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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.68 by root, Fri Sep 25 19:09:20 2009 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>
150 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
151 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
152 * 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
153 * many cases. 156 * many cases.
154 */ 157 */
155object * 158static object *
156find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
157{ 160{
158 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
159 162
160 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. */
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 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
237 if (!enemy) 240 if (!enemy)
238 return 0; 241 return 0;
269 } 272 }
270 273
271 return 0; 274 return 0;
272} 275}
273 276
274int 277static int
275move_randomly (object *op) 278move_randomly (object *op)
276{ 279{
277 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
281 284
282 return 0; 285 return 0;
283} 286}
284 287
285/* 288/*
286 * 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.
287 */ 293 */
288int 294static int
289move_monster (object *op) 295monster_can_pick (object *monster, object *item)
290{ 296{
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
292 object *owner, *enemy, *part, *oph = op; 298 int i;
293 rv_vector rv;
294 299
295 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
296 * 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.
297 */ 365 */
298 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)))
299 return 0; 376 return 1;
300 377
301 /* for target facing, we copy this value here for fast access */ 378 return 0;
302 if (oph->head) /* force update the head - one arch one pic */ 379}
303 oph = oph->head;
304 380
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
306 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
307 else if ((enemy = find_enemy (op, &rv))) 383 *
308 /* 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.
309 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;
310 400
311 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 { 402 {
314 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
315 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 * 405 {
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
320 * 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.
321 */ 413 */
322 414 if (next && next->destroyed ())
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 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)
383 } 434 {
384
385 /* Probably really a bug for a creature to have both
386 * stand still and a movement type set.
387 */
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case PETMOVE:
395 pet_move (op);
396 break;
397
398 case CIRCLE1:
399 circ1_move (op);
400 break;
401
402 case CIRCLE2:
403 circ2_move (op);
404 break;
405
406 case PACEV:
407 pace_movev (op);
408 break;
409
410 case PACEH:
411 pace_moveh (op);
412 break;
413
414 case PACEV2:
415 pace2_movev (op);
416 break;
417
418 case PACEH2:
419 pace2_moveh (op);
420 break;
421
422 case RANDO: 435 case T_HANDLE:
423 rand_move (op); 436 case TRIGGER:
424 break; 437 if (monster->will_apply & 1)
425 438 manual_apply (monster, tmp, 0);
426 case RANDO2:
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race == shstr_doppleganger)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512 // if the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (op->stats.Wis >= 8
516 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519 uint32_t &smell = op->ms ().smell;
520
521 for (int ndir = 1; ndir <= 8; ++ndir)
522 {
523 mapxy pos (op); pos.move (ndir);
524
525 if (pos.normalise ())
526 {
527 mapspace &ms = pos.ms ();
528
529 if (ms.smell > smell)
530 {
531 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 if (op->stats.Wis >= 10)
533 smell = ms.smell - 1; // smarter: tell others
534
535 sdir = ndir;
536
537 // perturbing the path might let the monster lose track,
538 // but it will also widen the actual path, spreading information
539 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 }
542 }
543 }
544
545 if (sdir)
546 dir = sdir;
547 else if (smell)
548 {
549 // no better smell found, so assume the player jumped, and erase this smell
550 //printf ("erasing smell %d\n", op->ms ().smell);//D
551 unordered_mapwalk (op, -1, -1, 1, 1)
552 m->at (nx, ny).smell = 0;
553 }
554 }
555
556 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
557 dir = absdir (dir + 4);
558
559 if (QUERY_FLAG (op, FLAG_CONFUSED))
560 dir = absdir (dir + rndm (3) + rndm (3) - 2);
561
562 pre_att_dir = dir; /* remember the original direction */
563
564 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
565 {
566 switch (op->attack_movement & LO4)
567 {
568 case DISTATT:
569 dir = dist_att (dir, op, enemy, part, &rv);
570 break; 439 break;
571 440
572 case RUNATT: 441 case TREASURE:
573 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
574 break; 444 break;
575 445
576 case HITRUN:
577 dir = hitrun_att (dir, op, enemy);
578 break;
579
580 case WAITATT:
581 dir = wait_att (dir, op, enemy, part, &rv);
582 break;
583
584 case RUSH: /* default - monster normally moves towards player */
585 case ALLRUN:
586 break;
587
588 case DISTHIT:
589 dir = disthit_att (dir, op, enemy, part, &rv);
590 break;
591
592 case WAIT2:
593 dir = wait_att2 (dir, op, enemy, part, &rv);
594 break;
595
596 default:
597 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
598 }
599 }
600
601 if (!dir)
602 return 0;
603
604 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
605 {
606 if (move_object (op, dir)) /* Can the monster move directly toward player? */
607 { 446 }
608 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
609 if ((op->attack_movement & LO4) == DISTATT) 448 break;
610 op->direction = pre_att_dir;
611
612 return 0;
613 }
614
615 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
616 {
617 /* Try move around corners if !close */
618 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
619
620 for (diff = 1; diff <= maxdiff; diff++)
621 {
622 /* try different detours */
623 int m = 1 - rndm (2) * 2; /* Try left or right first? */
624
625 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
626 return 0;
627 }
628 }
629 } /* if monster is not standing still */
630
631 /* elmex: Turn our monster after it moved if it has DISTATT attack */
632 if ((op->attack_movement & LO4) == DISTATT)
633 op->direction = pre_att_dir;
634
635 /*
636 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
637 * direction if they can't move away.
638 */
639 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
640 if (move_randomly (op))
641 return 0;
642
643 /*
644 * Try giving the monster a new enemy - the player that is closest
645 * to it. In this way, it won't just keep trying to get to a target
646 * that is inaccessible.
647 * This could be more clever - it should go through a list of several
648 * enemies, as it is now, you could perhaps get situations where there
649 * are two players flanking the monster at close distance, but which
650 * the monster can't get to, and a third one at a far distance that
651 * the monster could get to - as it is, the monster won't look at that
652 * third one.
653 */
654 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
655 { 449 }
656 object *nearest_player = get_nearest_player (op);
657
658 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
659 {
660 op->enemy = 0;
661 enemy = nearest_player;
662 }
663 }
664
665 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
666 {
667 /* The adjustement to wc that was here before looked totally bogus -
668 * since wc can in fact get negative, that would mean by adding
669 * the current wc, the creature gets better? Instead, just
670 * add a fixed amount - nasty creatures that are runny away should
671 * still be pretty nasty.
672 */
673 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
674 {
675 part->stats.wc += 10;
676 skill_attack (enemy, part, 0, NULL, NULL);
677 part->stats.wc -= 10;
678 }
679 else
680 skill_attack (enemy, part, 0, NULL, NULL);
681 } /* if monster is in attack range */
682
683 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
684 return 1;
685
686 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
687 {
688 op->drop_and_destroy ();
689 return 1;
690 }
691
692 return 0;
693}
694
695int
696can_hit (object *ob1, object *ob2, rv_vector * rv)
697{
698 object *more;
699 rv_vector rv1;
700
701 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
702 return 0;
703
704 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
705 return 1;
706
707 /* check all the parts of ob2 - just because we can't get to
708 * its head doesn't mean we don't want to pound its feet
709 */
710 for (more = ob2->more; more; more = more->more)
711 {
712 get_rangevector (ob1, more, &rv1, 0);
713 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
714 return 1;
715 }
716
717 return 0;
718} 450}
719 451
720/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
721 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
722 * 454 *
730 * 462 *
731 * 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,
732 * 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,
733 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
734 */ 466 */
735
736static int 467static int
737monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
738{ 469{
739 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
740 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
745 return 1; 476 return 1;
746 477
747 return 0; 478 return 0;
748} 479}
749 480
750#define MAX_KNOWN_SPELLS 20
751
752/* Returns a randomly selected spell. This logic is still
753 * less than ideal. This code also only seems to deal with
754 * wizard spells, as the check is against sp, and not grace.
755 * can mosnters know cleric spells?
756 */
757object *
758monster_choose_random_spell (object *monster)
759{
760 object *altern[MAX_KNOWN_SPELLS];
761 int i = 0;
762
763 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
764 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
765 {
766 /* Check and see if it's actually a useful spell.
767 * If its a spellbook, the spell is actually the inventory item.
768 * if it is a spell, then it is just the object itself.
769 */
770 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
771 {
772 altern [i++] = tmp;
773
774 if (i == MAX_KNOWN_SPELLS)
775 break;
776 }
777 }
778
779 return i ? altern [rndm (i)] : 0;
780}
781
782/* This checks to see if the monster should cast a spell/ability.
783 * it returns true if the monster casts a spell, 0 if he doesn't.
784 * head is the head of the monster.
785 * part is the part of the monster we are checking against.
786 * pl is the target.
787 * dir is the direction to case.
788 * rv is the vector which describes where the enemy is.
789 */
790int
791monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
792{
793 object *spell_item;
794 object *owner;
795 rv_vector rv1;
796
797 /* If you want monsters to cast spells over friends, this spell should
798 * be removed. It probably should be in most cases, since monsters still
799 * don't care about residual effects (ie, casting a cone which may have a
800 * clear path to the player, the side aspects of the code will still hit
801 * other monsters)
802 */
803 if (!(dir = path_to_player (part, pl, 0)))
804 return 0;
805
806 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
807 {
808 get_rangevector (head, owner, &rv1, 0x1);
809 if (dirdiff (dir, rv1.direction) < 2)
810 return 0; /* Might hit owner with spell */
811 }
812
813 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 dir = absdir (dir + rndm (3) + rndm (3) - 2);
815
816 /* If the monster hasn't already chosen a spell, choose one
817 * I'm not sure if it really make sense to pre-select spells (events
818 * could be different by the time the monster goes again).
819 */
820 if (head->spellitem == NULL)
821 {
822 if ((spell_item = monster_choose_random_spell (head)) == NULL)
823 {
824 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
826 return 0;
827 }
828
829 if (spell_item->type == SPELLBOOK)
830 {
831 if (!spell_item->inv)
832 {
833 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
834 return 0;
835 }
836
837 spell_item = spell_item->inv;
838 }
839 }
840 else
841 spell_item = head->spellitem;
842
843 if (!spell_item)
844 return 0;
845
846 /* Best guess this is a defensive/healing spell */
847 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
848 dir = 0;
849
850 /* Monster doesn't have enough spell-points */
851 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
852 return 0;
853
854 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
855 return 0;
856
857 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
858 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
859
860 /* set this to null, so next time monster will choose something different */
861 head->spellitem = NULL;
862
863 return cast_spell (part, part, dir, spell_item, NULL);
864}
865
866int
867monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
868{
869 object *scroll;
870 object *owner;
871 rv_vector rv1;
872
873 /* If you want monsters to cast spells over friends, this spell should
874 * be removed. It probably should be in most cases, since monsters still
875 * don't care about residual effects (ie, casting a cone which may have a
876 * clear path to the player, the side aspects of the code will still hit
877 * other monsters)
878 */
879 if (!(dir = path_to_player (part, pl, 0)))
880 return 0;
881
882 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
883 {
884 get_rangevector (head, owner, &rv1, 0x1);
885 if (dirdiff (dir, rv1.direction) < 2)
886 {
887 return 0; /* Might hit owner with spell */
888 }
889 }
890
891 if (QUERY_FLAG (head, FLAG_CONFUSED))
892 dir = absdir (dir + rndm (3) + rndm (3) - 2);
893
894 for (scroll = head->inv; scroll; scroll = scroll->below)
895 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
896 break;
897
898 /* Used up all his scrolls, so nothing do to */
899 if (!scroll)
900 {
901 CLEAR_FLAG (head, FLAG_READY_SCROLL);
902 return 0;
903 }
904
905 /* Spell should be cast on caster (ie, heal, strength) */
906 if (scroll->inv->range == 0)
907 dir = 0;
908
909 apply_scroll (part, scroll, dir);
910 return 1;
911}
912
913/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
914 * Note that monsters do not need the skills SK_MELEE_WEAPON and
915 * SK_MISSILE_WEAPON to make those respective attacks, if we
916 * required that we would drastically increase the memory
917 * requirements of CF!!
918 *
919 * The skills we are treating here are all but those. -b.t.
920 *
921 * At the moment this is only useful for throwing, perhaps for
922 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
923 */
924int
925monster_use_skill (object *head, object *part, object *pl, int dir)
926{
927 object *skill, *owner;
928
929 if (!(dir = path_to_player (part, pl, 0)))
930 return 0;
931
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 {
934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
936 if (dirdiff (dir, dir2) < 1)
937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
938 }
939
940 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942
943 /* skill selection - monster will use the next unused skill.
944 * well...the following scenario will allow the monster to
945 * toggle between 2 skills. One day it would be nice to make
946 * more skills available to monsters.
947 */
948 for (skill = head->inv; skill; skill = skill->below)
949 if (skill->type == SKILL && skill != head->chosen_skill)
950 {
951 head->chosen_skill = skill;
952 break;
953 }
954
955 if (!skill && !head->chosen_skill)
956 {
957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
958 CLEAR_FLAG (head, FLAG_READY_SKILL);
959 return 0;
960 }
961
962 /* use skill */
963 return do_skill (head, part, head->chosen_skill, dir, NULL);
964}
965
966/* Monster will use a ranged spell attack. */
967int
968monster_use_range (object *head, object *part, object *pl, int dir)
969{
970 object *wand, *owner;
971 int at_least_one = 0;
972
973 if (!(dir = path_to_player (part, pl, 0)))
974 return 0;
975
976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
977 {
978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979
980 if (dirdiff (dir, dir2) < 2)
981 return 0; /* Might hit owner with spell */
982 }
983
984 if (QUERY_FLAG (head, FLAG_CONFUSED))
985 dir = absdir (dir + rndm (3) + rndm (3) - 2);
986
987 for (wand = head->inv; wand; wand = wand->below)
988 {
989 if (wand->type == WAND)
990 {
991 /* Found a wand, let's see if it has charges left */
992 at_least_one = 1;
993 if (wand->stats.food <= 0)
994 continue;
995
996 cast_spell (head, wand, dir, wand->inv, NULL);
997
998 if (!(--wand->stats.food))
999 {
1000 if (wand->arch)
1001 {
1002 CLEAR_FLAG (wand, FLAG_ANIMATE);
1003 wand->face = wand->arch->face;
1004 wand->set_speed (0);
1005 }
1006 }
1007 /* Success */
1008 return 1;
1009 }
1010 else if (wand->type == ROD || wand->type == HORN)
1011 {
1012 /* Found rod/horn, let's use it if possible */
1013 at_least_one = 1;
1014 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1015 continue;
1016
1017 /* drain charge before casting spell - can be a case where the
1018 * spell destroys the monster, and rod, so if done after, results
1019 * in crash.
1020 */
1021 drain_rod_charge (wand);
1022 cast_spell (head, wand, dir, wand->inv, NULL);
1023
1024 /* Success */
1025 return 1;
1026 }
1027 }
1028
1029 if (at_least_one)
1030 return 0;
1031
1032 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034 return 0;
1035}
1036
1037int
1038monster_use_bow (object *head, object *part, object *pl, int dir)
1039{
1040 object *owner;
1041
1042 if (!(dir = path_to_player (part, pl, 0)))
1043 return 0;
1044
1045 if (QUERY_FLAG (head, FLAG_CONFUSED))
1046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1047
1048 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1049 {
1050 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1051
1052 if (dirdiff (dir, dir2) < 1)
1053 return 0; /* Might hit owner with arrow */
1054 }
1055
1056 /* in server/player.c */
1057 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1058
1059}
1060
1061/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1062 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1063 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1064 * 484 *
1065 * return true if item is a better object. 485 * return true if item is a better object.
1066 */ 486 */
1067int 487static int
1068check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1069{ 489{
1070 object *other_weap; 490 object *other_weap;
1071 int val = 0, i; 491 int val = 0, i;
1072 492
1095 return 1; 515 return 1;
1096 else 516 else
1097 return 0; 517 return 0;
1098} 518}
1099 519
1100int 520static int
1101check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1102{ 522{
1103 object *other_armour; 523 object *other_armour;
1104 int val = 0, i; 524 int val = 0, i;
1105 525
1133 553
1134 if (val > 0) 554 if (val > 0)
1135 return 1; 555 return 1;
1136 else 556 else
1137 return 0; 557 return 0;
1138}
1139
1140/*
1141 * monster_check_pickup(): checks for items that monster can pick up.
1142 *
1143 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1144 * Each time the blob passes over some treasure, it will
1145 * grab it a.s.a.p.
1146 *
1147 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1148 * to handle this.
1149 *
1150 * This function was seen be continueing looping at one point (tmp->below
1151 * became a recursive loop. It may be better to call monster_check_apply
1152 * after we pick everything up, since that function may call others which
1153 * affect stacking on this space.
1154 */
1155void
1156monster_check_pickup (object *monster)
1157{
1158 object *tmp, *next;
1159
1160 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 {
1162 next = tmp->below;
1163 if (monster_can_pick (monster, tmp))
1164 {
1165 tmp->remove ();
1166 tmp = insert_ob_in_ob (tmp, monster);
1167 (void) monster_check_apply (monster, tmp);
1168 }
1169 /* We could try to re-establish the cycling, of the space, but probably
1170 * not a big deal to just bail out.
1171 */
1172 if (next && next->destroyed ())
1173 return;
1174 }
1175}
1176
1177/*
1178 * monster_can_pick(): If the monster is interested in picking up
1179 * the item, then return 0. Otherwise 0.
1180 * Instead of pick_up, flags for "greed", etc, should be used.
1181 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1182 */
1183int
1184monster_can_pick (object *monster, object *item)
1185{
1186 int flag = 0;
1187 int i;
1188
1189 if (!can_pick (monster, item))
1190 return 0;
1191
1192 if (QUERY_FLAG (item, FLAG_UNPAID))
1193 return 0;
1194
1195 if (monster->pick_up & 64) /* All */
1196 flag = 1;
1197
1198 else
1199 switch (item->type)
1200 {
1201 case MONEY:
1202 case GEM:
1203 flag = monster->pick_up & 2;
1204 break;
1205
1206 case FOOD:
1207 flag = monster->pick_up & 4;
1208 break;
1209
1210 case WEAPON:
1211 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1212 break;
1213
1214 case ARMOUR:
1215 case SHIELD:
1216 case HELMET:
1217 case BOOTS:
1218 case GLOVES:
1219 case GIRDLE:
1220 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1221 break;
1222
1223 case SKILL:
1224 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1225 break;
1226
1227 case RING:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1229 break;
1230
1231 case WAND:
1232 case HORN:
1233 case ROD:
1234 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1235 break;
1236
1237 case SPELLBOOK:
1238 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1239 break;
1240
1241 case SCROLL:
1242 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1243 break;
1244
1245 case BOW:
1246 case ARROW:
1247 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1248 break;
1249 }
1250
1251 /* Simplistic check - if the monster has a location to equip it, he will
1252 * pick it up. Note that this doesn't handle cases where an item may
1253 * use several locations.
1254 */
1255 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1256 {
1257 if (monster->slot[i].info && item->slot[i].info)
1258 {
1259 flag = 1;
1260 break;
1261 }
1262 }
1263
1264 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1265 return 1;
1266
1267 return 0;
1268}
1269
1270/*
1271 * monster_apply_below():
1272 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273 * eager to apply things, encounters something apply-able,
1274 * then make him apply it
1275 */
1276void
1277monster_apply_below (object *monster)
1278{
1279 object *tmp, *next;
1280
1281 for (tmp = monster->below; tmp != NULL; tmp = next)
1282 {
1283 next = tmp->below;
1284 switch (tmp->type)
1285 {
1286 case CF_HANDLE:
1287 case TRIGGER:
1288 if (monster->will_apply & 1)
1289 manual_apply (monster, tmp, 0);
1290 break;
1291
1292 case TREASURE:
1293 if (monster->will_apply & 2)
1294 manual_apply (monster, tmp, 0);
1295 break;
1296
1297 }
1298 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1299 break;
1300 }
1301} 558}
1302 559
1303/* 560/*
1304 * 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
1305 * inserted in a monster. 562 * inserted in a monster.
1416 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1417 */ 674 */
1418 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1419} 676}
1420 677
1421void 678static int
1422npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1423{ 680{
1424 unordered_mapwalk (op, -7, -7, 7, 7) 681 object *more;
1425 { 682 rv_vector rv1;
1426 mapspace &ms = m->at (nx, ny);
1427 683
1428 /* If nothing alive on this space, no need to search the space. */ 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1429 if (!(ms.flags () & P_IS_ALIVE)) 685 return 0;
1430 continue;
1431 686
1432 for (object *npc = ms.bot; npc; npc = npc->above) 687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
1433 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 688 return 1;
1434 npc->enemy = op->enemy; 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)
1435 } 694 {
1436} 695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
1437 699
1438int 700 return 0;
701}
702
703static int
1439dist_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)
1440{ 705{
1441 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1442 return dir; 707 return dir;
1443 708
1447 return dir; 712 return dir;
1448 713
1449 return 0; 714 return 0;
1450} 715}
1451 716
1452int 717static int
1453run_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)
1454{ 719{
1455 if (can_hit (part, enemy, rv)) 720 if (can_hit (part, enemy, rv))
1456 return dir; 721 return dir;
1457 else 722 else
1458 return absdir (dir + 4); 723 return absdir (dir + 4);
1459} 724}
1460 725
1461int 726static int
1462hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1463{ 728{
1464 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1465 return dir; 730 return dir;
1466 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1469 ob->move_status = 0; 734 ob->move_status = 0;
1470 735
1471 return absdir (dir + 4); 736 return absdir (dir + 4);
1472} 737}
1473 738
1474int 739static int
1475wait_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)
1476{ 741{
1477 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1478 743
1479 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1488 753
1489 ob->move_status = 0; 754 ob->move_status = 0;
1490 return 0; 755 return 0;
1491} 756}
1492 757
1493int 758static int
1494disthit_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)
1495{ 760{
1496 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1497 * 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,
1498 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1504 return absdir (dir + 4); 769 return absdir (dir + 4);
1505 770
1506 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1507} 772}
1508 773
1509int 774static int
1510wait_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)
1511{ 776{
1512 if (rv->distance < 9) 777 if (rv->distance < 9)
1513 return absdir (dir + 4); 778 return absdir (dir + 4);
1514 779
1515 return 0; 780 return 0;
1516} 781}
1517 782
1518void 783static void
1519circ1_move (object *ob) 784circ1_move (object *ob)
1520{ 785{
1521 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 };
1522 787
1523 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1525 790
1526 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1527 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1528} 793}
1529 794
1530void 795static void
1531circ2_move (object *ob) 796circ2_move (object *ob)
1532{ 797{
1533 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 };
1534 799
1535 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1537 802
1538 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1539 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1540} 805}
1541 806
1542void 807static void
1543pace_movev (object *ob) 808pace_movev (object *ob)
1544{ 809{
1545 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1546 ob->move_status = 0; 811 ob->move_status = 0;
1547 812
1549 move_object (ob, 5); 814 move_object (ob, 5);
1550 else 815 else
1551 move_object (ob, 1); 816 move_object (ob, 1);
1552} 817}
1553 818
1554void 819static void
1555pace_moveh (object *ob) 820pace_moveh (object *ob)
1556{ 821{
1557 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1558 ob->move_status = 0; 823 ob->move_status = 0;
1559 824
1561 move_object (ob, 3); 826 move_object (ob, 3);
1562 else 827 else
1563 move_object (ob, 7); 828 move_object (ob, 7);
1564} 829}
1565 830
1566void 831static void
1567pace2_movev (object *ob) 832pace2_movev (object *ob)
1568{ 833{
1569 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1570 ob->move_status = 0; 835 ob->move_status = 0;
1571 836
1577 move_object (ob, 1); 842 move_object (ob, 1);
1578 else 843 else
1579 return; 844 return;
1580} 845}
1581 846
1582void 847static void
1583pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1584{ 849{
1585 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1586 ob->move_status = 0; 851 ob->move_status = 0;
1587 852
1593 move_object (ob, 7); 858 move_object (ob, 7);
1594 else 859 else
1595 return; 860 return;
1596} 861}
1597 862
1598void 863static void
1599rand_move (object *ob) 864rand_move (object *ob)
1600{ 865{
1601 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)))))
1602 for (int i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1603 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1604 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 }
1605} 1198}
1606 1199
1607void 1200void
1608check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1609{ 1202{
1660#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1661 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);
1662#endif 1255#endif
1663 1256
1664 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;
1665} 1672}
1666 1673
1667/* 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
1668 * 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
1669 * 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.
1833 1840
1834 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1835 return 1; 1842 return 1;
1836 1843
1837 if (op->map) 1844 if (op->map)
1838 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)
1839 { 1846 {
1840 /* 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
1841 * 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.
1842 */ 1849 */
1843 int light = m->at (nx, ny).light; 1850 int light = m->at (nx, ny).light;
1917 return 0; 1924 return 0;
1918 1925
1919 return 1; 1926 return 1;
1920} 1927}
1921 1928
1929//-GPL

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