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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.31 by root, Fri May 11 19:41:06 2007 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24
25//+GPL
24 26
25#include <global.h> 27#include <global.h>
26#include <sproto.h> 28#include <sproto.h>
27#include <spells.h> 29#include <spells.h>
28#include <skills.h> 30#include <skills.h>
36 * set to sane values. 38 * set to sane values.
37 */ 39 */
38object * 40object *
39check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
40{ 42{
41
42 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
46 { 47 {
48 npc->enemy = NULL; 49 npc->enemy = NULL;
49 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
51 } 52 }
52 53
53 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
57 */ 58 */
58 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */ 63 * too. */
63 64
67 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
68 */ 69 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL; 73 npc->enemy = 0;
73 74
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
78 npc->enemy = NULL; 79 npc->enemy = 0;
79 80
80 81
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL; 83 npc->enemy = 0;
83 84
84 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
89 */ 90 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
92 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
93 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
94 npc->enemy = NULL; 95 npc->enemy = 0;
95
96 } 96 }
97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
145 } 146 }
146 147
147 return 0; 148 return 0;
148} 149}
149 150
150
151/* 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
152 * our caller will find the information useful. 152 * our caller will find the information useful.
153 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
155 * 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
156 * many cases. 156 * many cases.
157 */ 157 */
158 158static object *
159object *
160find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
161{ 160{
162 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
163 162
164 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. */
169 { 168 {
170 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
171 170
172 if (tmp) 171 if (tmp)
173 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
174 return tmp; 174 return tmp;
175 } 175 }
176 176
177 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
178 * 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
198 /* we check our old enemy. */ 198 /* we check our old enemy. */
199 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
200 { 200 {
201 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
202 { 202 {
203 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
204 /* 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 */
205 205
206 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 */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208 (!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)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210 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... */
211 { 211 {
212 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! */
213 npc->enemy = attacker; 213 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
215 } 215 }
231/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 235 */
236 236static int
237int
238check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
239{ 238{
240 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
241
242 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
243 if (!enemy) 240 if (!enemy)
244 return 0; 241 return 0;
245 242
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])
246 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
247 if (QUERY_FLAG (op, FLAG_BLIND))
248 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
249 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
251 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
254 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
255 261
256 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
257 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
258 {
259 int dark = radius / (op->map->darkness);
260
261 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
262 }
263 else if (!QUERY_FLAG (op, FLAG_SLEEP))
264 return 1;
265 264
266 /* 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
267 * for that. 266 * for that.
268 */ 267 */
269 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
270 { 269 {
271 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
272 return 1; 271 return 1;
273 } 272 }
273
274 return 0; 274 return 0;
275} 275}
276 276
277int 277static int
278move_randomly (object *op) 278move_randomly (object *op)
279{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
280 int i; 298 int i;
281 299
282 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
283 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)
284 { 311 {
285 if (move_object (op, rndm (8) + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
286 return 1; 376 return 1;
287 } 377
288 return 0; 378 return 0;
289} 379}
290 380
291/* 381/*
292 * 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.
293 */ 395 */
294 396static void
295int 397monster_check_pickup (object *monster)
296move_monster (object *op)
297{ 398{
298 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
299 object *owner, *enemy, *part, *oph = op;
300 rv_vector rv;
301 400
302 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
303 * Like royal guards in city dwellers inventories.
304 */
305 if (!op->map)
306 return 0;
307
308 /* for target facing, we copy this value here for fast access */
309 if (oph->head) /* force update the head - one arch one pic */
310 oph = oph->head;
311
312 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
313 enemy = op->enemy = NULL;
314 else if ((enemy = find_enemy (op, &rv)))
315 /* we have an enemy, just tell him we want him dead */
316 enemy->attacked_by = op; /* our ptr */
317
318 /* generate hp, if applicable */
319 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320 { 402 {
321 403 next = tmp->below;
322 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
323 * the regeneration rate on a basis of time instead of
324 * #moves the monster makes. The scaling by 8 is
325 * to capture 8th's of a hp fraction regens
326 * 405 {
327 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
328 * 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.
329 */ 413 */
330 414 if (next && next->destroyed ())
331 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
332 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
333 op->last_heal %= 32;
334
335 /* So if the monster has gained enough HP that they are no longer afraid */
336 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
337 CLEAR_FLAG (op, FLAG_RUN_AWAY);
338
339 if (op->stats.hp > op->stats.maxhp)
340 op->stats.hp = op->stats.maxhp;
341 }
342
343 /* generate sp, if applicable */
344 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345 {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens
351 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp.
354 */
355
356 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
357 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp %= 128;
359 }
360
361 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. )
363 */
364 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 {
366 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 }
368
369 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370 return QUERY_FLAG (op, FLAG_FREED);
371
372 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
373 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
374 {
375 if (!check_wakeup (op, enemy, &rv))
376 return 0; 415 return;
377 }
378
379 /* check if monster pops out of hidden spot */
380 if (op->hide)
381 do_hidden_move (op);
382
383 if (op->pick_up)
384 monster_check_pickup (op);
385
386 if (op->will_apply)
387 monster_apply_below (op); /* Check for items to apply below */
388
389 /* If we don't have an enemy, do special movement or the like */
390 if (!enemy)
391 { 416 }
392 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 417}
393 { 418
394 op->destroy (); 419/*
395 return 1; 420 * monster_apply_below():
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 */
425static void
426monster_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)
396 } 434 {
397 435 case T_HANDLE:
398 /* Probably really a bug for a creature to have both
399 * stand still and a movement type set.
400 */
401 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
402 {
403 if (op->attack_movement & HI4)
404 {
405 switch (op->attack_movement & HI4)
406 {
407 case (PETMOVE):
408 pet_move (op);
409 break;
410
411 case (CIRCLE1):
412 circ1_move (op);
413 break;
414
415 case (CIRCLE2):
416 circ2_move (op);
417 break;
418
419 case (PACEV):
420 pace_movev (op);
421 break;
422
423 case (PACEH):
424 pace_moveh (op);
425 break;
426
427 case (PACEV2):
428 pace2_movev (op);
429 break;
430
431 case (PACEH2):
432 pace2_moveh (op);
433 break;
434
435 case (RANDO):
436 rand_move (op);
437 break;
438
439 case (RANDO2):
440 move_randomly (op);
441 break;
442 }
443 return 0;
444 }
445 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446 (void) move_randomly (op);
447
448 } /* stand still */
449 return 0;
450 } /* no enemy */
451
452 /* We have an enemy. Block immediately below is for pets */
453 if ((op->attack_movement & HI4) == PETMOVE
454 && (owner = op->owner) != NULL
455 && !on_same_map (op, owner)
456 && !owner->flag [FLAG_REMOVED])
457 return follow_owner (op, owner);
458
459 /* doppleganger code to change monster facing to that of the nearest
460 * player. Hmm. The code is here, but no monster in the current
461 * arch set uses it.
462 */
463 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
464 {
465 op->face = enemy->face;
466 op->name = enemy->name;
467 }
468
469 /* Calculate range information for closest body part - this
470 * is used for the 'skill' code, which isn't that smart when
471 * it comes to figuring it out - otherwise, giants throw boulders
472 * into themselves.
473 */
474 get_rangevector (op, enemy, &rv, 0);
475
476 /* Move the check for scared up here - if the monster was scared,
477 * we were not doing any of the logic below, so might as well save
478 * a few cpu cycles.
479 */
480 if (!QUERY_FLAG (op, FLAG_SCARED))
481 {
482 rv_vector rv1;
483
484 /* now we test every part of an object .... this is a real ugly piece of code */
485 for (part = op; part; part = part->more)
486 {
487 get_rangevector (part, enemy, &rv1, 0x1);
488 dir = rv1.direction;
489
490 /* hm, not sure about this part - in original was a scared flag here too
491 * but that we test above... so can be old code here
492 */
493 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494 dir = absdir (dir + 4);
495
496 if (QUERY_FLAG (op, FLAG_CONFUSED))
497 dir = absdir (dir + rndm (3) + rndm (3) - 2);
498
499 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
500 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
504 if (monster_use_scroll (op, part, enemy, dir, &rv1))
505 return 0;
506
507 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
508 if (monster_use_range (op, part, enemy, dir))
509 return 0;
510
511 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0;
514
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 if (monster_use_bow (op, part, enemy, dir))
517 return 0;
518 } /* for processing of all parts */
519 } /* If not scared */
520
521
522 part = rv.part;
523 dir = rv.direction;
524
525 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
526 dir = absdir (dir + 4);
527
528 if (QUERY_FLAG (op, FLAG_CONFUSED))
529 dir = absdir (dir + rndm (3) + rndm (3) - 2);
530
531 pre_att_dir = dir; /* remember the original direction */
532
533 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
534 {
535 switch (op->attack_movement & LO4)
536 {
537 case DISTATT: 436 case TRIGGER:
538 dir = dist_att (dir, op, enemy, part, &rv); 437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0);
539 break; 439 break;
540 440
541 case RUNATT: 441 case TREASURE:
542 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
543 break; 444 break;
544 445
545 case HITRUN:
546 dir = hitrun_att (dir, op, enemy);
547 break;
548
549 case WAITATT:
550 dir = wait_att (dir, op, enemy, part, &rv);
551 break;
552
553 case RUSH: /* default - monster normally moves towards player */
554 case ALLRUN:
555 break;
556
557 case DISTHIT:
558 dir = disthit_att (dir, op, enemy, part, &rv);
559 break;
560
561 case WAIT2:
562 dir = wait_att2 (dir, op, enemy, part, &rv);
563 break;
564
565 default:
566 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
567 }
568 }
569
570 if (!dir)
571 return 0;
572
573 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
574 {
575 if (move_object (op, dir)) /* Can the monster move directly toward player? */
576 { 446 }
577 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
578 if ((op->attack_movement & LO4) == DISTATT) 448 break;
579 op->direction = pre_att_dir;
580
581 return 0;
582 }
583
584 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
585 {
586
587 /* Try move around corners if !close */
588 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
589
590 for (diff = 1; diff <= maxdiff; diff++)
591 {
592 /* try different detours */
593 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
594
595 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
596 return 0;
597 }
598 }
599 } /* if monster is not standing still */
600
601 /* elmex: Turn our monster after it moved if it has DISTATT attack */
602 if ((op->attack_movement & LO4) == DISTATT)
603 op->direction = pre_att_dir;
604
605 /*
606 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
607 * direction if they can't move away.
608 */
609 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
610 if (move_randomly (op))
611 return 0;
612
613 /*
614 * Try giving the monster a new enemy - the player that is closest
615 * to it. In this way, it won't just keep trying to get to a target
616 * that is inaccessible.
617 * This could be more clever - it should go through a list of several
618 * enemies, as it is now, you could perhaps get situations where there
619 * are two players flanking the monster at close distance, but which
620 * the monster can't get to, and a third one at a far distance that
621 * the monster could get to - as it is, the monster won't look at that
622 * third one.
623 */
624 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
625 { 449 }
626 object *nearest_player = get_nearest_player (op);
627
628 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
629 {
630 op->enemy = NULL;
631 enemy = nearest_player;
632 }
633 }
634
635 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
636 {
637 /* The adjustement to wc that was here before looked totally bogus -
638 * since wc can in fact get negative, that would mean by adding
639 * the current wc, the creature gets better? Instead, just
640 * add a fixed amount - nasty creatures that are runny away should
641 * still be pretty nasty.
642 */
643 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
644 {
645 part->stats.wc += 10;
646 (void) skill_attack (enemy, part, 0, NULL, NULL);
647 part->stats.wc -= 10;
648 }
649 else
650 (void) skill_attack (enemy, part, 0, NULL, NULL);
651 } /* if monster is in attack range */
652
653 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
654 return 1;
655
656 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
657 {
658 op->remove ();
659 op->destroy ();
660 return 1;
661 }
662 return 0;
663}
664
665int
666can_hit (object *ob1, object *ob2, rv_vector * rv)
667{
668 object *more;
669 rv_vector rv1;
670
671 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
672 return 0;
673
674 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
675 return 1;
676
677 /* check all the parts of ob2 - just because we can't get to
678 * its head doesn't mean we don't want to pound its feet
679 */
680 for (more = ob2->more; more != NULL; more = more->more)
681 {
682 get_rangevector (ob1, more, &rv1, 0);
683 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
684 return 1;
685 }
686 return 0;
687
688} 450}
689 451
690/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
691 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
692 * 454 *
700 * 462 *
701 * 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,
702 * 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,
703 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
704 */ 466 */
705
706static int 467static int
707monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
708{ 469{
709 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
710 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
711 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
712 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 ||
713 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 ||
714 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)
715
716 return 1; 476 return 1;
717 477
718 return 0; 478 return 0;
719}
720
721
722#define MAX_KNOWN_SPELLS 20
723
724/* Returns a randomly selected spell. This logic is still
725 * less than ideal. This code also only seems to deal with
726 * wizard spells, as the check is against sp, and not grace.
727 * can mosnters know cleric spells?
728 */
729object *
730monster_choose_random_spell (object *monster)
731{
732 object *altern[MAX_KNOWN_SPELLS];
733 object *tmp;
734 int i = 0;
735
736 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
737 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
738 {
739 /* Check and see if it's actually a useful spell.
740 * If its a spellbook, the spell is actually the inventory item.
741 * if it is a spell, then it is just the object itself.
742 */
743 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
744 {
745 altern[i++] = tmp;
746 if (i == MAX_KNOWN_SPELLS)
747 break;
748 }
749 }
750 if (!i)
751 return NULL;
752 return altern[RANDOM () % i];
753}
754
755/* This checks to see if the monster should cast a spell/ability.
756 * it returns true if the monster casts a spell, 0 if he doesn't.
757 * head is the head of the monster.
758 * part is the part of the monster we are checking against.
759 * pl is the target.
760 * dir is the direction to case.
761 * rv is the vector which describes where the enemy is.
762 */
763
764int
765monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
766{
767 object *spell_item;
768 object *owner;
769 rv_vector rv1;
770
771 /* If you want monsters to cast spells over friends, this spell should
772 * be removed. It probably should be in most cases, since monsters still
773 * don't care about residual effects (ie, casting a cone which may have a
774 * clear path to the player, the side aspects of the code will still hit
775 * other monsters)
776 */
777 if (!(dir = path_to_player (part, pl, 0)))
778 return 0;
779
780 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
781 {
782 get_rangevector (head, owner, &rv1, 0x1);
783 if (dirdiff (dir, rv1.direction) < 2)
784 {
785 return 0; /* Might hit owner with spell */
786 }
787 }
788
789 if (QUERY_FLAG (head, FLAG_CONFUSED))
790 dir = absdir (dir + rndm (3) + rndm (3) - 2);
791
792 /* If the monster hasn't already chosen a spell, choose one
793 * I'm not sure if it really make sense to pre-select spells (events
794 * could be different by the time the monster goes again).
795 */
796 if (head->spellitem == NULL)
797 {
798 if ((spell_item = monster_choose_random_spell (head)) == NULL)
799 {
800 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
801 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
802 return 0;
803 }
804 if (spell_item->type == SPELLBOOK)
805 {
806 if (!spell_item->inv)
807 {
808 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
809 return 0;
810 }
811 spell_item = spell_item->inv;
812 }
813 }
814 else
815 spell_item = head->spellitem;
816
817 if (!spell_item)
818 return 0;
819
820 /* Best guess this is a defensive/healing spell */
821 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
822 dir = 0;
823
824 /* Monster doesn't have enough spell-points */
825 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
826 return 0;
827
828 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
829 return 0;
830
831 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
832 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
833
834 /* set this to null, so next time monster will choose something different */
835 head->spellitem = NULL;
836
837 return cast_spell (part, part, dir, spell_item, NULL);
838}
839
840
841int
842monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
843{
844 object *scroll;
845 object *owner;
846 rv_vector rv1;
847
848 /* If you want monsters to cast spells over friends, this spell should
849 * be removed. It probably should be in most cases, since monsters still
850 * don't care about residual effects (ie, casting a cone which may have a
851 * clear path to the player, the side aspects of the code will still hit
852 * other monsters)
853 */
854 if (!(dir = path_to_player (part, pl, 0)))
855 return 0;
856
857 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
858 {
859 get_rangevector (head, owner, &rv1, 0x1);
860 if (dirdiff (dir, rv1.direction) < 2)
861 {
862 return 0; /* Might hit owner with spell */
863 }
864 }
865
866 if (QUERY_FLAG (head, FLAG_CONFUSED))
867 dir = absdir (dir + rndm (3) + rndm (3) - 2);
868
869 for (scroll = head->inv; scroll; scroll = scroll->below)
870 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
871 break;
872
873 /* Used up all his scrolls, so nothing do to */
874 if (!scroll)
875 {
876 CLEAR_FLAG (head, FLAG_READY_SCROLL);
877 return 0;
878 }
879
880 /* Spell should be cast on caster (ie, heal, strength) */
881 if (scroll->inv->range == 0)
882 dir = 0;
883
884 apply_scroll (part, scroll, dir);
885 return 1;
886}
887
888/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
889 * Note that monsters do not need the skills SK_MELEE_WEAPON and
890 * SK_MISSILE_WEAPON to make those respective attacks, if we
891 * required that we would drastically increase the memory
892 * requirements of CF!!
893 *
894 * The skills we are treating here are all but those. -b.t.
895 *
896 * At the moment this is only useful for throwing, perhaps for
897 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
898 */
899int
900monster_use_skill (object *head, object *part, object *pl, int dir)
901{
902 object *skill, *owner;
903
904 if (!(dir = path_to_player (part, pl, 0)))
905 return 0;
906
907 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
908 {
909 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
910
911 if (dirdiff (dir, dir2) < 1)
912 return 0; /* Might hit owner with skill -thrown rocks for example ? */
913 }
914
915 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917
918 /* skill selection - monster will use the next unused skill.
919 * well...the following scenario will allow the monster to
920 * toggle between 2 skills. One day it would be nice to make
921 * more skills available to monsters.
922 */
923 for (skill = head->inv; skill; skill = skill->below)
924 if (skill->type == SKILL && skill != head->chosen_skill)
925 {
926 head->chosen_skill = skill;
927 break;
928 }
929
930 if (!skill && !head->chosen_skill)
931 {
932 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
933 CLEAR_FLAG (head, FLAG_READY_SKILL);
934 return 0;
935 }
936
937 /* use skill */
938 return do_skill (head, part, head->chosen_skill, dir, NULL);
939}
940
941/* Monster will use a ranged spell attack. */
942int
943monster_use_range (object *head, object *part, object *pl, int dir)
944{
945 object *wand, *owner;
946 int at_least_one = 0;
947
948 if (!(dir = path_to_player (part, pl, 0)))
949 return 0;
950
951 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
952 {
953 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
954
955 if (dirdiff (dir, dir2) < 2)
956 return 0; /* Might hit owner with spell */
957 }
958
959 if (QUERY_FLAG (head, FLAG_CONFUSED))
960 dir = absdir (dir + rndm (3) + rndm (3) - 2);
961
962 for (wand = head->inv; wand; wand = wand->below)
963 {
964 if (wand->type == WAND)
965 {
966 /* Found a wand, let's see if it has charges left */
967 at_least_one = 1;
968 if (wand->stats.food <= 0)
969 continue;
970
971 cast_spell (head, wand, dir, wand->inv, NULL);
972
973 if (!(--wand->stats.food))
974 {
975 if (wand->arch)
976 {
977 CLEAR_FLAG (wand, FLAG_ANIMATE);
978 wand->face = wand->arch->clone.face;
979 wand->set_speed (0);
980 }
981 }
982 /* Success */
983 return 1;
984 }
985 else if (wand->type == ROD || wand->type == HORN)
986 {
987 /* Found rod/horn, let's use it if possible */
988 at_least_one = 1;
989 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
990 continue;
991
992 /* drain charge before casting spell - can be a case where the
993 * spell destroys the monster, and rod, so if done after, results
994 * in crash.
995 */
996 drain_rod_charge (wand);
997 cast_spell (head, wand, dir, wand->inv, NULL);
998
999 /* Success */
1000 return 1;
1001 }
1002 }
1003
1004 if (at_least_one)
1005 return 0;
1006
1007 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1008 CLEAR_FLAG (head, FLAG_READY_RANGE);
1009 return 0;
1010}
1011
1012int
1013monster_use_bow (object *head, object *part, object *pl, int dir)
1014{
1015 object *owner;
1016
1017 if (!(dir = path_to_player (part, pl, 0)))
1018 return 0;
1019
1020 if (QUERY_FLAG (head, FLAG_CONFUSED))
1021 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1022
1023 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1024 {
1025 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1026
1027 if (dirdiff (dir, dir2) < 1)
1028 return 0; /* Might hit owner with arrow */
1029 }
1030
1031 /* in server/player.c */
1032 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1033
1034} 479}
1035 480
1036/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1037 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1038 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1039 * 484 *
1040 * return true if item is a better object. 485 * return true if item is a better object.
1041 */ 486 */
1042int 487static int
1043check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1044{ 489{
1045 object *other_weap; 490 object *other_weap;
1046 int val = 0, i; 491 int val = 0, i;
1047 492
1062 val += (item->magic - other_weap->magic) * 3; 507 val += (item->magic - other_weap->magic) * 3;
1063 /* Monsters don't really get benefits from things like regen rates 508 /* Monsters don't really get benefits from things like regen rates
1064 * from items. But the bonus for their stats are very important. 509 * from items. But the bonus for their stats are very important.
1065 */ 510 */
1066 for (i = 0; i < NUM_STATS; i++) 511 for (i = 0; i < NUM_STATS; i++)
1067 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; 512 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1068 513
1069 if (val > 0) 514 if (val > 0)
1070 return 1; 515 return 1;
1071 else 516 else
1072 return 0; 517 return 0;
1073} 518}
1074 519
1075int 520static int
1076check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1077{ 522{
1078 object *other_armour; 523 object *other_armour;
1079 int val = 0, i; 524 int val = 0, i;
1080 525
1081 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) 526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1082 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 527 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1083 break; 528 break;
1084 529
1085 if (other_armour == NULL) /* No other armour, use the new */ 530 if (other_armour == NULL) /* No other armour, use the new */
1086 return 1; 531 return 1;
1108 553
1109 if (val > 0) 554 if (val > 0)
1110 return 1; 555 return 1;
1111 else 556 else
1112 return 0; 557 return 0;
1113}
1114
1115/*
1116 * monster_check_pickup(): checks for items that monster can pick up.
1117 *
1118 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1119 * Each time the blob passes over some treasure, it will
1120 * grab it a.s.a.p.
1121 *
1122 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1123 * to handle this.
1124 *
1125 * This function was seen be continueing looping at one point (tmp->below
1126 * became a recursive loop. It may be better to call monster_check_apply
1127 * after we pick everything up, since that function may call others which
1128 * affect stacking on this space.
1129 */
1130void
1131monster_check_pickup (object *monster)
1132{
1133 object *tmp, *next;
1134
1135 for (tmp = monster->below; tmp != NULL; tmp = next)
1136 {
1137 next = tmp->below;
1138 if (monster_can_pick (monster, tmp))
1139 {
1140 tmp->remove ();
1141 tmp = insert_ob_in_ob (tmp, monster);
1142 (void) monster_check_apply (monster, tmp);
1143 }
1144 /* We could try to re-establish the cycling, of the space, but probably
1145 * not a big deal to just bail out.
1146 */
1147 if (next && next->destroyed ())
1148 return;
1149 }
1150}
1151
1152/*
1153 * monster_can_pick(): If the monster is interested in picking up
1154 * the item, then return 0. Otherwise 0.
1155 * Instead of pick_up, flags for "greed", etc, should be used.
1156 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1157 */
1158int
1159monster_can_pick (object *monster, object *item)
1160{
1161 int flag = 0;
1162 int i;
1163
1164 if (!can_pick (monster, item))
1165 return 0;
1166
1167 if (QUERY_FLAG (item, FLAG_UNPAID))
1168 return 0;
1169
1170 if (monster->pick_up & 64) /* All */
1171 flag = 1;
1172
1173 else
1174 switch (item->type)
1175 {
1176 case MONEY:
1177 case GEM:
1178 flag = monster->pick_up & 2;
1179 break;
1180
1181 case FOOD:
1182 flag = monster->pick_up & 4;
1183 break;
1184
1185 case WEAPON:
1186 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1187 break;
1188
1189 case ARMOUR:
1190 case SHIELD:
1191 case HELMET:
1192 case BOOTS:
1193 case GLOVES:
1194 case GIRDLE:
1195 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1196 break;
1197
1198 case SKILL:
1199 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1200 break;
1201
1202 case RING:
1203 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1204 break;
1205
1206 case WAND:
1207 case HORN:
1208 case ROD:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1210 break;
1211
1212 case SPELLBOOK:
1213 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1214 break;
1215
1216 case SCROLL:
1217 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1218 break;
1219
1220 case BOW:
1221 case ARROW:
1222 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1223 break;
1224 }
1225
1226 /* Simplistic check - if the monster has a location to equip it, he will
1227 * pick it up. Note that this doesn't handle cases where an item may
1228 * use several locations.
1229 */
1230 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1231 {
1232 if (monster->slot[i].info && item->slot[i].info)
1233 {
1234 flag = 1;
1235 break;
1236 }
1237 }
1238
1239 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1240 return 1;
1241 return 0;
1242}
1243
1244/*
1245 * monster_apply_below():
1246 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1247 * eager to apply things, encounters something apply-able,
1248 * then make him apply it
1249 */
1250void
1251monster_apply_below (object *monster)
1252{
1253 object *tmp, *next;
1254
1255 for (tmp = monster->below; tmp != NULL; tmp = next)
1256 {
1257 next = tmp->below;
1258 switch (tmp->type)
1259 {
1260 case CF_HANDLE:
1261 case TRIGGER:
1262 if (monster->will_apply & 1)
1263 manual_apply (monster, tmp, 0);
1264 break;
1265
1266 case TREASURE:
1267 if (monster->will_apply & 2)
1268 manual_apply (monster, tmp, 0);
1269 break;
1270
1271 }
1272 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1273 break;
1274 }
1275} 558}
1276 559
1277/* 560/*
1278 * monster_check_apply() is meant to be called after an item is 561 * monster_check_apply() is meant to be called after an item is
1279 * inserted in a monster. 562 * inserted in a monster.
1287void 570void
1288monster_check_apply (object *mon, object *item) 571monster_check_apply (object *mon, object *item)
1289{ 572{
1290 int flag = 0; 573 int flag = 0;
1291 574
1292 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) 575 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1293 { 576 {
1294 SET_FLAG (mon, FLAG_CAST_SPELL); 577 SET_FLAG (mon, FLAG_CAST_SPELL);
1295 return; 578 return;
1296 } 579 }
1297 580
1390 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1391 */ 674 */
1392 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1393} 676}
1394 677
1395void 678static int
1396npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1397{ 680{
1398 int x, y, mflags;
1399 object *npc; 681 object *more;
1400 sint16 sx, sy; 682 rv_vector rv1;
1401 maptile *m;
1402 683
1403 for (x = -3; x < 4; x++) 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1404 for (y = -3; y < 4; y++) 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)
1405 { 694 {
1406 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1407 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1408 sy = op->y + y; 697 return 1;
1409 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1410 /* If nothing alive on this space, no need to search the space. */
1411 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1412 continue;
1413
1414 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1415 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1416 npc->enemy = op->enemy;
1417 } 698 }
1418}
1419 699
1420int 700 return 0;
701}
702
703static int
1421dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1422{ 705{
1423 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1424 return dir; 707 return dir;
708
1425 if (rv->distance < 10) 709 if (rv->distance < 10)
1426 return absdir (dir + 4); 710 return absdir (dir + 4);
1427 else if (rv->distance > 18) 711 else if (rv->distance > 18)
1428 return dir; 712 return dir;
1429 713
1430 return 0; 714 return 0;
1431} 715}
1432 716
1433int 717static int
1434run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1435{ 719{
1436 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1437 {
1438 ob->move_status++;
1439 return (dir); 721 return dir;
1440 } 722 else
1441 else if (ob->move_status > 20)
1442 ob->move_status = 0;
1443
1444 return absdir (dir + 4); 723 return absdir (dir + 4);
1445} 724}
1446 725
1447int 726static int
1448hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1449{ 728{
1450 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1451 return dir; 730 return dir;
1452 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1455 ob->move_status = 0; 734 ob->move_status = 0;
1456 735
1457 return absdir (dir + 4); 736 return absdir (dir + 4);
1458} 737}
1459 738
1460int 739static int
1461wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1462{ 741{
1463
1464 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1465 743
1466 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1467 ob->move_status++; 745 ob->move_status++;
1468 746
1475 753
1476 ob->move_status = 0; 754 ob->move_status = 0;
1477 return 0; 755 return 0;
1478} 756}
1479 757
1480int 758static int
1481disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482{ 760{
1483
1484 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1485 * happen is that if the creatures hp percentage falls below run_away, 762 * happen is that if the creatures hp percentage falls below run_away,
1486 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1487 * I think its wrong for a creature to have a zero maxhp value, but 764 * I think its wrong for a creature to have a zero maxhp value, but
1488 * at least one map has this set, and whatever the map contains, the 765 * at least one map has this set, and whatever the map contains, the
1489 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1490 */ 767 */
1491 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1492 return absdir (dir + 4); 769 return absdir (dir + 4);
1493 770
1494 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1495} 772}
1496 773
1497int 774static int
1498wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1499{ 776{
1500 if (rv->distance < 9) 777 if (rv->distance < 9)
1501 return absdir (dir + 4); 778 return absdir (dir + 4);
1502 779
1503 return 0; 780 return 0;
1504} 781}
1505 782
1506void 783static void
1507circ1_move (object *ob) 784circ1_move (object *ob)
1508{ 785{
1509 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1510 787
1511 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1513 790
1514 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1515 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1516} 793}
1517 794
1518void 795static void
1519circ2_move (object *ob) 796circ2_move (object *ob)
1520{ 797{
1521 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 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 };
1522 799
1523 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1525 802
1526 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1527 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1528} 805}
1529 806
1530void 807static void
1531pace_movev (object *ob) 808pace_movev (object *ob)
1532{ 809{
1533 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1534 ob->move_status = 0; 811 ob->move_status = 0;
1535 812
1537 move_object (ob, 5); 814 move_object (ob, 5);
1538 else 815 else
1539 move_object (ob, 1); 816 move_object (ob, 1);
1540} 817}
1541 818
1542void 819static void
1543pace_moveh (object *ob) 820pace_moveh (object *ob)
1544{ 821{
1545 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1546 ob->move_status = 0; 823 ob->move_status = 0;
1547 824
1549 move_object (ob, 3); 826 move_object (ob, 3);
1550 else 827 else
1551 move_object (ob, 7); 828 move_object (ob, 7);
1552} 829}
1553 830
1554void 831static void
1555pace2_movev (object *ob) 832pace2_movev (object *ob)
1556{ 833{
1557 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1558 ob->move_status = 0; 835 ob->move_status = 0;
1559 836
1565 move_object (ob, 1); 842 move_object (ob, 1);
1566 else 843 else
1567 return; 844 return;
1568} 845}
1569 846
1570void 847static void
1571pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1572{ 849{
1573 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1574 ob->move_status = 0; 851 ob->move_status = 0;
1575 852
1581 move_object (ob, 7); 858 move_object (ob, 7);
1582 else 859 else
1583 return; 860 return;
1584} 861}
1585 862
1586void 863static void
1587rand_move (object *ob) 864rand_move (object *ob)
1588{ 865{
1589 int i;
1590
1591 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 866 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1592 for (i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1593 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1594 return; 869 return;
1595} 870}
1596 871
872#define MAX_KNOWN_SPELLS 20
873
874/* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879static object *
880monster_choose_random_spell (object *monster)
881{
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902}
903
904/* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912static int
913monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914{
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 return 0;
949 }
950
951 if (spell_item->type == SPELLBOOK)
952 {
953 if (!spell_item->inv)
954 {
955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
956 return 0;
957 }
958
959 spell_item = spell_item->inv;
960 }
961 }
962 else
963 spell_item = head->spellitem;
964
965 if (!spell_item)
966 return 0;
967
968 /* Best guess this is a defensive/healing spell */
969 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
970 dir = 0;
971
972 /* Monster doesn't have enough spell-points */
973 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
974 return 0;
975
976 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
977 return 0;
978
979 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
980 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
981
982 /* set this to null, so next time monster will choose something different */
983 head->spellitem = NULL;
984
985 return cast_spell (part, part, dir, spell_item, NULL);
986}
987
988static int
989monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
990{
991 object *scroll;
992 object *owner;
993 rv_vector rv1;
994
995 /* If you want monsters to cast spells over friends, this spell should
996 * be removed. It probably should be in most cases, since monsters still
997 * don't care about residual effects (ie, casting a cone which may have a
998 * clear path to the player, the side aspects of the code will still hit
999 * other monsters)
1000 */
1001 if (!(dir = path_to_player (part, pl, 0)))
1002 return 0;
1003
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 {
1006 get_rangevector (head, owner, &rv1, 0x1);
1007 if (dirdiff (dir, rv1.direction) < 2)
1008 {
1009 return 0; /* Might hit owner with spell */
1010 }
1011 }
1012
1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015
1016 for (scroll = head->inv; scroll; scroll = scroll->below)
1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018 break;
1019
1020 /* Used up all his scrolls, so nothing do to */
1021 if (!scroll)
1022 {
1023 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1024 return 0;
1025 }
1026
1027 /* Spell should be cast on caster (ie, heal, strength) */
1028 if (scroll->inv->range == 0)
1029 dir = 0;
1030
1031 apply_scroll (part, scroll, dir);
1032 return 1;
1033}
1034
1035/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1036 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1037 * SK_MISSILE_WEAPON to make those respective attacks, if we
1038 * required that we would drastically increase the memory
1039 * requirements of CF!!
1040 *
1041 * The skills we are treating here are all but those. -b.t.
1042 *
1043 * At the moment this is only useful for throwing, perhaps for
1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1045 */
1046static int
1047monster_use_skill (object *head, object *part, object *pl, int dir)
1048{
1049 object *skill, *owner;
1050
1051 if (!(dir = path_to_player (part, pl, 0)))
1052 return 0;
1053
1054 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1055 {
1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1057
1058 if (dirdiff (dir, dir2) < 1)
1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060 }
1061
1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064
1065 /* skill selection - monster will use the next unused skill.
1066 * well...the following scenario will allow the monster to
1067 * toggle between 2 skills. One day it would be nice to make
1068 * more skills available to monsters.
1069 */
1070 for (skill = head->inv; skill; skill = skill->below)
1071 if (skill->type == SKILL && skill != head->chosen_skill)
1072 {
1073 head->chosen_skill = skill;
1074 break;
1075 }
1076
1077 if (!skill && !head->chosen_skill)
1078 {
1079 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1080 CLEAR_FLAG (head, FLAG_READY_SKILL);
1081 return 0;
1082 }
1083
1084 /* use skill */
1085 return do_skill (head, part, head->chosen_skill, dir, NULL);
1086}
1087
1088/* Monster will use a ranged spell attack. */
1089static int
1090monster_use_range (object *head, object *part, object *pl, int dir)
1091{
1092 object *wand, *owner;
1093 int at_least_one = 0;
1094
1095 if (!(dir = path_to_player (part, pl, 0)))
1096 return 0;
1097
1098 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1099 {
1100 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1101
1102 if (dirdiff (dir, dir2) < 2)
1103 return 0; /* Might hit owner with spell */
1104 }
1105
1106 if (QUERY_FLAG (head, FLAG_CONFUSED))
1107 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1108
1109 for (wand = head->inv; wand; wand = wand->below)
1110 {
1111 if (wand->type == WAND)
1112 {
1113 /* Found a wand, let's see if it has charges left */
1114 at_least_one = 1;
1115 if (wand->stats.food <= 0)
1116 continue;
1117
1118 cast_spell (head, wand, dir, wand->inv, NULL);
1119
1120 if (!(--wand->stats.food))
1121 {
1122 if (wand->arch)
1123 {
1124 CLEAR_FLAG (wand, FLAG_ANIMATE);
1125 wand->face = wand->arch->face;
1126 wand->set_speed (0);
1127 }
1128 }
1129 /* Success */
1130 return 1;
1131 }
1132 else if (wand->type == ROD || wand->type == HORN)
1133 {
1134 /* Found rod/horn, let's use it if possible */
1135 at_least_one = 1;
1136 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1137 continue;
1138
1139 /* drain charge before casting spell - can be a case where the
1140 * spell destroys the monster, and rod, so if done after, results
1141 * in crash.
1142 */
1143 drain_rod_charge (wand);
1144 cast_spell (head, wand, dir, wand->inv, NULL);
1145
1146 /* Success */
1147 return 1;
1148 }
1149 }
1150
1151 if (at_least_one)
1152 return 0;
1153
1154 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1155 CLEAR_FLAG (head, FLAG_READY_RANGE);
1156 return 0;
1157}
1158
1159static int
1160monster_use_bow (object *head, object *part, object *pl, int dir)
1161{
1162 object *owner;
1163
1164 if (!(dir = path_to_player (part, pl, 0)))
1165 return 0;
1166
1167 if (QUERY_FLAG (head, FLAG_CONFUSED))
1168 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1169
1170 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1171 {
1172 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1173
1174 if (dirdiff (dir, dir2) < 1)
1175 return 0; /* Might hit owner with arrow */
1176 }
1177
1178 /* in server/player.c */
1179 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1180
1181}
1182
1183void
1184npc_call_help (object *op)
1185{
1186 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1187 {
1188 mapspace &ms = m->at (nx, ny);
1189
1190 /* If nothing alive on this space, no need to search the space. */
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
1597void 1200void
1598check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1599{ 1202{
1600 object *tmp;
1601
1602 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1203 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1603 {
1604 if (tmp->type == EARTHWALL) 1204 if (tmp->type == EARTHWALL)
1605 { 1205 {
1606 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1206 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1607 return; 1207 return;
1608 } 1208 }
1609 }
1610} 1209}
1611 1210
1612void 1211void
1613check_doors (object *op, maptile *m, int x, int y) 1212check_doors (object *op, maptile *m, int x, int y)
1614{ 1213{
1615 object *tmp;
1616
1617 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1214 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1618 {
1619 if (tmp->type == DOOR) 1215 if (tmp->type == DOOR)
1620 { 1216 {
1621 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1217 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1622 return; 1218 return;
1623 } 1219 }
1624 }
1625} 1220}
1626 1221
1627/* find_mon_throw_ob() - modeled on find_throw_ob 1222/* find_mon_throw_ob() - modeled on find_throw_ob
1628 * This is probably overly simplistic as it is now - We want 1223 * This is probably overly simplistic as it is now - We want
1629 * monsters to throw things like chairs and other pieces of 1224 * monsters to throw things like chairs and other pieces of
1660#endif 1255#endif
1661 1256
1662 return tmp; 1257 return tmp;
1663} 1258}
1664 1259
1260/*
1261 * Move-monster returns 1 if the object has been freed, otherwise 0.
1262 */
1263int
1264move_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;
1672}
1673
1665/* 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
1666 * 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
1667 * 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.
1668 * modified by MSW to use the get_rangevector so that map tiling works 1677 * modified by MSW to use the get_rangevector so that map tiling works
1669 * 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
1670 * 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
1671 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1672 * 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
1673 */ 1682 */
1674
1675int 1683int
1676can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1677{ 1685{
1678 int radius = MIN_MON_RADIUS, hide_discovery;
1679
1680 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1681 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1682 return 0; 1688 return 0;
1683 1689
1684 /* 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 */
1686 return 0; 1692 return 0;
1687 1693
1688 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1689 1695
1690 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1691 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1692 return 0; 1698 return 0;
1693 1699
1694 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1695 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1696 return 1; 1702 return 1;
1697 1703
1698 /* 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
1699 * finding enemies! 1705 * finding enemies!
1700 */ 1706 */
1701 if (op->type == PLAYER) 1707 if (op->is_player ())
1702 return 0; 1708 return 0;
1703 1709
1704 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1705 * 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
1706 */ 1712 */
1707 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)))
1708 return 0; 1714 return 0;
1709 1715
1716 int radius = MIN_MON_RADIUS;
1717
1710 /* use this for invis also */ 1718 /* use this for invis also */
1711 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1712 1720
1713 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1714 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) */
1715 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);
1716 else 1724 else
1717 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1718 object *sk_hide;
1719 int bonus = (op->level / 2) + (op->stats.Int / 5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1720 1727
1721 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1722 { 1729 {
1723 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1725 else 1732 else
1726 { 1733 {
1727 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");
1728 make_visible (enemy); 1735 make_visible (enemy);
1737 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1738 1745
1739 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1740 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1741 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 radius = radius / 2, hide_discovery = hide_discovery / 3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1743 1753
1744 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1746 { 1756 {
1747 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1748 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1749 */ 1759 */
1750 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))
1751 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1752 else 1762 else
1753 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1754 1764
1755 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1756 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1757 */ 1767 */
1758 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)
1759 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1760 } /* if on dark map */ 1770 } /* if on dark map */
1761 1771
1762 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1763 * 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
1765 * 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
1766 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1767 * 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
1768 * find that. 1778 * find that.
1769 */ 1779 */
1770 if (radius > 13) 1780 // note that the above reasoning was utter bullshit even at the time it was written
1771 radius = 13; 1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1772 1783
1773 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1774 if ((int) rv->distance <= radius) 1785 if (rv->distance <= radius)
1775 { 1786 {
1776 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1777 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1778 return 1; 1789 return 1;
1779 1790
1780 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1781 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1782 { 1793 {
1783 make_visible (enemy); 1794 make_visible (enemy);
1795
1784 /* inform players of new status */ 1796 /* inform players of new status */
1785 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1786 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
1787 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1788 } 1801 }
1789 else if (enemy->invisible) 1802 else if (enemy->invisible)
1790 { 1803 {
1791 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1792 * 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
1793 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1794 * 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
1795 * can then basically negate the spell. The spell isn't negated - 1808 * can then basically negate the spell. The spell isn't negated -
1796 * they just know where you are! 1809 * they just know where you are!
1797 */ 1810 */
1798 if ((rndm (50)) <= hide_discovery) 1811 if (rndm (50) <= hide_discovery)
1799 { 1812 {
1800 if (enemy->type == PLAYER) 1813 if (enemy->type == PLAYER)
1801 {
1802 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));
1803 } 1815
1804 return 1; 1816 return 1;
1805 } 1817 }
1806 } 1818 }
1807 } /* within range */ 1819 } /* within range */
1808 1820
1809 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1810 return 0; 1822 return 0;
1811} 1823}
1812 1824
1813/* 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
1814 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1815 * 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
1816 * other side of a wall (!). 1828 * other side of a wall (!).
1817 */ 1829 */
1818int 1830int
1819stand_in_light (object *op) 1831stand_in_light (object *op)
1820{ 1832{
1821 sint16 nx, ny;
1822 maptile *m;
1823
1824 if (!op) 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1825 return 0; 1836 return 0;
1826 1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1827 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1828 return 1; 1842 return 1;
1829 1843
1830 if (op->map) 1844 if (op->map)
1831 { 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1832 int x, y, x1, y1; 1846 {
1833
1834 /* 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
1835 * 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.
1836 */
1837 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1838 {
1839 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1840 { 1849 */
1841 m = op->map; 1850 int light = m->at (nx, ny).light;
1842 nx = x;
1843 ny = y;
1844 1851
1845 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1846 continue;
1847
1848 x1 = abs (x - op->x) * abs (x - op->x);
1849 y1 = abs (y - op->y) * abs (y - op->y);
1850 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1851 return 1; 1853 return 1;
1852 } 1854 }
1853 }
1854 } 1855 }
1855 1856
1856 return 0; 1857 return 0;
1857} 1858}
1858 1859
1882 { 1883 {
1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1884 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1885 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1886 1887
1887 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1888 { 1889 {
1889 if (enemy->hide) 1890 if (enemy->flag [FLAG_HIDDEN])
1890 { 1891 {
1891 make_visible (enemy); 1892 make_visible (enemy);
1892 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!");
1893 } 1894 }
1895
1894 return 1; 1896 return 1;
1895 } 1897 }
1896 else if (enemy->hide) 1898 else if (enemy->flag [FLAG_HIDDEN])
1897 return 0; 1899 return 0;
1898 1900
1899 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900 * 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,
1901 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1902 */ 1904 */
1903 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904 {
1905 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1906 return 0; 1907 return 0;
1907 }
1908 } 1908 }
1909 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1911 return 1; 1911 return 1;
1912 1912
1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1917 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1919 * enemy is on a bright map and the looker on a dark - in that 1919 * enemy is on a bright map and the looker on a dark - in that
1920 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1921 */ 1921 */
1922 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1923 && (!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)))
1924 return 0; 1924 return 0;
1925 1925
1926 return 1; 1926 return 1;
1927} 1927}
1928
1929//-GPL

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