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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.71 by root, Thu Nov 5 16:09:51 2009 UTC vs.
Revision 1.78 by root, Sun Feb 7 04:22:33 2010 UTC

153 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
155 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
156 * many cases. 156 * many cases.
157 */ 157 */
158object * 158static object *
159find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
160{ 160{
161 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
162 162
163 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. */
231/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
235 */ 235 */
236int 236static int
237check_wakeup (object *op, object *enemy, rv_vector *rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
238{ 238{
239 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
240 if (!enemy) 240 if (!enemy)
241 return 0; 241 return 0;
272 } 272 }
273 273
274 return 0; 274 return 0;
275} 275}
276 276
277int 277static int
278move_randomly (object *op) 278move_randomly (object *op)
279{ 279{
280 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1)) 282 if (move_object (op, rndm (8) + 1))
284 284
285 return 0; 285 return 0;
286} 286}
287 287
288/* 288/*
289 * 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.
290 */ 293 */
291int 294static int
292move_monster (object *op) 295monster_can_pick (object *monster, object *item)
293{ 296{
294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
295 object *owner, *enemy, *part, *oph = op; 298 int i;
296 rv_vector rv;
297 299
298 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
299 * 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.
300 */ 365 */
301 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)))
302 return 0; 376 return 1;
303 377
304 /* for target facing, we copy this value here for fast access */ 378 return 0;
305 if (oph->head) /* force update the head - one arch one pic */ 379}
306 oph = oph->head;
307 380
308 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 381/*
309 enemy = op->enemy = NULL; 382 * monster_check_pickup(): checks for items that monster can pick up.
310 else if ((enemy = find_enemy (op, &rv))) 383 *
311 /* 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.
312 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;
313 400
314 /* generate hp, if applicable */ 401 for (tmp = monster->below; tmp != NULL; tmp = next)
315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
316 { 402 {
317 /* last heal is in funny units. Dividing by speed puts 403 next = tmp->below;
318 * the regeneration rate on a basis of time instead of 404 if (monster_can_pick (monster, tmp))
319 * #moves the monster makes. The scaling by 8 is
320 * to capture 8th's of a hp fraction regens
321 * 405 {
322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 406 tmp->remove ();
323 * overflow might produce monsters with negative hp. 407 tmp = insert_ob_in_ob (tmp, monster);
408 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
324 */ 413 */
325 414 if (next && next->destroyed ())
326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
328 op->last_heal %= 32;
329
330 /* So if the monster has gained enough HP that they are no longer afraid */
331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
333
334 if (op->stats.hp > op->stats.maxhp)
335 op->stats.hp = op->stats.maxhp;
336 }
337
338 /* generate sp, if applicable */
339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
340 {
341 /* last_sp is in funny units. Dividing by speed puts
342 * the regeneration rate on a basis of time instead of
343 * #moves the monster makes. The scaling by 8 is
344 * to capture 8th's of a sp fraction regens
345 *
346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
347 * overflow might produce monsters with negative sp.
348 */
349
350 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
351 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
352 op->last_sp %= 128;
353 }
354
355 /* this should probably get modified by many more values.
356 * (eg, creatures resistance to fear, level, etc. )
357 */
358 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
359 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
360
361 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
362 return QUERY_FLAG (op, FLAG_FREED);
363
364 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
365 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
366 if (!check_wakeup (op, enemy, &rv))
367 return 0;
368
369 /* check if monster pops out of hidden spot */
370 if (op->flag [FLAG_HIDDEN])
371 do_hidden_move (op);
372
373 if (op->pick_up)
374 monster_check_pickup (op);
375
376 if (op->will_apply)
377 monster_apply_below (op); /* Check for items to apply below */
378
379 /* If we don't have an enemy, do special movement or the like */
380 if (!enemy)
381 {
382 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
383 {
384 op->drop_and_destroy ();
385 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)
386 } 434 {
387
388 /* Probably really a bug for a creature to have both
389 * stand still and a movement type set.
390 */
391 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
392 {
393 if (op->attack_movement & HI4)
394 {
395 switch (op->attack_movement & HI4)
396 {
397 case PETMOVE:
398 pet_move (op);
399 break;
400
401 case CIRCLE1:
402 circ1_move (op);
403 break;
404
405 case CIRCLE2:
406 circ2_move (op);
407 break;
408
409 case PACEV:
410 pace_movev (op);
411 break;
412
413 case PACEH:
414 pace_moveh (op);
415 break;
416
417 case PACEV2:
418 pace2_movev (op);
419 break;
420
421 case PACEH2:
422 pace2_moveh (op);
423 break;
424
425 case RANDO: 435 case T_HANDLE:
426 rand_move (op); 436 case TRIGGER:
427 break; 437 if (monster->will_apply & 1)
428 438 manual_apply (monster, tmp, 0);
429 case RANDO2:
430 move_randomly (op);
431 break;
432 }
433
434 return 0;
435 }
436 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
437 move_randomly (op);
438 } /* stand still */
439
440 return 0;
441 } /* no enemy */
442
443 /* We have an enemy. Block immediately below is for pets */
444 if ((op->attack_movement & HI4) == PETMOVE
445 && (owner = op->owner) != NULL
446 && !on_same_map (op, owner)
447 && !owner->flag [FLAG_REMOVED])
448 return follow_owner (op, owner);
449
450 /* doppleganger code to change monster facing to that of the nearest
451 * player. Hmm. The code is here, but no monster in the current
452 * arch set uses it.
453 */
454 if (op->race == shstr_doppleganger)
455 {
456 op->face = enemy->face;
457 op->name = enemy->name;
458 }
459
460 /* Calculate range information for closest body part - this
461 * is used for the 'skill' code, which isn't that smart when
462 * it comes to figuring it out - otherwise, giants throw boulders
463 * into themselves.
464 */
465 get_rangevector (op, enemy, &rv, 0);
466
467 /* Move the check for scared up here - if the monster was scared,
468 * we were not doing any of the logic below, so might as well save
469 * a few cpu cycles.
470 */
471 if (!QUERY_FLAG (op, FLAG_SCARED))
472 {
473 rv_vector rv1;
474
475 /* now we test every part of an object .... this is a real ugly piece of code */
476 for (part = op; part; part = part->more)
477 {
478 get_rangevector (part, enemy, &rv1, 0x1);
479 dir = rv1.direction;
480
481 /* hm, not sure about this part - in original was a scared flag here too
482 * but that we test above... so can be old code here
483 */
484 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
485 dir = absdir (dir + 4);
486
487 if (QUERY_FLAG (op, FLAG_CONFUSED))
488 dir = absdir (dir + rndm (3) + rndm (3) - 2);
489
490 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
491 if (monster_cast_spell (op, part, enemy, dir, &rv1))
492 return 0;
493
494 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
495 if (monster_use_scroll (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
499 if (monster_use_range (op, part, enemy, dir))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
503 if (monster_use_skill (op, rv.part, enemy, rv.direction))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
507 if (monster_use_bow (op, part, enemy, dir))
508 return 0;
509 } /* for processing of all parts */
510 } /* If not scared */
511
512 part = rv.part;
513 dir = rv.direction;
514
515//-GPL
516
517 // if the enemy is a player, we have los. if los says we
518 // can directly reach the player, we do not deviate.
519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
522 {
523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
525
526 for (int ndir = 1; ndir <= 8; ++ndir)
527 {
528 mapxy pos (op); pos.move (ndir);
529
530 if (pos.normalise ())
531 {
532 mapspace &ms = pos.ms ();
533
534 if (ms.smell > smell)
535 {
536 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
540 sdir = ndir;
541
542 // perturbing the path might let the monster lose track,
543 // but it will also widen the actual path, spreading information
544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
545 sdir = absdir (sdir + 1 - rndm (2) * 2);
546 }
547 }
548 }
549
550 if (sdir)
551 dir = sdir;
552 else if (smell)
553 {
554 // no better smell found, so assume the player jumped, and erase this smell
555 //printf ("erasing smell %d\n", op->ms ().smell);//D
556 unordered_mapwalk (op, -1, -1, 1, 1)
557 m->at (nx, ny).smell = 0;
558 }
559 }
560
561//+GPL
562
563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
564 dir = absdir (dir + 4);
565
566 if (QUERY_FLAG (op, FLAG_CONFUSED))
567 dir = absdir (dir + rndm (3) + rndm (3) - 2);
568
569 pre_att_dir = dir; /* remember the original direction */
570
571 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
572 {
573 switch (op->attack_movement & LO4)
574 {
575 case DISTATT:
576 dir = dist_att (dir, op, enemy, part, &rv);
577 break; 439 break;
578 440
579 case RUNATT: 441 case TREASURE:
580 dir = run_att (dir, op, enemy, part, &rv); 442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
581 break; 444 break;
582 445
583 case HITRUN:
584 dir = hitrun_att (dir, op, enemy);
585 break;
586
587 case WAITATT:
588 dir = wait_att (dir, op, enemy, part, &rv);
589 break;
590
591 case RUSH: /* default - monster normally moves towards player */
592 case ALLRUN:
593 break;
594
595 case DISTHIT:
596 dir = disthit_att (dir, op, enemy, part, &rv);
597 break;
598
599 case WAIT2:
600 dir = wait_att2 (dir, op, enemy, part, &rv);
601 break;
602
603 default:
604 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
605 }
606 }
607
608 if (!dir)
609 return 0;
610
611 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
612 {
613 if (move_object (op, dir)) /* Can the monster move directly toward player? */
614 { 446 }
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
616 if ((op->attack_movement & LO4) == DISTATT) 448 break;
617 op->direction = pre_att_dir;
618
619 return 0;
620 }
621
622 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
623 {
624 /* Try move around corners if !close */
625 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
626
627 for (diff = 1; diff <= maxdiff; diff++)
628 {
629 /* try different detours */
630 int m = 1 - rndm (2) * 2; /* Try left or right first? */
631
632 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
633 return 0;
634 }
635 }
636 } /* if monster is not standing still */
637
638 /* elmex: Turn our monster after it moved if it has DISTATT attack */
639 if ((op->attack_movement & LO4) == DISTATT)
640 op->direction = pre_att_dir;
641
642 /*
643 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
644 * direction if they can't move away.
645 */
646 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
647 if (move_randomly (op))
648 return 0;
649
650 /*
651 * Try giving the monster a new enemy - the player that is closest
652 * to it. In this way, it won't just keep trying to get to a target
653 * that is inaccessible.
654 * This could be more clever - it should go through a list of several
655 * enemies, as it is now, you could perhaps get situations where there
656 * are two players flanking the monster at close distance, but which
657 * the monster can't get to, and a third one at a far distance that
658 * the monster could get to - as it is, the monster won't look at that
659 * third one.
660 */
661 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
662 { 449 }
663 object *nearest_player = get_nearest_player (op);
664
665 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
666 {
667 op->enemy = 0;
668 enemy = nearest_player;
669 }
670 }
671
672 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
673 {
674 /* The adjustement to wc that was here before looked totally bogus -
675 * since wc can in fact get negative, that would mean by adding
676 * the current wc, the creature gets better? Instead, just
677 * add a fixed amount - nasty creatures that are runny away should
678 * still be pretty nasty.
679 */
680 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
681 {
682 part->stats.wc += 10;
683 skill_attack (enemy, part, 0, NULL, NULL);
684 part->stats.wc -= 10;
685 }
686 else
687 skill_attack (enemy, part, 0, NULL, NULL);
688 } /* if monster is in attack range */
689
690 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
691 return 1;
692
693 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
694 {
695 op->drop_and_destroy ();
696 return 1;
697 }
698
699 return 0;
700}
701
702int
703can_hit (object *ob1, object *ob2, rv_vector * rv)
704{
705 object *more;
706 rv_vector rv1;
707
708 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
709 return 0;
710
711 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
712 return 1;
713
714 /* check all the parts of ob2 - just because we can't get to
715 * its head doesn't mean we don't want to pound its feet
716 */
717 for (more = ob2->more; more; more = more->more)
718 {
719 get_rangevector (ob1, more, &rv1, 0);
720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
721 return 1;
722 }
723
724 return 0;
725} 450}
726 451
727/* Returns 1 is monster should cast spell sp at an enemy 452/* Returns 1 is monster should cast spell sp at an enemy
728 * Returns 0 if the monster should not cast this spell. 453 * Returns 0 if the monster should not cast this spell.
729 * 454 *
737 * 462 *
738 * 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,
739 * 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,
740 * the right type of healing spell could be useful. 465 * the right type of healing spell could be useful.
741 */ 466 */
742
743static int 467static int
744monster_should_cast_spell (object *monster, object *spell_ob) 468monster_should_cast_spell (object *monster, object *spell_ob)
745{ 469{
746 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
747 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
752 return 1; 476 return 1;
753 477
754 return 0; 478 return 0;
755} 479}
756 480
757#define MAX_KNOWN_SPELLS 20
758
759/* Returns a randomly selected spell. This logic is still
760 * less than ideal. This code also only seems to deal with
761 * wizard spells, as the check is against sp, and not grace.
762 * can mosnters know cleric spells?
763 */
764object *
765monster_choose_random_spell (object *monster)
766{
767 object *altern[MAX_KNOWN_SPELLS];
768 int i = 0;
769
770 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
771 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
772 {
773 /* Check and see if it's actually a useful spell.
774 * If its a spellbook, the spell is actually the inventory item.
775 * if it is a spell, then it is just the object itself.
776 */
777 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
778 {
779 altern [i++] = tmp;
780
781 if (i == MAX_KNOWN_SPELLS)
782 break;
783 }
784 }
785
786 return i ? altern [rndm (i)] : 0;
787}
788
789/* This checks to see if the monster should cast a spell/ability.
790 * it returns true if the monster casts a spell, 0 if he doesn't.
791 * head is the head of the monster.
792 * part is the part of the monster we are checking against.
793 * pl is the target.
794 * dir is the direction to case.
795 * rv is the vector which describes where the enemy is.
796 */
797int
798monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
799{
800 object *spell_item;
801 object *owner;
802 rv_vector rv1;
803
804 /* If you want monsters to cast spells over friends, this spell should
805 * be removed. It probably should be in most cases, since monsters still
806 * don't care about residual effects (ie, casting a cone which may have a
807 * clear path to the player, the side aspects of the code will still hit
808 * other monsters)
809 */
810 if (!(dir = path_to_player (part, pl, 0)))
811 return 0;
812
813 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
814 {
815 get_rangevector (head, owner, &rv1, 0x1);
816 if (dirdiff (dir, rv1.direction) < 2)
817 return 0; /* Might hit owner with spell */
818 }
819
820 if (QUERY_FLAG (head, FLAG_CONFUSED))
821 dir = absdir (dir + rndm (3) + rndm (3) - 2);
822
823 /* If the monster hasn't already chosen a spell, choose one
824 * I'm not sure if it really make sense to pre-select spells (events
825 * could be different by the time the monster goes again).
826 */
827 if (head->spellitem == NULL)
828 {
829 if ((spell_item = monster_choose_random_spell (head)) == NULL)
830 {
831 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
832 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
833 return 0;
834 }
835
836 if (spell_item->type == SPELLBOOK)
837 {
838 if (!spell_item->inv)
839 {
840 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
841 return 0;
842 }
843
844 spell_item = spell_item->inv;
845 }
846 }
847 else
848 spell_item = head->spellitem;
849
850 if (!spell_item)
851 return 0;
852
853 /* Best guess this is a defensive/healing spell */
854 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
855 dir = 0;
856
857 /* Monster doesn't have enough spell-points */
858 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
859 return 0;
860
861 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
862 return 0;
863
864 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
865 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
866
867 /* set this to null, so next time monster will choose something different */
868 head->spellitem = NULL;
869
870 return cast_spell (part, part, dir, spell_item, NULL);
871}
872
873int
874monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
875{
876 object *scroll;
877 object *owner;
878 rv_vector rv1;
879
880 /* If you want monsters to cast spells over friends, this spell should
881 * be removed. It probably should be in most cases, since monsters still
882 * don't care about residual effects (ie, casting a cone which may have a
883 * clear path to the player, the side aspects of the code will still hit
884 * other monsters)
885 */
886 if (!(dir = path_to_player (part, pl, 0)))
887 return 0;
888
889 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
890 {
891 get_rangevector (head, owner, &rv1, 0x1);
892 if (dirdiff (dir, rv1.direction) < 2)
893 {
894 return 0; /* Might hit owner with spell */
895 }
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 for (scroll = head->inv; scroll; scroll = scroll->below)
902 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
903 break;
904
905 /* Used up all his scrolls, so nothing do to */
906 if (!scroll)
907 {
908 CLEAR_FLAG (head, FLAG_READY_SCROLL);
909 return 0;
910 }
911
912 /* Spell should be cast on caster (ie, heal, strength) */
913 if (scroll->inv->range == 0)
914 dir = 0;
915
916 apply_scroll (part, scroll, dir);
917 return 1;
918}
919
920/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
921 * Note that monsters do not need the skills SK_MELEE_WEAPON and
922 * SK_MISSILE_WEAPON to make those respective attacks, if we
923 * required that we would drastically increase the memory
924 * requirements of CF!!
925 *
926 * The skills we are treating here are all but those. -b.t.
927 *
928 * At the moment this is only useful for throwing, perhaps for
929 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
930 */
931int
932monster_use_skill (object *head, object *part, object *pl, int dir)
933{
934 object *skill, *owner;
935
936 if (!(dir = path_to_player (part, pl, 0)))
937 return 0;
938
939 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
940 {
941 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
942
943 if (dirdiff (dir, dir2) < 1)
944 return 0; /* Might hit owner with skill -thrown rocks for example ? */
945 }
946
947 if (QUERY_FLAG (head, FLAG_CONFUSED))
948 dir = absdir (dir + rndm (3) + rndm (3) - 2);
949
950 /* skill selection - monster will use the next unused skill.
951 * well...the following scenario will allow the monster to
952 * toggle between 2 skills. One day it would be nice to make
953 * more skills available to monsters.
954 */
955 for (skill = head->inv; skill; skill = skill->below)
956 if (skill->type == SKILL && skill != head->chosen_skill)
957 {
958 head->chosen_skill = skill;
959 break;
960 }
961
962 if (!skill && !head->chosen_skill)
963 {
964 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
965 CLEAR_FLAG (head, FLAG_READY_SKILL);
966 return 0;
967 }
968
969 /* use skill */
970 return do_skill (head, part, head->chosen_skill, dir, NULL);
971}
972
973/* Monster will use a ranged spell attack. */
974int
975monster_use_range (object *head, object *part, object *pl, int dir)
976{
977 object *wand, *owner;
978 int at_least_one = 0;
979
980 if (!(dir = path_to_player (part, pl, 0)))
981 return 0;
982
983 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
984 {
985 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
986
987 if (dirdiff (dir, dir2) < 2)
988 return 0; /* Might hit owner with spell */
989 }
990
991 if (QUERY_FLAG (head, FLAG_CONFUSED))
992 dir = absdir (dir + rndm (3) + rndm (3) - 2);
993
994 for (wand = head->inv; wand; wand = wand->below)
995 {
996 if (wand->type == WAND)
997 {
998 /* Found a wand, let's see if it has charges left */
999 at_least_one = 1;
1000 if (wand->stats.food <= 0)
1001 continue;
1002
1003 cast_spell (head, wand, dir, wand->inv, NULL);
1004
1005 if (!(--wand->stats.food))
1006 {
1007 if (wand->arch)
1008 {
1009 CLEAR_FLAG (wand, FLAG_ANIMATE);
1010 wand->face = wand->arch->face;
1011 wand->set_speed (0);
1012 }
1013 }
1014 /* Success */
1015 return 1;
1016 }
1017 else if (wand->type == ROD || wand->type == HORN)
1018 {
1019 /* Found rod/horn, let's use it if possible */
1020 at_least_one = 1;
1021 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1022 continue;
1023
1024 /* drain charge before casting spell - can be a case where the
1025 * spell destroys the monster, and rod, so if done after, results
1026 * in crash.
1027 */
1028 drain_rod_charge (wand);
1029 cast_spell (head, wand, dir, wand->inv, NULL);
1030
1031 /* Success */
1032 return 1;
1033 }
1034 }
1035
1036 if (at_least_one)
1037 return 0;
1038
1039 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1040 CLEAR_FLAG (head, FLAG_READY_RANGE);
1041 return 0;
1042}
1043
1044int
1045monster_use_bow (object *head, object *part, object *pl, int dir)
1046{
1047 object *owner;
1048
1049 if (!(dir = path_to_player (part, pl, 0)))
1050 return 0;
1051
1052 if (QUERY_FLAG (head, FLAG_CONFUSED))
1053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1054
1055 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1056 {
1057 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1058
1059 if (dirdiff (dir, dir2) < 1)
1060 return 0; /* Might hit owner with arrow */
1061 }
1062
1063 /* in server/player.c */
1064 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1065
1066}
1067
1068/* Checks if putting on 'item' will make 'who' do more 481/* Checks if putting on 'item' will make 'who' do more
1069 * damage. This is a very simplistic check - also checking things 482 * damage. This is a very simplistic check - also checking things
1070 * like speed and ac are also relevant. 483 * like speed and ac are also relevant.
1071 * 484 *
1072 * return true if item is a better object. 485 * return true if item is a better object.
1073 */ 486 */
1074int 487static int
1075check_good_weapon (object *who, object *item) 488check_good_weapon (object *who, object *item)
1076{ 489{
1077 object *other_weap; 490 object *other_weap;
1078 int val = 0, i; 491 int val = 0, i;
1079 492
1102 return 1; 515 return 1;
1103 else 516 else
1104 return 0; 517 return 0;
1105} 518}
1106 519
1107int 520static int
1108check_good_armour (object *who, object *item) 521check_good_armour (object *who, object *item)
1109{ 522{
1110 object *other_armour; 523 object *other_armour;
1111 int val = 0, i; 524 int val = 0, i;
1112 525
1140 553
1141 if (val > 0) 554 if (val > 0)
1142 return 1; 555 return 1;
1143 else 556 else
1144 return 0; 557 return 0;
1145}
1146
1147/*
1148 * monster_check_pickup(): checks for items that monster can pick up.
1149 *
1150 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1151 * Each time the blob passes over some treasure, it will
1152 * grab it a.s.a.p.
1153 *
1154 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1155 * to handle this.
1156 *
1157 * This function was seen be continueing looping at one point (tmp->below
1158 * became a recursive loop. It may be better to call monster_check_apply
1159 * after we pick everything up, since that function may call others which
1160 * affect stacking on this space.
1161 */
1162void
1163monster_check_pickup (object *monster)
1164{
1165 object *tmp, *next;
1166
1167 for (tmp = monster->below; tmp != NULL; tmp = next)
1168 {
1169 next = tmp->below;
1170 if (monster_can_pick (monster, tmp))
1171 {
1172 tmp->remove ();
1173 tmp = insert_ob_in_ob (tmp, monster);
1174 (void) monster_check_apply (monster, tmp);
1175 }
1176 /* We could try to re-establish the cycling, of the space, but probably
1177 * not a big deal to just bail out.
1178 */
1179 if (next && next->destroyed ())
1180 return;
1181 }
1182}
1183
1184/*
1185 * monster_can_pick(): If the monster is interested in picking up
1186 * the item, then return 0. Otherwise 0.
1187 * Instead of pick_up, flags for "greed", etc, should be used.
1188 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1189 */
1190int
1191monster_can_pick (object *monster, object *item)
1192{
1193 int flag = 0;
1194 int i;
1195
1196 if (!can_pick (monster, item))
1197 return 0;
1198
1199 if (QUERY_FLAG (item, FLAG_UNPAID))
1200 return 0;
1201
1202 if (monster->pick_up & 64) /* All */
1203 flag = 1;
1204
1205 else
1206 switch (item->type)
1207 {
1208 case MONEY:
1209 case GEM:
1210 flag = monster->pick_up & 2;
1211 break;
1212
1213 case FOOD:
1214 flag = monster->pick_up & 4;
1215 break;
1216
1217 case WEAPON:
1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1219 break;
1220
1221 case ARMOUR:
1222 case SHIELD:
1223 case HELMET:
1224 case BOOTS:
1225 case GLOVES:
1226 case GIRDLE:
1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1228 break;
1229
1230 case SKILL:
1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1232 break;
1233
1234 case RING:
1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1236 break;
1237
1238 case WAND:
1239 case HORN:
1240 case ROD:
1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1242 break;
1243
1244 case SPELLBOOK:
1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1246 break;
1247
1248 case SCROLL:
1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1250 break;
1251
1252 case BOW:
1253 case ARROW:
1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1255 break;
1256 }
1257
1258 /* Simplistic check - if the monster has a location to equip it, he will
1259 * pick it up. Note that this doesn't handle cases where an item may
1260 * use several locations.
1261 */
1262 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1263 {
1264 if (monster->slot[i].info && item->slot[i].info)
1265 {
1266 flag = 1;
1267 break;
1268 }
1269 }
1270
1271 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1272 return 1;
1273
1274 return 0;
1275}
1276
1277/*
1278 * monster_apply_below():
1279 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1280 * eager to apply things, encounters something apply-able,
1281 * then make him apply it
1282 */
1283void
1284monster_apply_below (object *monster)
1285{
1286 object *tmp, *next;
1287
1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1289 {
1290 next = tmp->below;
1291 switch (tmp->type)
1292 {
1293 case T_HANDLE:
1294 case TRIGGER:
1295 if (monster->will_apply & 1)
1296 manual_apply (monster, tmp, 0);
1297 break;
1298
1299 case TREASURE:
1300 if (monster->will_apply & 2)
1301 manual_apply (monster, tmp, 0);
1302 break;
1303
1304 }
1305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1306 break;
1307 }
1308} 558}
1309 559
1310/* 560/*
1311 * 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
1312 * inserted in a monster. 562 * inserted in a monster.
1423 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1424 */ 674 */
1425 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1426} 676}
1427 677
1428void 678static int
1429npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1430{ 680{
1431 unordered_mapwalk (op, -7, -7, 7, 7) 681 object *more;
1432 { 682 rv_vector rv1;
1433 mapspace &ms = m->at (nx, ny);
1434 683
1435 /* If nothing alive on this space, no need to search the space. */ 684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
1436 if (!(ms.flags () & P_IS_ALIVE)) 685 return 0;
1437 continue;
1438 686
1439 for (object *npc = ms.bot; npc; npc = npc->above) 687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) 688 return 1;
1441 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)
1442 } 694 {
1443} 695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
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
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)) 720 if (can_hit (part, enemy, rv))
1463 return dir; 721 return dir;
1464 else 722 else
1465 return absdir (dir + 4); 723 return absdir (dir + 4);
1466} 724}
1467 725
1468int 726static int
1469hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1470{ 728{
1471 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1472 return dir; 730 return dir;
1473 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1476 ob->move_status = 0; 734 ob->move_status = 0;
1477 735
1478 return absdir (dir + 4); 736 return absdir (dir + 4);
1479} 737}
1480 738
1481int 739static int
1482wait_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)
1483{ 741{
1484 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1485 743
1486 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1495 753
1496 ob->move_status = 0; 754 ob->move_status = 0;
1497 return 0; 755 return 0;
1498} 756}
1499 757
1500int 758static int
1501disthit_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)
1502{ 760{
1503 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1504 * 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,
1505 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1511 return absdir (dir + 4); 769 return absdir (dir + 4);
1512 770
1513 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1514} 772}
1515 773
1516int 774static int
1517wait_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)
1518{ 776{
1519 if (rv->distance < 9) 777 if (rv->distance < 9)
1520 return absdir (dir + 4); 778 return absdir (dir + 4);
1521 779
1522 return 0; 780 return 0;
1523} 781}
1524 782
1525void 783static void
1526circ1_move (object *ob) 784circ1_move (object *ob)
1527{ 785{
1528 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 };
1529 787
1530 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1532 790
1533 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(move_object (ob, circle[ob->move_status])))
1534 move_object (ob, rndm (8) + 1); 792 move_object (ob, rndm (8) + 1);
1535} 793}
1536 794
1537void 795static void
1538circ2_move (object *ob) 796circ2_move (object *ob)
1539{ 797{
1540 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 };
1541 799
1542 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1544 802
1545 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(move_object (ob, circle[ob->move_status])))
1546 move_object (ob, rndm (8) + 1); 804 move_object (ob, rndm (8) + 1);
1547} 805}
1548 806
1549void 807static void
1550pace_movev (object *ob) 808pace_movev (object *ob)
1551{ 809{
1552 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1553 ob->move_status = 0; 811 ob->move_status = 0;
1554 812
1556 move_object (ob, 5); 814 move_object (ob, 5);
1557 else 815 else
1558 move_object (ob, 1); 816 move_object (ob, 1);
1559} 817}
1560 818
1561void 819static void
1562pace_moveh (object *ob) 820pace_moveh (object *ob)
1563{ 821{
1564 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1565 ob->move_status = 0; 823 ob->move_status = 0;
1566 824
1568 move_object (ob, 3); 826 move_object (ob, 3);
1569 else 827 else
1570 move_object (ob, 7); 828 move_object (ob, 7);
1571} 829}
1572 830
1573void 831static void
1574pace2_movev (object *ob) 832pace2_movev (object *ob)
1575{ 833{
1576 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1577 ob->move_status = 0; 835 ob->move_status = 0;
1578 836
1584 move_object (ob, 1); 842 move_object (ob, 1);
1585 else 843 else
1586 return; 844 return;
1587} 845}
1588 846
1589void 847static void
1590pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1591{ 849{
1592 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1593 ob->move_status = 0; 851 ob->move_status = 0;
1594 852
1600 move_object (ob, 7); 858 move_object (ob, 7);
1601 else 859 else
1602 return; 860 return;
1603} 861}
1604 862
1605void 863static void
1606rand_move (object *ob) 864rand_move (object *ob)
1607{ 865{
1608 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)))))
1609 for (int i = 0; i < 5; i++) 867 for (int i = 0; i < 5; i++)
1610 if (move_object (ob, ob->move_status = rndm (8) + 1)) 868 if (move_object (ob, ob->move_status = rndm (8) + 1))
1611 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 }
1612} 1198}
1613 1199
1614void 1200void
1615check_earthwalls (object *op, maptile *m, int x, int y) 1201check_earthwalls (object *op, maptile *m, int x, int y)
1616{ 1202{
1667#ifdef DEBUG_THROW 1253#ifdef DEBUG_THROW
1668 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);
1669#endif 1255#endif
1670 1256
1671 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;
1672} 1672}
1673 1673
1674/* 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
1675 * 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
1676 * 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.
1840 1840
1841 if (op->glow_radius > 0) 1841 if (op->glow_radius > 0)
1842 return 1; 1842 return 1;
1843 1843
1844 if (op->map) 1844 if (op->map)
1845 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)
1846 { 1846 {
1847 /* 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
1848 * 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.
1849 */ 1849 */
1850 int light = m->at (nx, ny).light; 1850 int light = m->at (nx, ny).light;

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