… | |
… | |
65 | if (npc->enemy) |
65 | if (npc->enemy) |
66 | { |
66 | { |
67 | /* I broke these if's apart to better be able to see what |
67 | /* I broke these if's apart to better be able to see what |
68 | * the grouping checks are. Code is the same. |
68 | * the grouping checks are. Code is the same. |
69 | */ |
69 | */ |
70 | if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
70 | if (npc->enemy->flag [FLAG_REMOVED] || |
71 | QUERY_FLAG (npc->enemy, FLAG_FREED) || |
71 | npc->enemy->flag [FLAG_FREED] || |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
72 | !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL]) |
73 | npc->enemy = 0; |
73 | npc->enemy = 0; |
74 | |
74 | |
75 | else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
75 | else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY] |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 | && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 | || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
78 | || npc->enemy == npc->owner)) |
78 | || npc->enemy == npc->owner)) |
79 | npc->enemy = 0; |
79 | npc->enemy = 0; |
80 | |
80 | |
81 | |
81 | |
82 | else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
82 | else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER)) |
83 | npc->enemy = 0; |
83 | npc->enemy = 0; |
84 | |
84 | |
85 | /* I've noticed that pets could sometimes get an arrow as the |
85 | /* I've noticed that pets could sometimes get an arrow as the |
86 | * target enemy - this code below makes sure the enemy is something |
86 | * target enemy - this code below makes sure the enemy is something |
87 | * that should be attacked. My guess is that the arrow hits |
87 | * that should be attacked. My guess is that the arrow hits |
88 | * the creature/owner, and so the creature then takes that |
88 | * the creature/owner, and so the creature then takes that |
89 | * as the enemy to attack. |
89 | * as the enemy to attack. |
90 | */ |
90 | */ |
91 | else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) |
91 | else if (!npc->enemy->flag [FLAG_MONSTER] |
92 | && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) |
92 | && !npc->enemy->flag [FLAG_GENERATOR] |
93 | && npc->enemy->type != PLAYER |
93 | && npc->enemy->type != PLAYER |
94 | && npc->enemy->type != GOLEM) |
94 | && npc->enemy->type != GOLEM) |
95 | npc->enemy = 0; |
95 | npc->enemy = 0; |
96 | } |
96 | } |
97 | |
97 | |
… | |
… | |
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. */ |
164 | npc->attacked_by = 0; /* always clear the attacker entry */ |
164 | npc->attacked_by = 0; /* always clear the attacker entry */ |
165 | |
165 | |
166 | /* if we berserk, we don't care about others - we attack all we can find */ |
166 | /* if we berserk, we don't care about others - we attack all we can find */ |
167 | if (QUERY_FLAG (npc, FLAG_BERSERK)) |
167 | if (npc->flag [FLAG_BERSERK]) |
168 | { |
168 | { |
169 | tmp = find_nearest_living_creature (npc); |
169 | tmp = find_nearest_living_creature (npc); |
170 | |
170 | |
171 | if (tmp) |
171 | if (tmp) |
172 | get_rangevector (npc, tmp, rv, 0); |
172 | get_rangevector (npc, tmp, rv, 0); |
… | |
… | |
201 | if (attacker) /* if we have an attacker, check him */ |
201 | if (attacker) /* if we have an attacker, check him */ |
202 | { |
202 | { |
203 | /* TODO: that's not finished */ |
203 | /* TODO: that's not finished */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
204 | /* we don't want a fight evil vs evil or good against non evil */ |
205 | |
205 | |
206 | if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
206 | if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */ |
207 | (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
207 | (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) || |
208 | (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
208 | (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER))) |
209 | CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
209 | npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
210 | else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
211 | { |
211 | { |
212 | CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
212 | npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 | npc->enemy = attacker; |
213 | npc->enemy = attacker; |
214 | return attacker; /* yes, we face our attacker! */ |
214 | return attacker; /* yes, we face our attacker! */ |
215 | } |
215 | } |
216 | } |
216 | } |
217 | |
217 | |
218 | /* we have no legal enemy or attacker, so we try to target a new one */ |
218 | /* we have no legal enemy or attacker, so we try to target a new one */ |
219 | if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
219 | if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL]) |
220 | { |
220 | { |
221 | npc->enemy = get_nearest_player (npc); |
221 | npc->enemy = get_nearest_player (npc); |
222 | if (npc->enemy) |
222 | if (npc->enemy) |
223 | tmp = check_enemy (npc, rv); |
223 | tmp = check_enemy (npc, rv); |
224 | } |
224 | } |
… | |
… | |
265 | /* enemy should already be on this map, so don't really need to check |
265 | /* enemy should already be on this map, so don't really need to check |
266 | * for that. |
266 | * for that. |
267 | */ |
267 | */ |
268 | if (rv->distance <= radius) |
268 | if (rv->distance <= radius) |
269 | { |
269 | { |
270 | CLEAR_FLAG (op, FLAG_SLEEP); |
270 | op->clr_flag (FLAG_SLEEP); |
271 | return 1; |
271 | return 1; |
272 | } |
272 | } |
273 | |
273 | |
274 | return 0; |
274 | return 0; |
275 | } |
275 | } |
… | |
… | |
298 | int i; |
298 | int i; |
299 | |
299 | |
300 | if (!can_pick (monster, item)) |
300 | if (!can_pick (monster, item)) |
301 | return 0; |
301 | return 0; |
302 | |
302 | |
303 | if (QUERY_FLAG (item, FLAG_UNPAID)) |
303 | if (item->flag [FLAG_UNPAID]) |
304 | return 0; |
304 | return 0; |
305 | |
305 | |
306 | if (monster->pick_up & 64) /* All */ |
306 | if (monster->pick_up & 64) /* All */ |
307 | flag = 1; |
307 | flag = 1; |
308 | |
308 | |
… | |
… | |
317 | case FOOD: |
317 | case FOOD: |
318 | flag = monster->pick_up & 4; |
318 | flag = monster->pick_up & 4; |
319 | break; |
319 | break; |
320 | |
320 | |
321 | case WEAPON: |
321 | case WEAPON: |
322 | flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
322 | flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON]; |
323 | break; |
323 | break; |
324 | |
324 | |
325 | case ARMOUR: |
325 | case ARMOUR: |
326 | case SHIELD: |
326 | case SHIELD: |
327 | case HELMET: |
327 | case HELMET: |
328 | case BOOTS: |
328 | case BOOTS: |
329 | case GLOVES: |
329 | case GLOVES: |
330 | case GIRDLE: |
330 | case GIRDLE: |
331 | flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
331 | flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR]; |
332 | break; |
332 | break; |
333 | |
333 | |
334 | case SKILL: |
334 | case SKILL: |
335 | flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
335 | flag = monster->flag [FLAG_CAN_USE_SKILL]; |
336 | break; |
336 | break; |
337 | |
337 | |
338 | case RING: |
338 | case RING: |
339 | flag = QUERY_FLAG (monster, FLAG_USE_RING); |
339 | flag = monster->flag [FLAG_USE_RING]; |
340 | break; |
340 | break; |
341 | |
341 | |
342 | case WAND: |
342 | case WAND: |
343 | case HORN: |
343 | case HORN: |
344 | case ROD: |
344 | case ROD: |
345 | flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
345 | flag = monster->flag [FLAG_USE_RANGE]; |
346 | break; |
346 | break; |
347 | |
347 | |
348 | case SPELLBOOK: |
348 | case SPELLBOOK: |
349 | flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL); |
349 | flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL]; |
350 | break; |
350 | break; |
351 | |
351 | |
352 | case SCROLL: |
352 | case SCROLL: |
353 | flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
353 | flag = monster->flag [FLAG_USE_SCROLL]; |
354 | break; |
354 | break; |
355 | |
355 | |
356 | case BOW: |
356 | case BOW: |
357 | case ARROW: |
357 | case ARROW: |
358 | flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
358 | flag = monster->flag [FLAG_USE_BOW]; |
359 | break; |
359 | break; |
360 | } |
360 | } |
361 | |
361 | |
362 | /* Simplistic check - if the monster has a location to equip it, he will |
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 |
363 | * pick it up. Note that this doesn't handle cases where an item may |
… | |
… | |
442 | if (monster->will_apply & 2) |
442 | if (monster->will_apply & 2) |
443 | monster->apply (tmp); |
443 | monster->apply (tmp); |
444 | break; |
444 | break; |
445 | |
445 | |
446 | } |
446 | } |
447 | if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
447 | if (tmp->flag [FLAG_IS_FLOOR]) |
448 | break; |
448 | break; |
449 | } |
449 | } |
450 | } |
450 | } |
451 | |
451 | |
452 | /* Returns 1 is monster should cast spell sp at an enemy |
452 | /* Returns 1 is monster should cast spell sp at an enemy |
… | |
… | |
489 | { |
489 | { |
490 | object *other_weap; |
490 | object *other_weap; |
491 | int val = 0, i; |
491 | int val = 0, i; |
492 | |
492 | |
493 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
493 | for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
494 | if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
494 | if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED]) |
495 | break; |
495 | break; |
496 | |
496 | |
497 | if (!other_weap) /* No other weapons */ |
497 | if (!other_weap) /* No other weapons */ |
498 | return 1; |
498 | return 1; |
499 | |
499 | |
… | |
… | |
522 | { |
522 | { |
523 | object *other_armour; |
523 | object *other_armour; |
524 | int val = 0, i; |
524 | int val = 0, i; |
525 | |
525 | |
526 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
526 | for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
527 | if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
527 | if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED]) |
528 | break; |
528 | break; |
529 | |
529 | |
530 | if (other_armour == NULL) /* No other armour, use the new */ |
530 | if (other_armour == NULL) /* No other armour, use the new */ |
531 | return 1; |
531 | return 1; |
532 | |
532 | |
… | |
… | |
570 | void |
570 | void |
571 | monster_check_apply (object *mon, object *item) |
571 | monster_check_apply (object *mon, object *item) |
572 | { |
572 | { |
573 | int flag = 0; |
573 | int flag = 0; |
574 | |
574 | |
575 | if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) |
575 | if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL])) |
576 | { |
576 | { |
577 | SET_FLAG (mon, FLAG_CAST_SPELL); |
577 | mon->set_flag (FLAG_CAST_SPELL); |
578 | return; |
578 | return; |
579 | } |
579 | } |
580 | |
580 | |
581 | /* If for some reason, this item is already applied, no more work to do */ |
581 | /* If for some reason, this item is already applied, no more work to do */ |
582 | if (QUERY_FLAG (item, FLAG_APPLIED)) |
582 | if (item->flag [FLAG_APPLIED]) |
583 | return; |
583 | return; |
584 | |
584 | |
585 | /* Might be better not to do this - if the monster can fire a bow, |
585 | /* Might be better not to do this - if the monster can fire a bow, |
586 | * it is possible in his wanderings, he will find one to use. In |
586 | * it is possible in his wanderings, he will find one to use. In |
587 | * which case, it would be nice to have ammo for it. |
587 | * which case, it would be nice to have ammo for it. |
588 | */ |
588 | */ |
589 | if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
589 | if (mon->flag [FLAG_USE_BOW] && item->type == ARROW) |
590 | { |
590 | { |
591 | /* Check for the right kind of bow */ |
591 | /* Check for the right kind of bow */ |
592 | object *bow; |
592 | object *bow; |
593 | |
593 | |
594 | for (bow = mon->inv; bow; bow = bow->below) |
594 | for (bow = mon->inv; bow; bow = bow->below) |
595 | if (bow->type == BOW && bow->race == item->race) |
595 | if (bow->type == BOW && bow->race == item->race) |
596 | { |
596 | { |
597 | SET_FLAG (mon, FLAG_READY_BOW); |
597 | mon->set_flag (FLAG_READY_BOW); |
598 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
598 | LOG (llevMonster, "Found correct bow for arrows.\n"); |
599 | return; /* nothing more to do for arrows */ |
599 | return; /* nothing more to do for arrows */ |
600 | } |
600 | } |
601 | } |
601 | } |
602 | |
602 | |
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
603 | if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
604 | flag = 1; |
604 | flag = 1; |
605 | /* Eating food gets hp back */ |
605 | /* Eating food gets hp back */ |
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
606 | else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
607 | flag = 1; |
607 | flag = 1; |
608 | else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
608 | else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL]) |
609 | { |
609 | { |
610 | if (!item->inv) |
610 | if (!item->inv) |
611 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
611 | LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
612 | else if (monster_should_cast_spell (mon, item->inv)) |
612 | else if (monster_should_cast_spell (mon, item->inv)) |
613 | SET_FLAG (mon, FLAG_READY_SCROLL); |
613 | mon->set_flag (FLAG_READY_SCROLL); |
614 | /* Don't use it right now */ |
614 | /* Don't use it right now */ |
615 | return; |
615 | return; |
616 | } |
616 | } |
617 | else if (item->type == WEAPON) |
617 | else if (item->type == WEAPON) |
618 | flag = check_good_weapon (mon, item); |
618 | flag = check_good_weapon (mon, item); |
… | |
… | |
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
626 | /* We never really 'ready' the wand/rod/horn, because that would mean the |
627 | * weapon would get undone. |
627 | * weapon would get undone. |
628 | */ |
628 | */ |
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
629 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
630 | { |
630 | { |
631 | SET_FLAG (mon, FLAG_READY_RANGE); |
631 | mon->set_flag (FLAG_READY_RANGE); |
632 | SET_FLAG (item, FLAG_APPLIED); |
632 | item->set_flag (FLAG_APPLIED); |
633 | } |
633 | } |
634 | return; |
634 | return; |
635 | } |
635 | } |
636 | else if (item->type == BOW) |
636 | else if (item->type == BOW) |
637 | { |
637 | { |
638 | /* We never really 'ready' the bow, because that would mean the |
638 | /* We never really 'ready' the bow, because that would mean the |
639 | * weapon would get undone. |
639 | * weapon would get undone. |
640 | */ |
640 | */ |
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
641 | if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
642 | SET_FLAG (mon, FLAG_READY_BOW); |
642 | mon->set_flag (FLAG_READY_BOW); |
643 | return; |
643 | return; |
644 | } |
644 | } |
645 | else if (item->type == SKILL) |
645 | else if (item->type == SKILL) |
646 | { |
646 | { |
647 | /* |
647 | /* |
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
648 | * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
649 | * else they can't use the skill... |
649 | * else they can't use the skill... |
650 | * Skills also don't need to get applied, so return now. |
650 | * Skills also don't need to get applied, so return now. |
651 | */ |
651 | */ |
652 | SET_FLAG (mon, FLAG_READY_SKILL); |
652 | mon->set_flag (FLAG_READY_SKILL); |
653 | return; |
653 | return; |
654 | } |
654 | } |
655 | |
655 | |
656 | /* if we don't match one of the above types, return now. |
656 | /* if we don't match one of the above types, return now. |
657 | * can_apply_object will say that we can apply things like flesh, |
657 | * can_apply_object will say that we can apply things like flesh, |
… | |
… | |
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
679 | can_hit (object *ob1, object *ob2, rv_vector * rv) |
680 | { |
680 | { |
681 | object *more; |
681 | object *more; |
682 | rv_vector rv1; |
682 | rv_vector rv1; |
683 | |
683 | |
684 | if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
684 | if (ob1->flag [FLAG_CONFUSED] && !(rndm (3))) |
685 | return 0; |
685 | return 0; |
686 | |
686 | |
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
687 | if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
688 | return 1; |
688 | return 1; |
689 | |
689 | |
… | |
… | |
923 | * other monsters) |
923 | * other monsters) |
924 | */ |
924 | */ |
925 | if (!(dir = path_to_player (part, pl, 0))) |
925 | if (!(dir = path_to_player (part, pl, 0))) |
926 | return 0; |
926 | return 0; |
927 | |
927 | |
928 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
928 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
929 | { |
929 | { |
930 | get_rangevector (head, owner, &rv1, 0x1); |
930 | get_rangevector (head, owner, &rv1, 0x1); |
931 | if (dirdiff (dir, rv1.direction) < 2) |
931 | if (dirdiff (dir, rv1.direction) < 2) |
932 | return 0; /* Might hit owner with spell */ |
932 | return 0; /* Might hit owner with spell */ |
933 | } |
933 | } |
934 | |
934 | |
935 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
935 | if (head->flag [FLAG_CONFUSED]) |
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
936 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
937 | |
937 | |
938 | /* If the monster hasn't already chosen a spell, choose one |
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 |
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). |
940 | * could be different by the time the monster goes again). |
… | |
… | |
942 | if (head->spellitem == NULL) |
942 | if (head->spellitem == NULL) |
943 | { |
943 | { |
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
944 | if ((spell_item = monster_choose_random_spell (head)) == NULL) |
945 | { |
945 | { |
946 | LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
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 */ |
947 | head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
948 | return 0; |
948 | return 0; |
949 | } |
949 | } |
950 | |
950 | |
951 | if (spell_item->type == SPELLBOOK) |
951 | if (spell_item->type == SPELLBOOK) |
952 | { |
952 | { |
… | |
… | |
999 | * other monsters) |
999 | * other monsters) |
1000 | */ |
1000 | */ |
1001 | if (!(dir = path_to_player (part, pl, 0))) |
1001 | if (!(dir = path_to_player (part, pl, 0))) |
1002 | return 0; |
1002 | return 0; |
1003 | |
1003 | |
1004 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1004 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1005 | { |
1005 | { |
1006 | get_rangevector (head, owner, &rv1, 0x1); |
1006 | get_rangevector (head, owner, &rv1, 0x1); |
1007 | if (dirdiff (dir, rv1.direction) < 2) |
1007 | if (dirdiff (dir, rv1.direction) < 2) |
1008 | { |
1008 | { |
1009 | return 0; /* Might hit owner with spell */ |
1009 | return 0; /* Might hit owner with spell */ |
1010 | } |
1010 | } |
1011 | } |
1011 | } |
1012 | |
1012 | |
1013 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1013 | if (head->flag [FLAG_CONFUSED]) |
1014 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1014 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1015 | |
1015 | |
1016 | for (scroll = head->inv; scroll; scroll = scroll->below) |
1016 | for (scroll = head->inv; scroll; scroll = scroll->below) |
1017 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1017 | if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1018 | break; |
1018 | break; |
1019 | |
1019 | |
1020 | /* Used up all his scrolls, so nothing do to */ |
1020 | /* Used up all his scrolls, so nothing do to */ |
1021 | if (!scroll) |
1021 | if (!scroll) |
1022 | { |
1022 | { |
1023 | CLEAR_FLAG (head, FLAG_READY_SCROLL); |
1023 | head->clr_flag (FLAG_READY_SCROLL); |
1024 | return 0; |
1024 | return 0; |
1025 | } |
1025 | } |
1026 | |
1026 | |
1027 | /* Spell should be cast on caster (ie, heal, strength) */ |
1027 | /* Spell should be cast on caster (ie, heal, strength) */ |
1028 | if (scroll->inv->range == 0) |
1028 | if (scroll->inv->range == 0) |
… | |
… | |
1049 | object *skill, *owner; |
1049 | object *skill, *owner; |
1050 | |
1050 | |
1051 | if (!(dir = path_to_player (part, pl, 0))) |
1051 | if (!(dir = path_to_player (part, pl, 0))) |
1052 | return 0; |
1052 | return 0; |
1053 | |
1053 | |
1054 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1054 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1055 | { |
1055 | { |
1056 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1056 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1057 | |
1057 | |
1058 | if (dirdiff (dir, dir2) < 1) |
1058 | if (dirdiff (dir, dir2) < 1) |
1059 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1059 | return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1060 | } |
1060 | } |
1061 | |
1061 | |
1062 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1062 | if (head->flag [FLAG_CONFUSED]) |
1063 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1063 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1064 | |
1064 | |
1065 | object *new_skill = 0; |
1065 | object *new_skill = 0; |
1066 | |
1066 | |
1067 | // skill selection - monster will use the last unused skill |
1067 | // skill selection - monster will use the last unused skill |
… | |
… | |
1073 | if (new_skill) |
1073 | if (new_skill) |
1074 | splay (head->chosen_skill = new_skill); |
1074 | splay (head->chosen_skill = new_skill); |
1075 | else if (!head->chosen_skill) |
1075 | else if (!head->chosen_skill) |
1076 | { |
1076 | { |
1077 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1077 | LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1078 | CLEAR_FLAG (head, FLAG_READY_SKILL); |
1078 | head->clr_flag (FLAG_READY_SKILL); |
1079 | return 0; |
1079 | return 0; |
1080 | } |
1080 | } |
1081 | |
1081 | |
1082 | /* use skill */ |
1082 | /* use skill */ |
1083 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
1083 | return do_skill (head, part, head->chosen_skill, dir, NULL); |
… | |
… | |
1091 | int at_least_one = 0; |
1091 | int at_least_one = 0; |
1092 | |
1092 | |
1093 | if (!(dir = path_to_player (part, pl, 0))) |
1093 | if (!(dir = path_to_player (part, pl, 0))) |
1094 | return 0; |
1094 | return 0; |
1095 | |
1095 | |
1096 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1096 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1097 | { |
1097 | { |
1098 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1098 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1099 | |
1099 | |
1100 | if (dirdiff (dir, dir2) < 2) |
1100 | if (dirdiff (dir, dir2) < 2) |
1101 | return 0; /* Might hit owner with spell */ |
1101 | return 0; /* Might hit owner with spell */ |
1102 | } |
1102 | } |
1103 | |
1103 | |
1104 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1104 | if (head->flag [FLAG_CONFUSED]) |
1105 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1105 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1106 | |
1106 | |
1107 | for (wand = head->inv; wand; wand = wand->below) |
1107 | for (wand = head->inv; wand; wand = wand->below) |
1108 | { |
1108 | { |
1109 | if (wand->type == WAND) |
1109 | if (wand->type == WAND) |
… | |
… | |
1117 | |
1117 | |
1118 | if (!(--wand->stats.food)) |
1118 | if (!(--wand->stats.food)) |
1119 | { |
1119 | { |
1120 | if (wand->arch) |
1120 | if (wand->arch) |
1121 | { |
1121 | { |
1122 | CLEAR_FLAG (wand, FLAG_ANIMATE); |
1122 | wand->clr_flag (FLAG_ANIMATE); |
1123 | wand->face = wand->arch->face; |
1123 | wand->face = wand->arch->face; |
1124 | wand->set_speed (0); |
1124 | wand->set_speed (0); |
1125 | } |
1125 | } |
1126 | } |
1126 | } |
1127 | /* Success */ |
1127 | /* Success */ |
… | |
… | |
1148 | |
1148 | |
1149 | if (at_least_one) |
1149 | if (at_least_one) |
1150 | return 0; |
1150 | return 0; |
1151 | |
1151 | |
1152 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1152 | LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1153 | CLEAR_FLAG (head, FLAG_READY_RANGE); |
1153 | head->clr_flag (FLAG_READY_RANGE); |
1154 | return 0; |
1154 | return 0; |
1155 | } |
1155 | } |
1156 | |
1156 | |
1157 | static int |
1157 | static int |
1158 | monster_use_bow (object *head, object *part, object *pl, int dir) |
1158 | monster_use_bow (object *head, object *part, object *pl, int dir) |
… | |
… | |
1160 | object *owner; |
1160 | object *owner; |
1161 | |
1161 | |
1162 | if (!(dir = path_to_player (part, pl, 0))) |
1162 | if (!(dir = path_to_player (part, pl, 0))) |
1163 | return 0; |
1163 | return 0; |
1164 | |
1164 | |
1165 | if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1165 | if (head->flag [FLAG_CONFUSED]) |
1166 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1166 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1167 | |
1167 | |
1168 | if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1168 | if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1169 | { |
1169 | { |
1170 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1170 | int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1171 | |
1171 | |
1172 | if (dirdiff (dir, dir2) < 1) |
1172 | if (dirdiff (dir, dir2) < 1) |
1173 | return 0; /* Might hit owner with arrow */ |
1173 | return 0; /* Might hit owner with arrow */ |
… | |
… | |
1188 | /* If nothing alive on this space, no need to search the space. */ |
1188 | /* If nothing alive on this space, no need to search the space. */ |
1189 | if (!(ms.flags () & P_IS_ALIVE)) |
1189 | if (!(ms.flags () & P_IS_ALIVE)) |
1190 | continue; |
1190 | continue; |
1191 | |
1191 | |
1192 | for (object *npc = ms.bot; npc; npc = npc->above) |
1192 | for (object *npc = ms.bot; npc; npc = npc->above) |
1193 | if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1193 | if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE]) |
1194 | npc->enemy = op->enemy; |
1194 | npc->enemy = op->enemy; |
1195 | } |
1195 | } |
1196 | } |
1196 | } |
1197 | |
1197 | |
1198 | void |
1198 | void |
… | |
… | |
1238 | * marked item and throw it to the enemy. |
1238 | * marked item and throw it to the enemy. |
1239 | */ |
1239 | */ |
1240 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1240 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1241 | { |
1241 | { |
1242 | /* Can't throw invisible objects or items that are applied */ |
1242 | /* Can't throw invisible objects or items that are applied */ |
1243 | if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1243 | if (tmp->invisible || tmp->flag [FLAG_APPLIED]) |
1244 | continue; |
1244 | continue; |
1245 | |
1245 | |
1246 | if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1246 | if (tmp->flag [FLAG_IS_THROWN]) |
1247 | break; |
1247 | break; |
1248 | |
1248 | |
1249 | } |
1249 | } |
1250 | |
1250 | |
1251 | #ifdef DEBUG_THROW |
1251 | #ifdef DEBUG_THROW |
… | |
… | |
1273 | |
1273 | |
1274 | /* for target facing, we copy this value here for fast access */ |
1274 | /* for target facing, we copy this value here for fast access */ |
1275 | if (oph->head) /* force update the head - one arch one pic */ |
1275 | if (oph->head) /* force update the head - one arch one pic */ |
1276 | oph = oph->head; |
1276 | oph = oph->head; |
1277 | |
1277 | |
1278 | if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
1278 | if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */ |
1279 | enemy = op->enemy = NULL; |
1279 | enemy = op->enemy = NULL; |
1280 | else if ((enemy = find_enemy (op, &rv))) |
1280 | else if ((enemy = find_enemy (op, &rv))) |
1281 | /* we have an enemy, just tell him we want him dead */ |
1281 | /* we have an enemy, just tell him we want him dead */ |
1282 | enemy->attacked_by = op; /* our ptr */ |
1282 | enemy->attacked_by = op; /* our ptr */ |
1283 | |
1283 | |
… | |
… | |
1313 | } |
1313 | } |
1314 | |
1314 | |
1315 | /* this should probably get modified by many more values. |
1315 | /* this should probably get modified by many more values. |
1316 | * (eg, creatures resistance to fear, level, etc. ) |
1316 | * (eg, creatures resistance to fear, level, etc. ) |
1317 | */ |
1317 | */ |
1318 | if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
1318 | if (op->flag [FLAG_SCARED] && !(rndm (20))) |
1319 | CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
1319 | op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */ |
1320 | |
1320 | |
1321 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
1321 | if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
1322 | return QUERY_FLAG (op, FLAG_FREED); |
1322 | return op->flag [FLAG_FREED]; |
1323 | |
1323 | |
1324 | if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
1324 | if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] || |
1325 | ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
1325 | ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE])) |
1326 | if (!check_wakeup (op, enemy, &rv)) |
1326 | if (!check_wakeup (op, enemy, &rv)) |
1327 | return 0; |
1327 | return 0; |
1328 | |
1328 | |
1329 | /* check if monster pops out of hidden spot */ |
1329 | /* check if monster pops out of hidden spot */ |
1330 | if (op->flag [FLAG_HIDDEN]) |
1330 | if (op->flag [FLAG_HIDDEN]) |
… | |
… | |
1337 | monster_apply_below (op); /* Check for items to apply below */ |
1337 | monster_apply_below (op); /* Check for items to apply below */ |
1338 | |
1338 | |
1339 | /* If we don't have an enemy, do special movement or the like */ |
1339 | /* If we don't have an enemy, do special movement or the like */ |
1340 | if (!enemy) |
1340 | if (!enemy) |
1341 | { |
1341 | { |
1342 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
1342 | if (op->flag [FLAG_ONLY_ATTACK]) |
1343 | { |
1343 | { |
1344 | op->drop_and_destroy (); |
1344 | op->drop_and_destroy (); |
1345 | return 1; |
1345 | return 1; |
1346 | } |
1346 | } |
1347 | |
1347 | |
1348 | /* Probably really a bug for a creature to have both |
1348 | /* Probably really a bug for a creature to have both |
1349 | * stand still and a movement type set. |
1349 | * stand still and a movement type set. |
1350 | */ |
1350 | */ |
1351 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
1351 | if (!op->flag [FLAG_STAND_STILL]) |
1352 | { |
1352 | { |
1353 | if (op->attack_movement & HI4) |
1353 | if (op->attack_movement & HI4) |
1354 | { |
1354 | { |
1355 | switch (op->attack_movement & HI4) |
1355 | switch (op->attack_movement & HI4) |
1356 | { |
1356 | { |
… | |
… | |
1391 | break; |
1391 | break; |
1392 | } |
1392 | } |
1393 | |
1393 | |
1394 | return 0; |
1394 | return 0; |
1395 | } |
1395 | } |
1396 | else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
1396 | else if (op->flag [FLAG_RANDOM_MOVE]) |
1397 | move_randomly (op); |
1397 | move_randomly (op); |
1398 | } /* stand still */ |
1398 | } /* stand still */ |
1399 | |
1399 | |
1400 | return 0; |
1400 | return 0; |
1401 | } /* no enemy */ |
1401 | } /* no enemy */ |
… | |
… | |
1426 | |
1426 | |
1427 | /* Move the check for scared up here - if the monster was scared, |
1427 | /* Move the check for scared up here - if the monster was scared, |
1428 | * we were not doing any of the logic below, so might as well save |
1428 | * we were not doing any of the logic below, so might as well save |
1429 | * a few cpu cycles. |
1429 | * a few cpu cycles. |
1430 | */ |
1430 | */ |
1431 | if (!QUERY_FLAG (op, FLAG_SCARED)) |
1431 | if (!op->flag [FLAG_SCARED]) |
1432 | { |
1432 | { |
1433 | rv_vector rv1; |
1433 | rv_vector rv1; |
1434 | |
1434 | |
1435 | /* now we test every part of an object .... this is a real ugly piece of code */ |
1435 | /* now we test every part of an object .... this is a real ugly piece of code */ |
1436 | for (part = op; part; part = part->more) |
1436 | for (part = op; part; part = part->more) |
… | |
… | |
1439 | dir = rv1.direction; |
1439 | dir = rv1.direction; |
1440 | |
1440 | |
1441 | /* hm, not sure about this part - in original was a scared flag here too |
1441 | /* hm, not sure about this part - in original was a scared flag here too |
1442 | * but that we test above... so can be old code here |
1442 | * but that we test above... so can be old code here |
1443 | */ |
1443 | */ |
1444 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1444 | if (op->flag [FLAG_RUN_AWAY]) |
1445 | dir = absdir (dir + 4); |
1445 | dir = absdir (dir + 4); |
1446 | |
1446 | |
1447 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1447 | if (op->flag [FLAG_CONFUSED]) |
1448 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1448 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1449 | |
1449 | |
1450 | if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
1450 | if (op->flag [FLAG_CAST_SPELL] && !(rndm (3))) |
1451 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
1451 | if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
1452 | return 0; |
1452 | return 0; |
1453 | |
1453 | |
1454 | if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
1454 | if (op->flag [FLAG_READY_SCROLL] && !(rndm (3))) |
1455 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
1455 | if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
1456 | return 0; |
1456 | return 0; |
1457 | |
1457 | |
1458 | if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
1458 | if (op->flag [FLAG_READY_RANGE] && !(rndm (3))) |
1459 | if (monster_use_range (op, part, enemy, dir)) |
1459 | if (monster_use_range (op, part, enemy, dir)) |
1460 | return 0; |
1460 | return 0; |
1461 | |
1461 | |
1462 | if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
1462 | if (op->flag [FLAG_READY_SKILL] && !(rndm (3))) |
1463 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
1463 | if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
1464 | return 0; |
1464 | return 0; |
1465 | |
1465 | |
1466 | if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
1466 | if (op->flag [FLAG_READY_BOW] && !(rndm (2))) |
1467 | if (monster_use_bow (op, part, enemy, dir)) |
1467 | if (monster_use_bow (op, part, enemy, dir)) |
1468 | return 0; |
1468 | return 0; |
1469 | } /* for processing of all parts */ |
1469 | } /* for processing of all parts */ |
1470 | } /* If not scared */ |
1470 | } /* If not scared */ |
1471 | |
1471 | |
… | |
… | |
1518 | } |
1518 | } |
1519 | } |
1519 | } |
1520 | |
1520 | |
1521 | //+GPL |
1521 | //+GPL |
1522 | |
1522 | |
1523 | if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1523 | if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY]) |
1524 | dir = absdir (dir + 4); |
1524 | dir = absdir (dir + 4); |
1525 | |
1525 | |
1526 | if (QUERY_FLAG (op, FLAG_CONFUSED)) |
1526 | if (op->flag [FLAG_CONFUSED]) |
1527 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1527 | dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1528 | |
1528 | |
1529 | pre_att_dir = dir; /* remember the original direction */ |
1529 | pre_att_dir = dir; /* remember the original direction */ |
1530 | |
1530 | |
1531 | if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
1531 | if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED]) |
1532 | { |
1532 | { |
1533 | switch (op->attack_movement & LO4) |
1533 | switch (op->attack_movement & LO4) |
1534 | { |
1534 | { |
1535 | case DISTATT: |
1535 | case DISTATT: |
1536 | dir = dist_att (dir, op, enemy, part, &rv); |
1536 | dir = dist_att (dir, op, enemy, part, &rv); |
… | |
… | |
1566 | } |
1566 | } |
1567 | |
1567 | |
1568 | if (!dir) |
1568 | if (!dir) |
1569 | return 0; |
1569 | return 0; |
1570 | |
1570 | |
1571 | if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
1571 | if (!op->flag [FLAG_STAND_STILL]) |
1572 | { |
1572 | { |
1573 | if (op->move (dir)) /* Can the monster move directly toward player? */ |
1573 | if (op->move (dir)) /* Can the monster move directly toward player? */ |
1574 | { |
1574 | { |
1575 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1575 | /* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1576 | if ((op->attack_movement & LO4) == DISTATT) |
1576 | if ((op->attack_movement & LO4) == DISTATT) |
1577 | op->direction = pre_att_dir; |
1577 | op->direction = pre_att_dir; |
1578 | |
1578 | |
1579 | return 0; |
1579 | return 0; |
1580 | } |
1580 | } |
1581 | |
1581 | |
1582 | if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1582 | if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY]) |
1583 | { |
1583 | { |
1584 | /* Try move around corners if !close */ |
1584 | /* Try move around corners if !close */ |
1585 | int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2; |
1585 | int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2; |
1586 | |
1586 | |
1587 | for (diff = 1; diff <= maxdiff; diff++) |
1587 | for (diff = 1; diff <= maxdiff; diff++) |
1588 | { |
1588 | { |
1589 | /* try different detours */ |
1589 | /* try different detours */ |
1590 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
1590 | int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
… | |
… | |
1601 | |
1601 | |
1602 | /* |
1602 | /* |
1603 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
1603 | * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
1604 | * direction if they can't move away. |
1604 | * direction if they can't move away. |
1605 | */ |
1605 | */ |
1606 | if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
1606 | if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED])) |
1607 | if (move_randomly (op)) |
1607 | if (move_randomly (op)) |
1608 | return 0; |
1608 | return 0; |
1609 | |
1609 | |
1610 | /* |
1610 | /* |
1611 | * Try giving the monster a new enemy - the player that is closest |
1611 | * Try giving the monster a new enemy - the player that is closest |
… | |
… | |
1616 | * are two players flanking the monster at close distance, but which |
1616 | * are two players flanking the monster at close distance, but which |
1617 | * the monster can't get to, and a third one at a far distance that |
1617 | * the monster can't get to, and a third one at a far distance that |
1618 | * the monster could get to - as it is, the monster won't look at that |
1618 | * the monster could get to - as it is, the monster won't look at that |
1619 | * third one. |
1619 | * third one. |
1620 | */ |
1620 | */ |
1621 | if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
1621 | if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy) |
1622 | { |
1622 | { |
1623 | object *nearest_player = get_nearest_player (op); |
1623 | object *nearest_player = get_nearest_player (op); |
1624 | |
1624 | |
1625 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
1625 | if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
1626 | { |
1626 | { |
1627 | op->enemy = 0; |
1627 | op->enemy = 0; |
1628 | enemy = nearest_player; |
1628 | enemy = nearest_player; |
1629 | } |
1629 | } |
1630 | } |
1630 | } |
1631 | |
1631 | |
1632 | if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
1632 | if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv)) |
1633 | { |
1633 | { |
1634 | /* The adjustement to wc that was here before looked totally bogus - |
1634 | /* The adjustement to wc that was here before looked totally bogus - |
1635 | * since wc can in fact get negative, that would mean by adding |
1635 | * since wc can in fact get negative, that would mean by adding |
1636 | * the current wc, the creature gets better? Instead, just |
1636 | * the current wc, the creature gets better? Instead, just |
1637 | * add a fixed amount - nasty creatures that are runny away should |
1637 | * add a fixed amount - nasty creatures that are runny away should |
1638 | * still be pretty nasty. |
1638 | * still be pretty nasty. |
1639 | */ |
1639 | */ |
1640 | if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
1640 | if (op->flag [FLAG_RUN_AWAY]) |
1641 | { |
1641 | { |
1642 | part->stats.wc += 10; |
1642 | part->stats.wc += 10; |
1643 | skill_attack (enemy, part, 0, NULL, NULL); |
1643 | skill_attack (enemy, part, 0, NULL, NULL); |
1644 | part->stats.wc -= 10; |
1644 | part->stats.wc -= 10; |
1645 | } |
1645 | } |
1646 | else |
1646 | else |
1647 | skill_attack (enemy, part, 0, NULL, NULL); |
1647 | skill_attack (enemy, part, 0, NULL, NULL); |
1648 | } /* if monster is in attack range */ |
1648 | } /* if monster is in attack range */ |
1649 | |
1649 | |
1650 | if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
1650 | if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */ |
1651 | return 1; |
1651 | return 1; |
1652 | |
1652 | |
1653 | if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
1653 | if (op->flag [FLAG_ONLY_ATTACK]) |
1654 | { |
1654 | { |
1655 | op->drop_and_destroy (); |
1655 | op->drop_and_destroy (); |
1656 | return 1; |
1656 | return 1; |
1657 | } |
1657 | } |
1658 | |
1658 | |
… | |
… | |
1680 | return 0; |
1680 | return 0; |
1681 | |
1681 | |
1682 | get_rangevector (op, enemy, rv, 0); |
1682 | get_rangevector (op, enemy, rv, 0); |
1683 | |
1683 | |
1684 | /* Monsters always ignore the DM */ |
1684 | /* Monsters always ignore the DM */ |
1685 | if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ)) |
1685 | if (!op->is_player () && enemy->flag [FLAG_WIZ]) |
1686 | return 0; |
1686 | return 0; |
1687 | |
1687 | |
1688 | /* simple check. Should probably put some range checks in here. */ |
1688 | /* simple check. Should probably put some range checks in here. */ |
1689 | if (can_see_enemy (op, enemy)) |
1689 | if (can_see_enemy (op, enemy)) |
1690 | return 1; |
1690 | return 1; |
… | |
… | |
1731 | hide_discovery += bonus * 5; |
1731 | hide_discovery += bonus * 5; |
1732 | } /* else creature has modifiers for hiding */ |
1732 | } /* else creature has modifiers for hiding */ |
1733 | |
1733 | |
1734 | /* Radii stealth adjustment. Only if you are stealthy |
1734 | /* Radii stealth adjustment. Only if you are stealthy |
1735 | * will you be able to sneak up closer to creatures */ |
1735 | * will you be able to sneak up closer to creatures */ |
1736 | if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1736 | if (enemy->flag [FLAG_STEALTH]) |
1737 | { |
1737 | { |
1738 | radius /= 2; |
1738 | radius /= 2; |
1739 | hide_discovery /= 3; |
1739 | hide_discovery /= 3; |
1740 | } |
1740 | } |
1741 | |
1741 | |
… | |
… | |
1743 | if (!stand_in_light (enemy)) |
1743 | if (!stand_in_light (enemy)) |
1744 | { |
1744 | { |
1745 | /* on dark maps body heat can help indicate location with infravision |
1745 | /* on dark maps body heat can help indicate location with infravision |
1746 | * undead don't have body heat, so no benefit detecting them. |
1746 | * undead don't have body heat, so no benefit detecting them. |
1747 | */ |
1747 | */ |
1748 | if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1748 | if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy)) |
1749 | radius += op->map->darklevel () / 2; |
1749 | radius += op->map->darklevel () / 2; |
1750 | else |
1750 | else |
1751 | radius -= op->map->darklevel () / 2; |
1751 | radius -= op->map->darklevel () / 2; |
1752 | |
1752 | |
1753 | /* op next to a monster (and not in complete darkness) |
1753 | /* op next to a monster (and not in complete darkness) |
… | |
… | |
1854 | can_see_enemy (object *op, object *enemy) |
1854 | can_see_enemy (object *op, object *enemy) |
1855 | { |
1855 | { |
1856 | object *looker = op->head ? op->head : op; |
1856 | object *looker = op->head ? op->head : op; |
1857 | |
1857 | |
1858 | /* safety */ |
1858 | /* safety */ |
1859 | if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1859 | if (!looker || !enemy || !looker->flag [FLAG_ALIVE]) |
1860 | return 0; |
1860 | return 0; |
1861 | |
1861 | |
1862 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1862 | /* we dont give a full treatment of xrays here (shorter range than normal, |
1863 | * see through walls). Should we change the code elsewhere to make you |
1863 | * see through walls). Should we change the code elsewhere to make you |
1864 | * blind even if you can xray? |
1864 | * blind even if you can xray? |
1865 | */ |
1865 | */ |
1866 | if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1866 | if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS]) |
1867 | return 0; |
1867 | return 0; |
1868 | |
1868 | |
1869 | /* checking for invisible things */ |
1869 | /* checking for invisible things */ |
1870 | if (enemy->invisible) |
1870 | if (enemy->invisible) |
1871 | { |
1871 | { |
… | |
… | |
1888 | |
1888 | |
1889 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1889 | /* Invisible enemy. Break apart the check for invis undead/invis looker |
1890 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1890 | * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1891 | * and making it a conditional makes the code pretty ugly. |
1891 | * and making it a conditional makes the code pretty ugly. |
1892 | */ |
1892 | */ |
1893 | if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1893 | if (!looker->flag [FLAG_SEE_INVISIBLE]) |
1894 | if (makes_invisible_to (enemy, looker)) |
1894 | if (makes_invisible_to (enemy, looker)) |
1895 | return 0; |
1895 | return 0; |
1896 | } |
1896 | } |
1897 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1897 | else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1898 | if (player_can_view (looker, enemy)) |
1898 | if (player_can_view (looker, enemy)) |
… | |
… | |
1906 | * only relevant for tiled maps, but it is possible that the |
1906 | * only relevant for tiled maps, but it is possible that the |
1907 | * enemy is on a bright map and the looker on a dark - in that |
1907 | * enemy is on a bright map and the looker on a dark - in that |
1908 | * case, the looker can still see the enemy |
1908 | * case, the looker can still see the enemy |
1909 | */ |
1909 | */ |
1910 | if (!stand_in_light (enemy) |
1910 | if (!stand_in_light (enemy) |
1911 | && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1911 | && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS])) |
1912 | return 0; |
1912 | return 0; |
1913 | |
1913 | |
1914 | return 1; |
1914 | return 1; |
1915 | } |
1915 | } |
1916 | |
1916 | |