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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
35 * set to sane values. 38 * set to sane values.
36 */ 39 */
37object * 40object *
38check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
39{ 42{
40
41 /* 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
42 * 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,
43 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 47 {
47 npc->enemy = NULL; 49 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
50 } 52 }
51 53
52 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
54 * 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
55 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 58 */
57 /* 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
58 * 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
59 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
60 * 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
61 * too. */ 63 * too. */
62 64
66 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
67 */ 69 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70 !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))
71 npc->enemy = NULL; 73 npc->enemy = 0;
72 74
73 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)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((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)))
76 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 79 npc->enemy = 0;
78 80
79 81
80 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))
81 npc->enemy = NULL; 83 npc->enemy = 0;
82 84
83 /* 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
84 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
88 */ 90 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 95 npc->enemy = 0;
94
95 } 96 }
97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156object * 158static object *
157find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
158{ 160{
159 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
160 162
161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
166 { 168 {
167 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
168 170
169 if (tmp) 171 if (tmp)
170 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
171 return tmp; 174 return tmp;
172 } 175 }
173 176
174 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
175 * 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
195 /* we check our old enemy. */ 198 /* we check our old enemy. */
196 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
197 { 200 {
198 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
199 { 202 {
200 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
201 /* 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 */
202 205
203 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 */
204 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
205 (!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)))
206 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
207 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... */
208 { 211 {
209 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! */
210 npc->enemy = attacker; 213 npc->enemy = attacker;
211 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
212 } 215 }
228/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
229 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
230 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
231 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
232 */ 235 */
233int 236static int
234check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
235{ 238{
236 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
237
238 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
239 if (!enemy) 240 if (!enemy)
240 return 0; 241 return 0;
241 242
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])
242 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
243 if (QUERY_FLAG (op, FLAG_BLIND))
244 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
245 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
246 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
247 * 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
248 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
249 * 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
250 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
251 261
252 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
253 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
254 {
255 int dark = radius / (op->map->darkness);
256
257 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
258 }
259 else if (!QUERY_FLAG (op, FLAG_SLEEP))
260 return 1;
261 264
262 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
263 * for that. 266 * for that.
264 */ 267 */
265 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
266 { 269 {
267 CLEAR_FLAG (op, FLAG_SLEEP); 270 CLEAR_FLAG (op, FLAG_SLEEP);
268 return 1; 271 return 1;
269 } 272 }
273
270 return 0; 274 return 0;
271} 275}
272 276
273int 277static int
274move_randomly (object *op) 278move_randomly (object *op)
275{ 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;
276 int i; 298 int i;
277 299
278 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
279 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)
280 { 311 {
281 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)))
282 return 1; 376 return 1;
283 } 377
284 return 0; 378 return 0;
285} 379}
286 380
287/* 381/*
288 * 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.
289 */ 395 */
290int 396static void
291move_monster (object *op) 397monster_check_pickup (object *monster)
292{ 398{
293 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 399 object *tmp, *next;
294 object *owner, *enemy, *part, *oph = op;
295 rv_vector rv;
296 400
297 /* Monsters not on maps don't do anything. These monsters are things 401 for (tmp = monster->below; tmp != NULL; tmp = next)
298 * Like royal guards in city dwellers inventories.
299 */
300 if (!op->map)
301 return 0;
302
303 /* for target facing, we copy this value here for fast access */
304 if (oph->head) /* force update the head - one arch one pic */
305 oph = oph->head;
306
307 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
308 enemy = op->enemy = NULL;
309 else if ((enemy = find_enemy (op, &rv)))
310 /* we have an enemy, just tell him we want him dead */
311 enemy->attacked_by = op; /* our ptr */
312
313 /* generate hp, if applicable */
314 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
315 { 402 {
316 403 next = tmp->below;
317 /* last heal is in funny units. Dividing by speed puts 404 if (monster_can_pick (monster, tmp))
318 * the regeneration rate on a basis of time instead of
319 * #moves the monster makes. The scaling by 8 is
320 * to capture 8th's of a hp fraction regens
321 * 405 {
322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
323 * 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.
324 */ 413 */
325 414 if (next && next->destroyed ())
326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
328 op->last_heal %= 32;
329
330 /* So if the monster has gained enough HP that they are no longer afraid */
331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
333
334 if (op->stats.hp > op->stats.maxhp)
335 op->stats.hp = op->stats.maxhp;
336 }
337
338 /* generate sp, if applicable */
339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
340 {
341
342 /* last_sp is in funny units. Dividing by speed puts
343 * the regeneration rate on a basis of time instead of
344 * #moves the monster makes. The scaling by 8 is
345 * to capture 8th's of a sp fraction regens
346 *
347 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
348 * overflow might produce monsters with negative sp.
349 */
350
351 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
352 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
353 op->last_sp %= 128;
354 }
355
356 /* this should probably get modified by many more values.
357 * (eg, creatures resistance to fear, level, etc. )
358 */
359 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
360 {
361 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
362 }
363
364 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
365 return QUERY_FLAG (op, FLAG_FREED);
366
367 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
368 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
369 {
370 if (!check_wakeup (op, enemy, &rv))
371 return 0; 415 return;
372 }
373
374 /* check if monster pops out of hidden spot */
375 if (op->hide)
376 do_hidden_move (op);
377
378 if (op->pick_up)
379 monster_check_pickup (op);
380
381 if (op->will_apply)
382 monster_apply_below (op); /* Check for items to apply below */
383
384 /* If we don't have an enemy, do special movement or the like */
385 if (!enemy)
386 { 416 }
387 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 417}
388 { 418
389 op->destroy (); 419/*
390 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)
391 } 434 {
392 435 case T_HANDLE:
393 /* Probably really a bug for a creature to have both
394 * stand still and a movement type set.
395 */
396 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
397 {
398 if (op->attack_movement & HI4)
399 {
400 switch (op->attack_movement & HI4)
401 {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev (op);
416 break;
417
418 case (PACEH):
419 pace_moveh (op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
441 (void) move_randomly (op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if ((op->attack_movement & HI4) == PETMOVE
449 && (owner = op->owner) != NULL
450 && !on_same_map (op, owner)
451 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part; part = part->more)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490
491 if (QUERY_FLAG (op, FLAG_CONFUSED))
492 dir = absdir (dir + rndm (3) + rndm (3) - 2);
493
494 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
499 if (monster_use_scroll (op, part, enemy, dir, &rv1))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
503 if (monster_use_range (op, part, enemy, dir))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
507 if (monster_use_skill (op, rv.part, enemy, rv.direction))
508 return 0;
509
510 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
511 if (monster_use_bow (op, part, enemy, dir))
512 return 0;
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir = rv.direction;
519
520 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
521 dir = absdir (dir + 4);
522
523 if (QUERY_FLAG (op, FLAG_CONFUSED))
524 dir = absdir (dir + rndm (3) + rndm (3) - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4)
531 {
532 case DISTATT: 436 case TRIGGER:
533 dir = dist_att (dir, op, enemy, part, &rv); 437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0);
534 break; 439 break;
535 440
536 case RUNATT: 441 case TREASURE:
537 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
538 break; 444 break;
539 445
540 case HITRUN:
541 dir = hitrun_att (dir, op, enemy);
542 break;
543
544 case WAITATT:
545 dir = wait_att (dir, op, enemy, part, &rv);
546 break;
547
548 case RUSH: /* default - monster normally moves towards player */
549 case ALLRUN:
550 break;
551
552 case DISTHIT:
553 dir = disthit_att (dir, op, enemy, part, &rv);
554 break;
555
556 case WAIT2:
557 dir = wait_att2 (dir, op, enemy, part, &rv);
558 break;
559
560 default:
561 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
562 }
563 }
564
565 if (!dir)
566 return 0;
567
568 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
569 {
570 if (move_object (op, dir)) /* Can the monster move directly toward player? */
571 { 446 }
572 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
573 if ((op->attack_movement & LO4) == DISTATT) 448 break;
574 op->direction = pre_att_dir;
575
576 return 0;
577 }
578
579 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
580 {
581
582 /* Try move around corners if !close */
583 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
584
585 for (diff = 1; diff <= maxdiff; diff++)
586 {
587 /* try different detours */
588 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
589
590 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
591 return 0;
592 }
593 }
594 } /* if monster is not standing still */
595
596 /* elmex: Turn our monster after it moved if it has DISTATT attack */
597 if ((op->attack_movement & LO4) == DISTATT)
598 op->direction = pre_att_dir;
599
600 /*
601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
602 * direction if they can't move away.
603 */
604 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
605 if (move_randomly (op))
606 return 0;
607
608 /*
609 * Try giving the monster a new enemy - the player that is closest
610 * to it. In this way, it won't just keep trying to get to a target
611 * that is inaccessible.
612 * This could be more clever - it should go through a list of several
613 * enemies, as it is now, you could perhaps get situations where there
614 * are two players flanking the monster at close distance, but which
615 * the monster can't get to, and a third one at a far distance that
616 * the monster could get to - as it is, the monster won't look at that
617 * third one.
618 */
619 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
620 { 449 }
621 object *nearest_player = get_nearest_player (op);
622
623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
624 {
625 op->enemy = NULL;
626 enemy = nearest_player;
627 }
628 }
629
630 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
631 {
632 /* The adjustement to wc that was here before looked totally bogus -
633 * since wc can in fact get negative, that would mean by adding
634 * the current wc, the creature gets better? Instead, just
635 * add a fixed amount - nasty creatures that are runny away should
636 * still be pretty nasty.
637 */
638 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
639 {
640 part->stats.wc += 10;
641 (void) skill_attack (enemy, part, 0, NULL, NULL);
642 part->stats.wc -= 10;
643 }
644 else
645 (void) skill_attack (enemy, part, 0, NULL, NULL);
646 } /* if monster is in attack range */
647
648 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
649 return 1;
650
651 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
652 {
653 op->remove ();
654 op->destroy ();
655 return 1;
656 }
657 return 0;
658}
659
660int
661can_hit (object *ob1, object *ob2, rv_vector * rv)
662{
663 object *more;
664 rv_vector rv1;
665
666 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
667 return 0;
668
669 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
670 return 1;
671
672 /* check all the parts of ob2 - just because we can't get to
673 * its head doesn't mean we don't want to pound its feet
674 */
675 for (more = ob2->more; more != NULL; more = more->more)
676 {
677 get_rangevector (ob1, more, &rv1, 0);
678 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
679 return 1;
680 }
681 return 0;
682
683} 450}
684 451
685/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
686 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
687 * 454 *
695 * 462 *
696 * 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,
697 * 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,
698 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
699 */ 466 */
700
701static int 467static int
702monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
703{ 469{
704 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
705 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
706 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
707 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 ||
708 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 ||
709 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)
710
711 return 1; 476 return 1;
712 477
713 return 0; 478 return 0;
714}
715
716
717#define MAX_KNOWN_SPELLS 20
718
719/* Returns a randomly selected spell. This logic is still
720 * less than ideal. This code also only seems to deal with
721 * wizard spells, as the check is against sp, and not grace.
722 * can mosnters know cleric spells?
723 */
724object *
725monster_choose_random_spell (object *monster)
726{
727 object *altern[MAX_KNOWN_SPELLS];
728 object *tmp;
729 int i = 0;
730
731 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
732 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
733 {
734 /* Check and see if it's actually a useful spell.
735 * If its a spellbook, the spell is actually the inventory item.
736 * if it is a spell, then it is just the object itself.
737 */
738 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
739 {
740 altern[i++] = tmp;
741 if (i == MAX_KNOWN_SPELLS)
742 break;
743 }
744 }
745 if (!i)
746 return NULL;
747 return altern[RANDOM () % i];
748}
749
750/* This checks to see if the monster should cast a spell/ability.
751 * it returns true if the monster casts a spell, 0 if he doesn't.
752 * head is the head of the monster.
753 * part is the part of the monster we are checking against.
754 * pl is the target.
755 * dir is the direction to case.
756 * rv is the vector which describes where the enemy is.
757 */
758
759int
760monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
761{
762 object *spell_item;
763 object *owner;
764 rv_vector rv1;
765
766 /* If you want monsters to cast spells over friends, this spell should
767 * be removed. It probably should be in most cases, since monsters still
768 * don't care about residual effects (ie, casting a cone which may have a
769 * clear path to the player, the side aspects of the code will still hit
770 * other monsters)
771 */
772 if (!(dir = path_to_player (part, pl, 0)))
773 return 0;
774
775 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
776 {
777 get_rangevector (head, owner, &rv1, 0x1);
778 if (dirdiff (dir, rv1.direction) < 2)
779 {
780 return 0; /* Might hit owner with spell */
781 }
782 }
783
784 if (QUERY_FLAG (head, FLAG_CONFUSED))
785 dir = absdir (dir + rndm (3) + rndm (3) - 2);
786
787 /* If the monster hasn't already chosen a spell, choose one
788 * I'm not sure if it really make sense to pre-select spells (events
789 * could be different by the time the monster goes again).
790 */
791 if (head->spellitem == NULL)
792 {
793 if ((spell_item = monster_choose_random_spell (head)) == NULL)
794 {
795 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
796 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
797 return 0;
798 }
799 if (spell_item->type == SPELLBOOK)
800 {
801 if (!spell_item->inv)
802 {
803 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
804 return 0;
805 }
806 spell_item = spell_item->inv;
807 }
808 }
809 else
810 spell_item = head->spellitem;
811
812 if (!spell_item)
813 return 0;
814
815 /* Best guess this is a defensive/healing spell */
816 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
817 dir = 0;
818
819 /* Monster doesn't have enough spell-points */
820 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
821 return 0;
822
823 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
824 return 0;
825
826 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
827 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
828
829 /* set this to null, so next time monster will choose something different */
830 head->spellitem = NULL;
831
832 return cast_spell (part, part, dir, spell_item, NULL);
833}
834
835
836int
837monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
838{
839 object *scroll;
840 object *owner;
841 rv_vector rv1;
842
843 /* If you want monsters to cast spells over friends, this spell should
844 * be removed. It probably should be in most cases, since monsters still
845 * don't care about residual effects (ie, casting a cone which may have a
846 * clear path to the player, the side aspects of the code will still hit
847 * other monsters)
848 */
849 if (!(dir = path_to_player (part, pl, 0)))
850 return 0;
851
852 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
853 {
854 get_rangevector (head, owner, &rv1, 0x1);
855 if (dirdiff (dir, rv1.direction) < 2)
856 {
857 return 0; /* Might hit owner with spell */
858 }
859 }
860
861 if (QUERY_FLAG (head, FLAG_CONFUSED))
862 dir = absdir (dir + rndm (3) + rndm (3) - 2);
863
864 for (scroll = head->inv; scroll; scroll = scroll->below)
865 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
866 break;
867
868 /* Used up all his scrolls, so nothing do to */
869 if (!scroll)
870 {
871 CLEAR_FLAG (head, FLAG_READY_SCROLL);
872 return 0;
873 }
874
875 /* Spell should be cast on caster (ie, heal, strength) */
876 if (scroll->inv->range == 0)
877 dir = 0;
878
879 apply_scroll (part, scroll, dir);
880 return 1;
881}
882
883/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
884 * Note that monsters do not need the skills SK_MELEE_WEAPON and
885 * SK_MISSILE_WEAPON to make those respective attacks, if we
886 * required that we would drastically increase the memory
887 * requirements of CF!!
888 *
889 * The skills we are treating here are all but those. -b.t.
890 *
891 * At the moment this is only useful for throwing, perhaps for
892 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
893 */
894int
895monster_use_skill (object *head, object *part, object *pl, int dir)
896{
897 object *skill, *owner;
898
899 if (!(dir = path_to_player (part, pl, 0)))
900 return 0;
901
902 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
903 {
904 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
905
906 if (dirdiff (dir, dir2) < 1)
907 return 0; /* Might hit owner with skill -thrown rocks for example ? */
908 }
909
910 if (QUERY_FLAG (head, FLAG_CONFUSED))
911 dir = absdir (dir + rndm (3) + rndm (3) - 2);
912
913 /* skill selection - monster will use the next unused skill.
914 * well...the following scenario will allow the monster to
915 * toggle between 2 skills. One day it would be nice to make
916 * more skills available to monsters.
917 */
918 for (skill = head->inv; skill; skill = skill->below)
919 if (skill->type == SKILL && skill != head->chosen_skill)
920 {
921 head->chosen_skill = skill;
922 break;
923 }
924
925 if (!skill && !head->chosen_skill)
926 {
927 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
928 CLEAR_FLAG (head, FLAG_READY_SKILL);
929 return 0;
930 }
931
932 /* use skill */
933 return do_skill (head, part, head->chosen_skill, dir, NULL);
934}
935
936/* Monster will use a ranged spell attack. */
937int
938monster_use_range (object *head, object *part, object *pl, int dir)
939{
940 object *wand, *owner;
941 int at_least_one = 0;
942
943 if (!(dir = path_to_player (part, pl, 0)))
944 return 0;
945
946 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
947 {
948 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
949
950 if (dirdiff (dir, dir2) < 2)
951 return 0; /* Might hit owner with spell */
952 }
953
954 if (QUERY_FLAG (head, FLAG_CONFUSED))
955 dir = absdir (dir + rndm (3) + rndm (3) - 2);
956
957 for (wand = head->inv; wand; wand = wand->below)
958 {
959 if (wand->type == WAND)
960 {
961 /* Found a wand, let's see if it has charges left */
962 at_least_one = 1;
963 if (wand->stats.food <= 0)
964 continue;
965
966 cast_spell (head, wand, dir, wand->inv, NULL);
967
968 if (!(--wand->stats.food))
969 {
970 if (wand->arch)
971 {
972 CLEAR_FLAG (wand, FLAG_ANIMATE);
973 wand->face = wand->arch->face;
974 wand->set_speed (0);
975 }
976 }
977 /* Success */
978 return 1;
979 }
980 else if (wand->type == ROD || wand->type == HORN)
981 {
982 /* Found rod/horn, let's use it if possible */
983 at_least_one = 1;
984 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
985 continue;
986
987 /* drain charge before casting spell - can be a case where the
988 * spell destroys the monster, and rod, so if done after, results
989 * in crash.
990 */
991 drain_rod_charge (wand);
992 cast_spell (head, wand, dir, wand->inv, NULL);
993
994 /* Success */
995 return 1;
996 }
997 }
998
999 if (at_least_one)
1000 return 0;
1001
1002 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1003 CLEAR_FLAG (head, FLAG_READY_RANGE);
1004 return 0;
1005}
1006
1007int
1008monster_use_bow (object *head, object *part, object *pl, int dir)
1009{
1010 object *owner;
1011
1012 if (!(dir = path_to_player (part, pl, 0)))
1013 return 0;
1014
1015 if (QUERY_FLAG (head, FLAG_CONFUSED))
1016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1017
1018 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1019 {
1020 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1021
1022 if (dirdiff (dir, dir2) < 1)
1023 return 0; /* Might hit owner with arrow */
1024 }
1025
1026 /* in server/player.c */
1027 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1028
1029} 479}
1030 480
1031/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1032 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1033 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1034 * 484 *
1035 * return true if item is a better object. 485 * return true if item is a better object.
1036 */ 486 */
1037int 487static int
1038check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1039{ 489{
1040 object *other_weap; 490 object *other_weap;
1041 int val = 0, i; 491 int val = 0, i;
1042 492
1065 return 1; 515 return 1;
1066 else 516 else
1067 return 0; 517 return 0;
1068} 518}
1069 519
1070int 520static int
1071check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1072{ 522{
1073 object *other_armour; 523 object *other_armour;
1074 int val = 0, i; 524 int val = 0, i;
1075 525
1103 553
1104 if (val > 0) 554 if (val > 0)
1105 return 1; 555 return 1;
1106 else 556 else
1107 return 0; 557 return 0;
1108}
1109
1110/*
1111 * monster_check_pickup(): checks for items that monster can pick up.
1112 *
1113 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1114 * Each time the blob passes over some treasure, it will
1115 * grab it a.s.a.p.
1116 *
1117 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1118 * to handle this.
1119 *
1120 * This function was seen be continueing looping at one point (tmp->below
1121 * became a recursive loop. It may be better to call monster_check_apply
1122 * after we pick everything up, since that function may call others which
1123 * affect stacking on this space.
1124 */
1125void
1126monster_check_pickup (object *monster)
1127{
1128 object *tmp, *next;
1129
1130 for (tmp = monster->below; tmp != NULL; tmp = next)
1131 {
1132 next = tmp->below;
1133 if (monster_can_pick (monster, tmp))
1134 {
1135 tmp->remove ();
1136 tmp = insert_ob_in_ob (tmp, monster);
1137 (void) monster_check_apply (monster, tmp);
1138 }
1139 /* We could try to re-establish the cycling, of the space, but probably
1140 * not a big deal to just bail out.
1141 */
1142 if (next && next->destroyed ())
1143 return;
1144 }
1145}
1146
1147/*
1148 * monster_can_pick(): If the monster is interested in picking up
1149 * the item, then return 0. Otherwise 0.
1150 * Instead of pick_up, flags for "greed", etc, should be used.
1151 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1152 */
1153int
1154monster_can_pick (object *monster, object *item)
1155{
1156 int flag = 0;
1157 int i;
1158
1159 if (!can_pick (monster, item))
1160 return 0;
1161
1162 if (QUERY_FLAG (item, FLAG_UNPAID))
1163 return 0;
1164
1165 if (monster->pick_up & 64) /* All */
1166 flag = 1;
1167
1168 else
1169 switch (item->type)
1170 {
1171 case MONEY:
1172 case GEM:
1173 flag = monster->pick_up & 2;
1174 break;
1175
1176 case FOOD:
1177 flag = monster->pick_up & 4;
1178 break;
1179
1180 case WEAPON:
1181 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1182 break;
1183
1184 case ARMOUR:
1185 case SHIELD:
1186 case HELMET:
1187 case BOOTS:
1188 case GLOVES:
1189 case GIRDLE:
1190 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1191 break;
1192
1193 case SKILL:
1194 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1195 break;
1196
1197 case RING:
1198 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1199 break;
1200
1201 case WAND:
1202 case HORN:
1203 case ROD:
1204 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1205 break;
1206
1207 case SPELLBOOK:
1208 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1209 break;
1210
1211 case SCROLL:
1212 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1213 break;
1214
1215 case BOW:
1216 case ARROW:
1217 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1218 break;
1219 }
1220
1221 /* Simplistic check - if the monster has a location to equip it, he will
1222 * pick it up. Note that this doesn't handle cases where an item may
1223 * use several locations.
1224 */
1225 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1226 {
1227 if (monster->slot[i].info && item->slot[i].info)
1228 {
1229 flag = 1;
1230 break;
1231 }
1232 }
1233
1234 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1235 return 1;
1236 return 0;
1237}
1238
1239/*
1240 * monster_apply_below():
1241 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1242 * eager to apply things, encounters something apply-able,
1243 * then make him apply it
1244 */
1245void
1246monster_apply_below (object *monster)
1247{
1248 object *tmp, *next;
1249
1250 for (tmp = monster->below; tmp != NULL; tmp = next)
1251 {
1252 next = tmp->below;
1253 switch (tmp->type)
1254 {
1255 case CF_HANDLE:
1256 case TRIGGER:
1257 if (monster->will_apply & 1)
1258 manual_apply (monster, tmp, 0);
1259 break;
1260
1261 case TREASURE:
1262 if (monster->will_apply & 2)
1263 manual_apply (monster, tmp, 0);
1264 break;
1265
1266 }
1267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1268 break;
1269 }
1270} 558}
1271 559
1272/* 560/*
1273 * 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
1274 * inserted in a monster. 562 * inserted in a monster.
1385 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1386 */ 674 */
1387 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1388} 676}
1389 677
1390void 678static int
1391npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1392{ 680{
1393 int x, y, mflags;
1394 object *npc; 681 object *more;
1395 sint16 sx, sy; 682 rv_vector rv1;
1396 maptile *m;
1397 683
1398 for (x = -3; x < 4; x++) 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1399 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)
1400 { 694 {
1401 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1402 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1403 sy = op->y + y; 697 return 1;
1404 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1405 /* If nothing alive on this space, no need to search the space. */
1406 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1407 continue;
1408
1409 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1410 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1411 npc->enemy = op->enemy;
1412 } 698 }
1413}
1414 699
1415int 700 return 0;
701}
702
703static int
1416dist_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)
1417{ 705{
1418 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1419 return dir; 707 return dir;
708
1420 if (rv->distance < 10) 709 if (rv->distance < 10)
1421 return absdir (dir + 4); 710 return absdir (dir + 4);
1422 else if (rv->distance > 18) 711 else if (rv->distance > 18)
1423 return dir; 712 return dir;
1424 713
1425 return 0; 714 return 0;
1426} 715}
1427 716
1428int 717static int
1429run_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)
1430{ 719{
1431 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1432 {
1433 ob->move_status++;
1434 return (dir); 721 return dir;
1435 } 722 else
1436 else if (ob->move_status > 20)
1437 ob->move_status = 0;
1438
1439 return absdir (dir + 4); 723 return absdir (dir + 4);
1440} 724}
1441 725
1442int 726static int
1443hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1444{ 728{
1445 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1446 return dir; 730 return dir;
1447 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1450 ob->move_status = 0; 734 ob->move_status = 0;
1451 735
1452 return absdir (dir + 4); 736 return absdir (dir + 4);
1453} 737}
1454 738
1455int 739static int
1456wait_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)
1457{ 741{
1458
1459 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1460 743
1461 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1462 ob->move_status++; 745 ob->move_status++;
1463 746
1470 753
1471 ob->move_status = 0; 754 ob->move_status = 0;
1472 return 0; 755 return 0;
1473} 756}
1474 757
1475int 758static int
1476disthit_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)
1477{ 760{
1478
1479 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1480 * 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,
1481 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1482 * 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
1483 * 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
1484 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1485 */ 767 */
1486 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)
1487 return absdir (dir + 4); 769 return absdir (dir + 4);
1488 770
1489 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1490} 772}
1491 773
1492int 774static int
1493wait_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)
1494{ 776{
1495 if (rv->distance < 9) 777 if (rv->distance < 9)
1496 return absdir (dir + 4); 778 return absdir (dir + 4);
1497 779
1498 return 0; 780 return 0;
1499} 781}
1500 782
1501void 783static void
1502circ1_move (object *ob) 784circ1_move (object *ob)
1503{ 785{
1504 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 };
1505 787
1506 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1508 790
1509 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1510 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1511} 793}
1512 794
1513void 795static void
1514circ2_move (object *ob) 796circ2_move (object *ob)
1515{ 797{
1516 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 };
1517 799
1518 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1520 802
1521 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1522 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1523} 805}
1524 806
1525void 807static void
1526pace_movev (object *ob) 808pace_movev (object *ob)
1527{ 809{
1528 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1529 ob->move_status = 0; 811 ob->move_status = 0;
1530 812
1532 move_object (ob, 5); 814 move_object (ob, 5);
1533 else 815 else
1534 move_object (ob, 1); 816 move_object (ob, 1);
1535} 817}
1536 818
1537void 819static void
1538pace_moveh (object *ob) 820pace_moveh (object *ob)
1539{ 821{
1540 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1541 ob->move_status = 0; 823 ob->move_status = 0;
1542 824
1544 move_object (ob, 3); 826 move_object (ob, 3);
1545 else 827 else
1546 move_object (ob, 7); 828 move_object (ob, 7);
1547} 829}
1548 830
1549void 831static void
1550pace2_movev (object *ob) 832pace2_movev (object *ob)
1551{ 833{
1552 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1553 ob->move_status = 0; 835 ob->move_status = 0;
1554 836
1560 move_object (ob, 1); 842 move_object (ob, 1);
1561 else 843 else
1562 return; 844 return;
1563} 845}
1564 846
1565void 847static void
1566pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1567{ 849{
1568 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1569 ob->move_status = 0; 851 ob->move_status = 0;
1570 852
1576 move_object (ob, 7); 858 move_object (ob, 7);
1577 else 859 else
1578 return; 860 return;
1579} 861}
1580 862
1581void 863static void
1582rand_move (object *ob) 864rand_move (object *ob)
1583{ 865{
1584 int i;
1585
1586 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)))))
1587 for (i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1588 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1589 return; 869 return;
1590} 870}
1591 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
1592void 1200void
1593check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1594{ 1202{
1595 object *tmp;
1596
1597 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)
1598 {
1599 if (tmp->type == EARTHWALL) 1204 if (tmp->type == EARTHWALL)
1600 { 1205 {
1601 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1206 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1602 return; 1207 return;
1603 } 1208 }
1604 }
1605} 1209}
1606 1210
1607void 1211void
1608check_doors (object *op, maptile *m, int x, int y) 1212check_doors (object *op, maptile *m, int x, int y)
1609{ 1213{
1610 object *tmp;
1611
1612 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)
1613 {
1614 if (tmp->type == DOOR) 1215 if (tmp->type == DOOR)
1615 { 1216 {
1616 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1217 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1617 return; 1218 return;
1618 } 1219 }
1619 }
1620} 1220}
1621 1221
1622/* find_mon_throw_ob() - modeled on find_throw_ob 1222/* find_mon_throw_ob() - modeled on find_throw_ob
1623 * This is probably overly simplistic as it is now - We want 1223 * This is probably overly simplistic as it is now - We want
1624 * monsters to throw things like chairs and other pieces of 1224 * monsters to throw things like chairs and other pieces of
1655#endif 1255#endif
1656 1256
1657 return tmp; 1257 return tmp;
1658} 1258}
1659 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
1660/* 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
1661 * 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
1662 * 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.
1663 * 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
1664 * 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
1665 * 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
1666 * be within the valid range. MSW 2001-08-05 1680 * be within the valid range. MSW 2001-08-05
1667 * 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
1668 */ 1682 */
1669
1670int 1683int
1671can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1684can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1672{ 1685{
1673 int radius = MIN_MON_RADIUS, hide_discovery;
1674
1675 /* null detection for any of these condtions always */ 1686 /* null detection for any of these condtions always */
1676 if (!op || !enemy || !op->map || !enemy->map) 1687 if (!op || !enemy || !op->map || !enemy->map)
1677 return 0; 1688 return 0;
1678 1689
1679 /* 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 */
1681 return 0; 1692 return 0;
1682 1693
1683 get_rangevector (op, enemy, rv, 0); 1694 get_rangevector (op, enemy, rv, 0);
1684 1695
1685 /* Monsters always ignore the DM */ 1696 /* Monsters always ignore the DM */
1686 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1687 return 0; 1698 return 0;
1688 1699
1689 /* simple check. Should probably put some range checks in here. */ 1700 /* simple check. Should probably put some range checks in here. */
1690 if (can_see_enemy (op, enemy)) 1701 if (can_see_enemy (op, enemy))
1691 return 1; 1702 return 1;
1692 1703
1693 /* 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
1694 * finding enemies! 1705 * finding enemies!
1695 */ 1706 */
1696 if (op->type == PLAYER) 1707 if (op->is_player ())
1697 return 0; 1708 return 0;
1698 1709
1699 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1700 * 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
1701 */ 1712 */
1702 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)))
1703 return 0; 1714 return 0;
1704 1715
1716 int radius = MIN_MON_RADIUS;
1717
1705 /* use this for invis also */ 1718 /* use this for invis also */
1706 hide_discovery = op->stats.Int / 5; 1719 int hide_discovery = op->stats.Int / 5;
1707 1720
1708 /* Determine Detection radii */ 1721 /* Determine Detection radii */
1709 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) */
1710 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);
1711 else 1724 else
1712 { /* a level/INT/Dex adjustment for hiding */ 1725 { /* a level/INT/Dex adjustment for hiding */
1713 object *sk_hide;
1714 int bonus = (op->level / 2) + (op->stats.Int / 5); 1726 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1727
1716 if (enemy->type == PLAYER) 1728 if (enemy->is_player ())
1717 { 1729 {
1718 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1731 bonus -= sk_hide->level;
1720 else 1732 else
1721 { 1733 {
1722 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");
1723 make_visible (enemy); 1735 make_visible (enemy);
1732 } /* else creature has modifiers for hiding */ 1744 } /* else creature has modifiers for hiding */
1733 1745
1734 /* Radii stealth adjustment. Only if you are stealthy 1746 /* Radii stealth adjustment. Only if you are stealthy
1735 * will you be able to sneak up closer to creatures */ 1747 * will you be able to sneak up closer to creatures */
1736 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1737 radius = radius / 2, hide_discovery = hide_discovery / 3; 1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1738 1753
1739 /* Radii adjustment for enemy standing in the dark */ 1754 /* Radii adjustment for enemy standing in the dark */
1740 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1755 if (!stand_in_light (enemy))
1741 { 1756 {
1742 /* on dark maps body heat can help indicate location with infravision 1757 /* on dark maps body heat can help indicate location with infravision
1743 * undead don't have body heat, so no benefit detecting them. 1758 * undead don't have body heat, so no benefit detecting them.
1744 */ 1759 */
1745 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))
1746 radius += op->map->darkness / 2; 1761 radius += op->map->darklevel () / 2;
1747 else 1762 else
1748 radius -= op->map->darkness / 2; 1763 radius -= op->map->darklevel () / 2;
1749 1764
1750 /* op next to a monster (and not in complete darkness) 1765 /* op next to a monster (and not in complete darkness)
1751 * the monster should have a chance to see you. 1766 * the monster should have a chance to see you.
1752 */ 1767 */
1753 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)
1754 radius = MIN_MON_RADIUS; 1769 radius = MIN_MON_RADIUS;
1755 } /* if on dark map */ 1770 } /* if on dark map */
1756 1771
1757 /* Lets not worry about monsters that have incredible detection 1772 /* Lets not worry about monsters that have incredible detection
1758 * 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
1760 * 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
1761 * do something. Note that the distance field in the 1776 * do something. Note that the distance field in the
1762 * 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
1763 * find that. 1778 * find that.
1764 */ 1779 */
1765 if (radius > 13) 1780 // note that the above reasoning was utter bullshit even at the time it was written
1766 radius = 13; 1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1767 1783
1768 /* Enemy in range! Now test for detection */ 1784 /* Enemy in range! Now test for detection */
1769 if ((int) rv->distance <= radius) 1785 if (rv->distance <= radius)
1770 { 1786 {
1771 /* ah, we are within range, detected? take cases */ 1787 /* ah, we are within range, detected? take cases */
1772 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1773 return 1; 1789 return 1;
1774 1790
1775 /* hidden or low-quality invisible */ 1791 /* hidden or low-quality invisible */
1776 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1777 { 1793 {
1778 make_visible (enemy); 1794 make_visible (enemy);
1795
1779 /* inform players of new status */ 1796 /* inform players of new status */
1780 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1781 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
1782 return 1; /* detected enemy */ 1800 return 1; /* detected enemy */
1783 } 1801 }
1784 else if (enemy->invisible) 1802 else if (enemy->invisible)
1785 { 1803 {
1786 /* Change this around - instead of negating the invisible, just 1804 /* Change this around - instead of negating the invisible, just
1787 * 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
1788 * do something to you. Decreasing the duration of invisible 1806 * do something to you. Decreasing the duration of invisible
1789 * 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
1790 * can then basically negate the spell. The spell isn't negated - 1808 * can then basically negate the spell. The spell isn't negated -
1791 * they just know where you are! 1809 * they just know where you are!
1792 */ 1810 */
1793 if ((rndm (50)) <= hide_discovery) 1811 if (rndm (50) <= hide_discovery)
1794 { 1812 {
1795 if (enemy->type == PLAYER) 1813 if (enemy->type == PLAYER)
1796 {
1797 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));
1798 } 1815
1799 return 1; 1816 return 1;
1800 } 1817 }
1801 } 1818 }
1802 } /* within range */ 1819 } /* within range */
1803 1820
1804 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1805 return 0; 1822 return 0;
1806} 1823}
1807 1824
1808/* 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
1809 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1810 * 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
1811 * other side of a wall (!). 1828 * other side of a wall (!).
1812 */ 1829 */
1813int 1830int
1814stand_in_light (object *op) 1831stand_in_light (object *op)
1815{ 1832{
1816 sint16 nx, ny;
1817 maptile *m;
1818
1819 if (!op) 1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1820 return 0; 1836 return 0;
1821 1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1822 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1823 return 1; 1842 return 1;
1824 1843
1825 if (op->map) 1844 if (op->map)
1826 { 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1827 int x, y, x1, y1; 1846 {
1828
1829 /* 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
1830 * 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.
1831 */
1832 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1849 */
1836 m = op->map; 1850 int light = m->at (nx, ny).light;
1837 nx = x;
1838 ny = y;
1839 1851
1840 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 continue;
1842
1843 x1 = abs (x - op->x) * abs (x - op->x);
1844 y1 = abs (y - op->y) * abs (y - op->y);
1845 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1846 return 1; 1853 return 1;
1847 } 1854 }
1848 }
1849 } 1855 }
1850 1856
1851 return 0; 1857 return 0;
1852} 1858}
1853 1859
1877 { 1883 {
1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1879 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1880 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1881 1887
1882 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1883 { 1889 {
1884 if (enemy->hide) 1890 if (enemy->flag [FLAG_HIDDEN])
1885 { 1891 {
1886 make_visible (enemy); 1892 make_visible (enemy);
1887 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!");
1888 } 1894 }
1895
1889 return 1; 1896 return 1;
1890 } 1897 }
1891 else if (enemy->hide) 1898 else if (enemy->flag [FLAG_HIDDEN])
1892 return 0; 1899 return 0;
1893 1900
1894 /* Invisible enemy. Break apart the check for invis undead/invis looker 1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1895 * 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,
1896 * and making it a conditional makes the code pretty ugly. 1903 * and making it a conditional makes the code pretty ugly.
1897 */ 1904 */
1898 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1899 {
1900 if (makes_invisible_to (enemy, looker)) 1906 if (makes_invisible_to (enemy, looker))
1901 return 0; 1907 return 0;
1902 }
1903 } 1908 }
1904 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1905 if (player_can_view (looker, enemy)) 1910 if (player_can_view (looker, enemy))
1906 return 1; 1911 return 1;
1907 1912
1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1909 * unless they carry a light or stand in light. Darkness doesnt 1914 * unless they carry a light or stand in light. Darkness doesnt
1912 * we care about the enemy maps status, not the looker. 1917 * we care about the enemy maps status, not the looker.
1913 * only relevant for tiled maps, but it is possible that the 1918 * only relevant for tiled maps, but it is possible that the
1914 * 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
1915 * case, the looker can still see the enemy 1920 * case, the looker can still see the enemy
1916 */ 1921 */
1917 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1922 if (!stand_in_light (enemy)
1918 && (!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)))
1919 return 0; 1924 return 0;
1920 1925
1921 return 1; 1926 return 1;
1922} 1927}
1928
1929//-GPL

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