 | if (op->map->darklevel () <= 0) |
|
|
1839 | return 1; |
|
|
1840 | |
1845 | if (op->glow_radius > 0) |
1841 | if (op->glow_radius > 0) |
1846 | return 1; |
1842 | return 1; |
1847 | |
1843 | |
1848 | if (op->map) |
1844 | if (op->map) |
1849 | { |
1845 | unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1850 | int x, y, x1, y1; |
1846 | { |
1851 | |
|
|
1852 | |
|
|
1853 | |
|
|
1854 | /* Check the spaces with the max light radius to see if any of them |
1847 | /* Check the spaces with the max light radius to see if any of them |
1855 | * have lights, and if any of them light the player enough, then return 1. |
1848 | * have lights, and if any of them light the player enough, then return 1. |
1856 | */ |
|
|
1857 | for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
|
|
1858 | { |
|
|
1859 | for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
|
|
1860 | { |
1849 | */ |
1861 | m = op->map; |
1850 | int light = m->at (nx, ny).light; |
1862 | nx = x; |
|
|
1863 | ny = y; |
|
|
1864 | |
1851 | |
1865 | if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1852 | if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1866 | continue; |
|
|
1867 | |
|
|
1868 | x1 = abs (x - op->x) * abs (x - op->x); |
|
|
1869 | y1 = abs (y - op->y) * abs (y - op->y); |
|
|
1870 | if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
|
|
1871 | return 1; |
1853 | return 1; |
1872 | } |
1854 | } |
1873 | } |
|
|
1874 | } |
1855 | } |
|
|
1856 | |
1875 | return 0; |
1857 | return 0; |
1876 | } |
1858 | } |
1877 | |
|
|
1878 | |
1859 | |
1879 | /* assuming no walls/barriers, lets check to see if its *possible* |
1860 | /* assuming no walls/barriers, lets check to see if its *possible* |
1880 | * to see an enemy. Note, "detection" is different from "seeing". |
1861 | * to see an enemy. Note, "detection" is different from "seeing". |
1881 | * See can_detect_enemy() for more details. -b.t. |
1862 | * See can_detect_enemy() for more details. -b.t. |
1882 | * return 0 if can't be seen, 1 if can be |
1863 | * return 0 if can't be seen, 1 if can be |
1883 | */ |
1864 | */ |
1884 | |
|
|
1885 | int |
1865 | int |
1886 | can_see_enemy (object *op, object *enemy) |
1866 | can_see_enemy (object *op, object *enemy) |
1887 | { |
1867 | { |
1888 | object *looker = op->head ? op->head : op; |
1868 | object *looker = op->head ? op->head : op; |
1889 | |
1869 | |
… | |
… | |
1903 | { |
1883 | { |
1904 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1884 | /* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1905 | * However,if you carry any source of light, then the hidden |
1885 | * However,if you carry any source of light, then the hidden |
1906 | * creature is seeable (and stupid) */ |
1886 | * creature is seeable (and stupid) */ |
1907 | |
1887 | |
1908 | if (has_carried_lights (enemy)) |
1888 | if (enemy->has_carried_lights ()) |
1909 | { |
1889 | { |
1910 | if (enemy->hide) |
1890 | if (enemy->flag [FLAG_HIDDEN]) |
1911 | { |
1891 | { |
1912 | make_visible (enemy); |
1892 | make_visible (enemy); |
1913 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1893 | new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1914 | } |
1894 | } |
|
|
1895 | |
1915 | return 1; |
1896 | return 1; |
1916 | } |
1897 | } |
1917 | else if (enemy->hide) |
1898 | else if (enemy->flag [FLAG_HIDDEN]) |
1918 | return 0; |
1899 | return 0; |
1919 | |
1900 | |
1920 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1901 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1921 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1902 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1922 | * and making it a conditional makes the code pretty ugly. |
1903 | * and making it a conditional makes the code pretty ugly. |
1923 | */ |
1904 | */ |
1924 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1905 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1925 | { |
|
|
1926 | if (makes_invisible_to (enemy, looker)) |
1906 | if (makes_invisible_to (enemy, looker)) |
1927 | return 0; |
1907 | return 0; |
1928 | } |
|
|
1929 | } |
1908 | } |
1930 | else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1909 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1931 | if (player_can_view (looker, enemy)) |
1910 | if (player_can_view (looker, enemy)) |
1932 | return 1; |
1911 | return 1; |
1933 | |
1912 | |
1934 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1913 | /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1935 | * unless they carry a light or stand in light. Darkness doesnt |
1914 | * unless they carry a light or stand in light. Darkness doesnt |
… | |
… | |
1938 | * we care about the enemy maps status, not the looker. |
1917 | * we care about the enemy maps status, not the looker. |
1939 | * only relevant for tiled maps, but it is possible that the |
1918 | * only relevant for tiled maps, but it is possible that the |
1940 | * enemy is on a bright map and the looker on a dark - in that |
1919 | * enemy is on a bright map and the looker on a dark - in that |
1941 | * case, the looker can still see the enemy |
1920 | * case, the looker can still see the enemy |
1942 | */ |
1921 | */ |
1943 | if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1922 | if (!stand_in_light (enemy) |
1944 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1923 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1945 | return 0; |
1924 | return 0; |
1946 | |
1925 | |
1947 | return 1; |
1926 | return 1; |
1948 | } |
1927 | } |
|
|
1928 | |
|
|
1929 | //-GPL |