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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.58 by root, Sun Dec 28 08:56:44 2008 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC

3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
46 npc->enemy = NULL; 49 npc->enemy = NULL;
47 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
49 } 52 }
50 53
51 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
53 * 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
54 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
55 */ 58 */
56 /* 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
57 * 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
58 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
59 * 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
60 * too. */ 63 * too. */
61 64
65 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
66 */ 69 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !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))
70 npc->enemy = NULL; 73 npc->enemy = 0;
71 74
72 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)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((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)))
75 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
76 npc->enemy = NULL; 79 npc->enemy = 0;
77 80
78 81
79 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))
80 npc->enemy = NULL; 83 npc->enemy = 0;
81 84
82 /* 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
83 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 */ 90 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL; 95 npc->enemy = 0;
93
94 } 96 }
95 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. */
229/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
233 */ 235 */
234int 236static int
235check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
236{ 238{
237 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy) 240 if (!enemy)
239 return 0; 241 return 0;
270 } 272 }
271 273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
278 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
282 284
283 return 0; 285 return 0;
284} 286}
285 287
286/* 288/*
287 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
288 */ 293 */
289int 294static int
290move_monster (object *op) 295monster_can_pick (object *monster, object *item)
291{ 296{
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
293 object *owner, *enemy, *part, *oph = op; 298 int i;
294 rv_vector rv;
295 299
296 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
297 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
298 */ 365 */
299 if (!op->map) 366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
300 return 0; 376 return 1;
301 377
302 /* for target facing, we copy this value here for fast access */ 378 return 0;
303 if (oph->head) /* force update the head - one arch one pic */ 379}
304 oph = oph->head;
305 380
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
307 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
308 else if ((enemy = find_enemy (op, &rv))) 383 *
309 /* we have an enemy, just tell him we want him dead */ 384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
310 enemy->attacked_by = op; /* our ptr */ 385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396static void
397monster_check_pickup (object *monster)
398{
399 object *tmp, *next;
311 400
312 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 { 402 {
315 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
316 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 * 405 {
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
321 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 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.
322 */ 413 */
323 414 if (next && next->destroyed ())
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1; 415 return;
416 }
417}
418
419/*
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)
384 } 434 {
385 435 case T_HANDLE:
386 /* Probably really a bug for a creature to have both 436 case TRIGGER:
387 * stand still and a movement type set. 437 if (monster->will_apply & 1)
388 */ 438 manual_apply (monster, tmp, 0);
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510 part = rv.part;
511 dir = rv.direction;
512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int ndir = 1; ndir <= 8; ++ndir)
521 {
522 mapxy pos (op); pos.move (ndir);
523
524 if (pos.normalise ())
525 {
526 mapspace &ms = pos.ms ();
527
528 if (ms.smell > op->ms ().smell)
529 {
530 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
531 op->ms ().smell = ms.smell - 1; // smarter: tell others
532 sdir = ndir;
533
534 // perturbing the path might let the monster lose track,
535 // but it will also widen the actual path, spreading information
536 if (!rndm (20)) // even smarter, deviate and spread?
537 sdir += absdir (1 - rndm (2) * 2);
538 }
539 }
540 }
541
542 if (sdir)
543 dir = sdir;
544 else if (op->ms ().smell)
545 {
546 // no better smell found, so assume the player jumped, and erase this smell
547 //printf ("erasing smell %d\n", op->ms ().smell);//D
548 ordered_mapwalk_begin (op, -1, -1, 1, 1)
549 if (m)
550 m->at (nx, ny).smell = 0;
551 ordered_mapwalk_end
552 }
553 }
554
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4);
557
558 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560
561 pre_att_dir = dir; /* remember the original direction */
562
563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564 {
565 switch (op->attack_movement & LO4)
566 {
567 case DISTATT:
568 dir = dist_att (dir, op, enemy, part, &rv);
569 break; 439 break;
570 440
571 case RUNATT: 441 case TREASURE:
572 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
573 break; 444 break;
574 445
575 case HITRUN:
576 dir = hitrun_att (dir, op, enemy);
577 break;
578
579 case WAITATT:
580 dir = wait_att (dir, op, enemy, part, &rv);
581 break;
582
583 case RUSH: /* default - monster normally moves towards player */
584 case ALLRUN:
585 break;
586
587 case DISTHIT:
588 dir = disthit_att (dir, op, enemy, part, &rv);
589 break;
590
591 case WAIT2:
592 dir = wait_att2 (dir, op, enemy, part, &rv);
593 break;
594
595 default:
596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 }
598 }
599
600 if (!dir)
601 return 0;
602
603 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604 {
605 if (move_object (op, dir)) /* Can the monster move directly toward player? */
606 { 446 }
607 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
608 if ((op->attack_movement & LO4) == DISTATT) 448 break;
609 op->direction = pre_att_dir;
610
611 return 0;
612 }
613
614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615 {
616 /* Try move around corners if !close */
617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618
619 for (diff = 1; diff <= maxdiff; diff++)
620 {
621 /* try different detours */
622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623
624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
625 return 0;
626 }
627 }
628 } /* if monster is not standing still */
629
630 /* elmex: Turn our monster after it moved if it has DISTATT attack */
631 if ((op->attack_movement & LO4) == DISTATT)
632 op->direction = pre_att_dir;
633
634 /*
635 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
636 * direction if they can't move away.
637 */
638 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
639 if (move_randomly (op))
640 return 0;
641
642 /*
643 * Try giving the monster a new enemy - the player that is closest
644 * to it. In this way, it won't just keep trying to get to a target
645 * that is inaccessible.
646 * This could be more clever - it should go through a list of several
647 * enemies, as it is now, you could perhaps get situations where there
648 * are two players flanking the monster at close distance, but which
649 * the monster can't get to, and a third one at a far distance that
650 * the monster could get to - as it is, the monster won't look at that
651 * third one.
652 */
653 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
654 { 449 }
655 object *nearest_player = get_nearest_player (op);
656
657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658 {
659 op->enemy = 0;
660 enemy = nearest_player;
661 }
662 }
663
664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665 {
666 /* The adjustement to wc that was here before looked totally bogus -
667 * since wc can in fact get negative, that would mean by adding
668 * the current wc, the creature gets better? Instead, just
669 * add a fixed amount - nasty creatures that are runny away should
670 * still be pretty nasty.
671 */
672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
673 {
674 part->stats.wc += 10;
675 skill_attack (enemy, part, 0, NULL, NULL);
676 part->stats.wc -= 10;
677 }
678 else
679 skill_attack (enemy, part, 0, NULL, NULL);
680 } /* if monster is in attack range */
681
682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
683 return 1;
684
685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 {
687 op->drop_and_destroy ();
688 return 1;
689 }
690
691 return 0;
692}
693
694int
695can_hit (object *ob1, object *ob2, rv_vector * rv)
696{
697 object *more;
698 rv_vector rv1;
699
700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 return 0;
702
703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704 return 1;
705
706 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet
708 */
709 for (more = ob2->more; more != NULL; more = more->more)
710 {
711 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713 return 1;
714 }
715
716 return 0;
717} 450}
718 451
719/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
720 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
721 * 454 *
729 * 462 *
730 * 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,
731 * 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,
732 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
733 */ 466 */
734
735static int 467static int
736monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
737{ 469{
738 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
744 return 1; 476 return 1;
745 477
746 return 0; 478 return 0;
747} 479}
748 480
749#define MAX_KNOWN_SPELLS 20
750
751/* Returns a randomly selected spell. This logic is still
752 * less than ideal. This code also only seems to deal with
753 * wizard spells, as the check is against sp, and not grace.
754 * can mosnters know cleric spells?
755 */
756object *
757monster_choose_random_spell (object *monster)
758{
759 object *altern[MAX_KNOWN_SPELLS];
760 int i = 0;
761
762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
764 {
765 /* Check and see if it's actually a useful spell.
766 * If its a spellbook, the spell is actually the inventory item.
767 * if it is a spell, then it is just the object itself.
768 */
769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
770 {
771 altern [i++] = tmp;
772
773 if (i == MAX_KNOWN_SPELLS)
774 break;
775 }
776 }
777
778 return i ? altern [rndm (i)] : 0;
779}
780
781/* This checks to see if the monster should cast a spell/ability.
782 * it returns true if the monster casts a spell, 0 if he doesn't.
783 * head is the head of the monster.
784 * part is the part of the monster we are checking against.
785 * pl is the target.
786 * dir is the direction to case.
787 * rv is the vector which describes where the enemy is.
788 */
789int
790monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
791{
792 object *spell_item;
793 object *owner;
794 rv_vector rv1;
795
796 /* If you want monsters to cast spells over friends, this spell should
797 * be removed. It probably should be in most cases, since monsters still
798 * don't care about residual effects (ie, casting a cone which may have a
799 * clear path to the player, the side aspects of the code will still hit
800 * other monsters)
801 */
802 if (!(dir = path_to_player (part, pl, 0)))
803 return 0;
804
805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
806 {
807 get_rangevector (head, owner, &rv1, 0x1);
808 if (dirdiff (dir, rv1.direction) < 2)
809 return 0; /* Might hit owner with spell */
810 }
811
812 if (QUERY_FLAG (head, FLAG_CONFUSED))
813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
814
815 /* If the monster hasn't already chosen a spell, choose one
816 * I'm not sure if it really make sense to pre-select spells (events
817 * could be different by the time the monster goes again).
818 */
819 if (head->spellitem == NULL)
820 {
821 if ((spell_item = monster_choose_random_spell (head)) == NULL)
822 {
823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
825 return 0;
826 }
827
828 if (spell_item->type == SPELLBOOK)
829 {
830 if (!spell_item->inv)
831 {
832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833 return 0;
834 }
835
836 spell_item = spell_item->inv;
837 }
838 }
839 else
840 spell_item = head->spellitem;
841
842 if (!spell_item)
843 return 0;
844
845 /* Best guess this is a defensive/healing spell */
846 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
847 dir = 0;
848
849 /* Monster doesn't have enough spell-points */
850 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
851 return 0;
852
853 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
854 return 0;
855
856 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
857 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
858
859 /* set this to null, so next time monster will choose something different */
860 head->spellitem = NULL;
861
862 return cast_spell (part, part, dir, spell_item, NULL);
863}
864
865int
866monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867{
868 object *scroll;
869 object *owner;
870 rv_vector rv1;
871
872 /* If you want monsters to cast spells over friends, this spell should
873 * be removed. It probably should be in most cases, since monsters still
874 * don't care about residual effects (ie, casting a cone which may have a
875 * clear path to the player, the side aspects of the code will still hit
876 * other monsters)
877 */
878 if (!(dir = path_to_player (part, pl, 0)))
879 return 0;
880
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
882 {
883 get_rangevector (head, owner, &rv1, 0x1);
884 if (dirdiff (dir, rv1.direction) < 2)
885 {
886 return 0; /* Might hit owner with spell */
887 }
888 }
889
890 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 dir = absdir (dir + rndm (3) + rndm (3) - 2);
892
893 for (scroll = head->inv; scroll; scroll = scroll->below)
894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
896
897 /* Used up all his scrolls, so nothing do to */
898 if (!scroll)
899 {
900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
901 return 0;
902 }
903
904 /* Spell should be cast on caster (ie, heal, strength) */
905 if (scroll->inv->range == 0)
906 dir = 0;
907
908 apply_scroll (part, scroll, dir);
909 return 1;
910}
911
912/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
914 * SK_MISSILE_WEAPON to make those respective attacks, if we
915 * required that we would drastically increase the memory
916 * requirements of CF!!
917 *
918 * The skills we are treating here are all but those. -b.t.
919 *
920 * At the moment this is only useful for throwing, perhaps for
921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 */
923int
924monster_use_skill (object *head, object *part, object *pl, int dir)
925{
926 object *skill, *owner;
927
928 if (!(dir = path_to_player (part, pl, 0)))
929 return 0;
930
931 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
932 {
933 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
934
935 if (dirdiff (dir, dir2) < 1)
936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
937 }
938
939 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
941
942 /* skill selection - monster will use the next unused skill.
943 * well...the following scenario will allow the monster to
944 * toggle between 2 skills. One day it would be nice to make
945 * more skills available to monsters.
946 */
947 for (skill = head->inv; skill; skill = skill->below)
948 if (skill->type == SKILL && skill != head->chosen_skill)
949 {
950 head->chosen_skill = skill;
951 break;
952 }
953
954 if (!skill && !head->chosen_skill)
955 {
956 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
957 CLEAR_FLAG (head, FLAG_READY_SKILL);
958 return 0;
959 }
960
961 /* use skill */
962 return do_skill (head, part, head->chosen_skill, dir, NULL);
963}
964
965/* Monster will use a ranged spell attack. */
966int
967monster_use_range (object *head, object *part, object *pl, int dir)
968{
969 object *wand, *owner;
970 int at_least_one = 0;
971
972 if (!(dir = path_to_player (part, pl, 0)))
973 return 0;
974
975 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
976 {
977 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
978
979 if (dirdiff (dir, dir2) < 2)
980 return 0; /* Might hit owner with spell */
981 }
982
983 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
985
986 for (wand = head->inv; wand; wand = wand->below)
987 {
988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
998 {
999 if (wand->arch)
1000 {
1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 wand->face = wand->arch->face;
1003 wand->set_speed (0);
1004 }
1005 }
1006 /* Success */
1007 return 1;
1008 }
1009 else if (wand->type == ROD || wand->type == HORN)
1010 {
1011 /* Found rod/horn, let's use it if possible */
1012 at_least_one = 1;
1013 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1014 continue;
1015
1016 /* drain charge before casting spell - can be a case where the
1017 * spell destroys the monster, and rod, so if done after, results
1018 * in crash.
1019 */
1020 drain_rod_charge (wand);
1021 cast_spell (head, wand, dir, wand->inv, NULL);
1022
1023 /* Success */
1024 return 1;
1025 }
1026 }
1027
1028 if (at_least_one)
1029 return 0;
1030
1031 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1033 return 0;
1034}
1035
1036int
1037monster_use_bow (object *head, object *part, object *pl, int dir)
1038{
1039 object *owner;
1040
1041 if (!(dir = path_to_player (part, pl, 0)))
1042 return 0;
1043
1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1046
1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 {
1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
1051 if (dirdiff (dir, dir2) < 1)
1052 return 0; /* Might hit owner with arrow */
1053 }
1054
1055 /* in server/player.c */
1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057
1058}
1059
1060/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1063 * 484 *
1064 * return true if item is a better object. 485 * return true if item is a better object.
1065 */ 486 */
1066int 487static int
1067check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1068{ 489{
1069 object *other_weap; 490 object *other_weap;
1070 int val = 0, i; 491 int val = 0, i;
1071 492
1094 return 1; 515 return 1;
1095 else 516 else
1096 return 0; 517 return 0;
1097} 518}
1098 519
1099int 520static int
1100check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1101{ 522{
1102 object *other_armour; 523 object *other_armour;
1103 int val = 0, i; 524 int val = 0, i;
1104 525
1132 553
1133 if (val > 0) 554 if (val > 0)
1134 return 1; 555 return 1;
1135 else 556 else
1136 return 0; 557 return 0;
1137}
1138
1139/*
1140 * monster_check_pickup(): checks for items that monster can pick up.
1141 *
1142 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1143 * Each time the blob passes over some treasure, it will
1144 * grab it a.s.a.p.
1145 *
1146 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1147 * to handle this.
1148 *
1149 * This function was seen be continueing looping at one point (tmp->below
1150 * became a recursive loop. It may be better to call monster_check_apply
1151 * after we pick everything up, since that function may call others which
1152 * affect stacking on this space.
1153 */
1154void
1155monster_check_pickup (object *monster)
1156{
1157 object *tmp, *next;
1158
1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1160 {
1161 next = tmp->below;
1162 if (monster_can_pick (monster, tmp))
1163 {
1164 tmp->remove ();
1165 tmp = insert_ob_in_ob (tmp, monster);
1166 (void) monster_check_apply (monster, tmp);
1167 }
1168 /* We could try to re-establish the cycling, of the space, but probably
1169 * not a big deal to just bail out.
1170 */
1171 if (next && next->destroyed ())
1172 return;
1173 }
1174}
1175
1176/*
1177 * monster_can_pick(): If the monster is interested in picking up
1178 * the item, then return 0. Otherwise 0.
1179 * Instead of pick_up, flags for "greed", etc, should be used.
1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1181 */
1182int
1183monster_can_pick (object *monster, object *item)
1184{
1185 int flag = 0;
1186 int i;
1187
1188 if (!can_pick (monster, item))
1189 return 0;
1190
1191 if (QUERY_FLAG (item, FLAG_UNPAID))
1192 return 0;
1193
1194 if (monster->pick_up & 64) /* All */
1195 flag = 1;
1196
1197 else
1198 switch (item->type)
1199 {
1200 case MONEY:
1201 case GEM:
1202 flag = monster->pick_up & 2;
1203 break;
1204
1205 case FOOD:
1206 flag = monster->pick_up & 4;
1207 break;
1208
1209 case WEAPON:
1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 break;
1212
1213 case ARMOUR:
1214 case SHIELD:
1215 case HELMET:
1216 case BOOTS:
1217 case GLOVES:
1218 case GIRDLE:
1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 break;
1221
1222 case SKILL:
1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 break;
1225
1226 case RING:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 break;
1229
1230 case WAND:
1231 case HORN:
1232 case ROD:
1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 break;
1235
1236 case SPELLBOOK:
1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 break;
1239
1240 case SCROLL:
1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 break;
1243
1244 case BOW:
1245 case ARROW:
1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 break;
1248 }
1249
1250 /* Simplistic check - if the monster has a location to equip it, he will
1251 * pick it up. Note that this doesn't handle cases where an item may
1252 * use several locations.
1253 */
1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1255 {
1256 if (monster->slot[i].info && item->slot[i].info)
1257 {
1258 flag = 1;
1259 break;
1260 }
1261 }
1262
1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1264 return 1;
1265
1266 return 0;
1267}
1268
1269/*
1270 * monster_apply_below():
1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1272 * eager to apply things, encounters something apply-able,
1273 * then make him apply it
1274 */
1275void
1276monster_apply_below (object *monster)
1277{
1278 object *tmp, *next;
1279
1280 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 {
1282 next = tmp->below;
1283 switch (tmp->type)
1284 {
1285 case CF_HANDLE:
1286 case TRIGGER:
1287 if (monster->will_apply & 1)
1288 manual_apply (monster, tmp, 0);
1289 break;
1290
1291 case TREASURE:
1292 if (monster->will_apply & 2)
1293 manual_apply (monster, tmp, 0);
1294 break;
1295
1296 }
1297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298 break;
1299 }
1300} 558}
1301 559
1302/* 560/*
1303 * 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
1304 * inserted in a monster. 562 * inserted in a monster.
1415 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1416 */ 674 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418} 676}
1419 677
1420void 678static int
1421npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1422{ 680{
1423 int x, y, mflags;
1424 object *npc; 681 object *more;
1425 sint16 sx, sy; 682 rv_vector rv1;
1426 maptile *m;
1427 683
1428 for (x = -3; x < 4; x++) 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1429 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)
1430 { 694 {
1431 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1432 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1433 sy = op->y + y; 697 return 1;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue;
1438
1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy;
1442 } 698 }
1443}
1444 699
1445int 700 return 0;
701}
702
703static int
1446dist_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)
1447{ 705{
1448 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1449 return dir; 707 return dir;
1450 708
1451 if (rv->distance < 10) 709 if (rv->distance < 10)
1454 return dir; 712 return dir;
1455 713
1456 return 0; 714 return 0;
1457} 715}
1458 716
1459int 717static int
1460run_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)
1461{ 719{
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1463 {
1464 ob->move_status++;
1465 return (dir); 721 return dir;
1466 } 722 else
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4); 723 return absdir (dir + 4);
1471} 724}
1472 725
1473int 726static int
1474hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1475{ 728{
1476 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1477 return dir; 730 return dir;
1478 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1481 ob->move_status = 0; 734 ob->move_status = 0;
1482 735
1483 return absdir (dir + 4); 736 return absdir (dir + 4);
1484} 737}
1485 738
1486int 739static int
1487wait_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)
1488{ 741{
1489
1490 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1491 743
1492 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1493 ob->move_status++; 745 ob->move_status++;
1494 746
1501 753
1502 ob->move_status = 0; 754 ob->move_status = 0;
1503 return 0; 755 return 0;
1504} 756}
1505 757
1506int 758static int
1507disthit_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)
1508{ 760{
1509
1510 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1511 * 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,
1512 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1513 * 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
1514 * 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
1515 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1516 */ 767 */
1517 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)
1518 return absdir (dir + 4); 769 return absdir (dir + 4);
1519 770
1520 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1521} 772}
1522 773
1523int 774static int
1524wait_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)
1525{ 776{
1526 if (rv->distance < 9) 777 if (rv->distance < 9)
1527 return absdir (dir + 4); 778 return absdir (dir + 4);
1528 779
1529 return 0; 780 return 0;
1530} 781}
1531 782
1532void 783static void
1533circ1_move (object *ob) 784circ1_move (object *ob)
1534{ 785{
1535 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 };
1536 787
1537 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1539 790
1540 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1541 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1542} 793}
1543 794
1544void 795static void
1545circ2_move (object *ob) 796circ2_move (object *ob)
1546{ 797{
1547 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 };
1548 799
1549 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1551 802
1552 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1553 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1554} 805}
1555 806
1556void 807static void
1557pace_movev (object *ob) 808pace_movev (object *ob)
1558{ 809{
1559 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1560 ob->move_status = 0; 811 ob->move_status = 0;
1561 812
1563 move_object (ob, 5); 814 move_object (ob, 5);
1564 else 815 else
1565 move_object (ob, 1); 816 move_object (ob, 1);
1566} 817}
1567 818
1568void 819static void
1569pace_moveh (object *ob) 820pace_moveh (object *ob)
1570{ 821{
1571 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1572 ob->move_status = 0; 823 ob->move_status = 0;
1573 824
1575 move_object (ob, 3); 826 move_object (ob, 3);
1576 else 827 else
1577 move_object (ob, 7); 828 move_object (ob, 7);
1578} 829}
1579 830
1580void 831static void
1581pace2_movev (object *ob) 832pace2_movev (object *ob)
1582{ 833{
1583 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1584 ob->move_status = 0; 835 ob->move_status = 0;
1585 836
1591 move_object (ob, 1); 842 move_object (ob, 1);
1592 else 843 else
1593 return; 844 return;
1594} 845}
1595 846
1596void 847static void
1597pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1598{ 849{
1599 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1600 ob->move_status = 0; 851 ob->move_status = 0;
1601 852
1607 move_object (ob, 7); 858 move_object (ob, 7);
1608 else 859 else
1609 return; 860 return;
1610} 861}
1611 862
1612void 863static void
1613rand_move (object *ob) 864rand_move (object *ob)
1614{ 865{
1615 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)))))
1616 for (int i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1617 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1618 return; 869 return;
870}
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 }
1619} 1198}
1620 1199
1621void 1200void
1622check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1623{ 1202{
1674#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1675 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1254 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676#endif 1255#endif
1677 1256
1678 return tmp; 1257 return tmp;
1258}
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;
1679} 1672}
1680 1673
1681/* 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
1682 * 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
1683 * 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.
1828 /* Wasn't detected above, so still hidden */ 1821 /* Wasn't detected above, so still hidden */
1829 return 0; 1822 return 0;
1830} 1823}
1831 1824
1832/* 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
1833 * intellegent algorithm. For one thing, we ignore los here, SO it 1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1834 * 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
1835 * other side of a wall (!). 1828 * other side of a wall (!).
1836 */ 1829 */
1837int 1830int
1838stand_in_light (object *op) 1831stand_in_light (object *op)
1847 1840
1848 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1849 return 1; 1842 return 1;
1850 1843
1851 if (op->map) 1844 if (op->map)
1852 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) 1845 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1853 { 1846 {
1854 /* Check the spaces with the max light radius to see if any of them 1847 /* Check the spaces with the max light radius to see if any of them
1855 * have lights, and if any of them light the player enough, then return 1. 1848 * have lights, and if any of them light the player enough, then return 1.
1856 */ 1849 */
1857 int light = m->at (nx, ny).light; 1850 int light = m->at (nx, ny).light;
1890 { 1883 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden 1885 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */ 1886 * creature is seeable (and stupid) */
1894 1887
1895 if (has_carried_lights (enemy)) 1888 if (enemy->has_carried_lights ())
1896 { 1889 {
1897 if (enemy->flag [FLAG_HIDDEN]) 1890 if (enemy->flag [FLAG_HIDDEN])
1898 { 1891 {
1899 make_visible (enemy); 1892 make_visible (enemy);
1900 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!");
1931 return 0; 1924 return 0;
1932 1925
1933 return 1; 1926 return 1;
1934} 1927}
1935 1928
1929//-GPL

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