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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:20 2007 UTC vs.
Revision 1.90 by root, Sat May 15 23:41:06 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
35 * set to sane values. 38 * set to sane values.
36 */ 39 */
37object * 40object *
38check_enemy (object *npc, rv_vector * rv) 41check_enemy (object *npc, rv_vector * rv)
39{ 42{
40
41 /* if this is pet, let him attack the same enemy as his owner 43 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target, 44 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */ 45 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE) 46 if ((npc->attack_movement & HI4) == PETMOVE)
45 { 47 {
47 npc->enemy = NULL; 49 npc->enemy = NULL;
48 else if (npc->enemy == NULL) 50 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy; 51 npc->enemy = npc->owner->enemy;
50 } 52 }
51 53
52 /* periodically, a monster mayu change its target. Also, if the object 54 /* periodically, a monster may change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy. 55 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or 56 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed 57 * attacked monsters to leave the attacker alone, before it is destroyed
56 */ 58 */
57 /* i had removed the random target leave, this invokes problems with friendly 59 /* I had removed the random target leave, this invokes problems with friendly
58 * objects, getting attacked and defending herself - they don't try to attack 60 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on 61 * again then but perhaps get attack on and on
60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good 62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */ 63 * too. */
62 64
63 if (npc->enemy) 65 if (npc->enemy)
64 { 66 {
65 /* 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
66 * the grouping checks are. Code is the same. 68 * the grouping checks are. Code is the same.
67 */ 69 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || 70 if (npc->enemy->flag [FLAG_REMOVED] ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) || 71 npc->enemy->flag [FLAG_FREED] ||
70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) 72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
71 npc->enemy = NULL; 73 npc->enemy = 0;
72 74
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) 75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
74 && !(should_arena_attack (npc, npc->owner, npc->enemy))) 76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) 77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner)) 78 || npc->enemy == npc->owner))
77 npc->enemy = NULL; 79 npc->enemy = 0;
78 80
79 81
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) 82 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
81 npc->enemy = NULL; 83 npc->enemy = 0;
82 84
83 /* I've noticed that pets could sometimes get an arrow as the 85 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something 86 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits 87 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that 88 * the creature/owner, and so the creature then takes that
87 * as the enemy to attack. 89 * as the enemy to attack.
88 */ 90 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) 91 else if (!npc->enemy->flag [FLAG_MONSTER]
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) 92 && !npc->enemy->flag [FLAG_GENERATOR]
91 && npc->enemy->type != PLAYER 93 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM) 94 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL; 95 npc->enemy = 0;
94
95 } 96 }
97
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
97} 99}
98 100
99/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more 103 * Also fixed logic so that monsters in the lower directions were more
151 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in 155 * if we have a valid target - function as not doing so in
154 * many cases. 156 * many cases.
155 */ 157 */
156object * 158static object *
157find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
158{ 160{
159 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
160 162
161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ 163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
162 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
163 165
164 /* 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 */
165 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
166 { 168 {
167 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
168 170
169 if (tmp) 171 if (tmp)
170 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
173
171 return tmp; 174 return tmp;
172 } 175 }
173 176
174 /* Here is the main enemy selection. 177 /* Here is the main enemy selection.
175 * We want this: if there is an enemy, attack him until its not possible or 178 * We want this: if there is an enemy, attack him until its not possible or
195 /* we check our old enemy. */ 198 /* we check our old enemy. */
196 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
197 { 200 {
198 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
199 { 202 {
200 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
201 /* we don't want a fight evil vs evil or good against non evil */ 204 /* we don't want a fight evil vs evil or good against non evil */
202 205
203 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
204 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
205 (!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)))
206 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
207 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ 210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 { 211 {
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ 212 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
210 npc->enemy = attacker; 213 npc->enemy = attacker;
211 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
212 } 215 }
213 } 216 }
214 217
215 /* 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 */
216 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])
217 { 220 {
218 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
219 if (npc->enemy) 222 if (npc->enemy)
220 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
221 } 224 }
228/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
229 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
230 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
231 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
232 */ 235 */
233int 236static int
234check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
235{ 238{
236 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
237
238 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
239 if (!enemy) 240 if (!enemy)
240 return 0; 241 return 0;
241 242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
242 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
243 if (QUERY_FLAG (op, FLAG_BLIND))
244 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
245 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
246 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
247 * and has an enemy. If the enemy has no carried light (or isnt 256 * and has an enemy. If the enemy has no carried light (or isnt
248 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
249 * Remember we already checked to see if the monster can see in 258 * Remember we already checked to see if the monster can see in
250 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
251 261
252 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
253 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
254 {
255 int dark = radius / (op->map->darkness);
256
257 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
258 }
259 else if (!QUERY_FLAG (op, FLAG_SLEEP))
260 return 1;
261 264
262 /* enemy should already be on this map, so don't really need to check 265 /* enemy should already be on this map, so don't really need to check
263 * for that. 266 * for that.
264 */ 267 */
265 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
266 { 269 {
267 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
268 return 1; 271 return 1;
269 } 272 }
273
270 return 0; 274 return 0;
271} 275}
272 276
273int 277static int
274move_randomly (object *op) 278move_randomly (object *op)
275{ 279{
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (op->move (rndm (8) + 1))
283 return 1;
284
285 return 0;
286}
287
288/*
289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294static int
295monster_can_pick (object *monster, object *item)
296{
297 int flag = 0;
276 int i; 298 int i;
277 299
278 /* Give up to 15 chances for a monster to move randomly */ 300 if (!can_pick (monster, item))
279 for (i = 0; i < 15; i++) 301 return 0;
302
303 if (item->flag [FLAG_UNPAID])
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
280 { 311 {
281 if (move_object (op, rndm (8) + 1)) 312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || monster->flag [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) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
366 */
367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
282 return 1; 377 return 1;
283 } 378
284 return 0; 379 return 0;
285} 380}
286 381
287/* 382/*
288 * Move-monster returns 1 if the object has been freed, otherwise 0. 383 * monster_check_pickup(): checks for items that monster can pick up.
384 *
385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
386 * Each time the blob passes over some treasure, it will
387 * grab it a.s.a.p.
388 *
389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
289 */ 396 */
290int 397static void
291move_monster (object *op) 398monster_check_pickup (object *monster)
292{ 399{
293 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 400 object *tmp, *next;
294 object *owner, *enemy, *part, *oph = op;
295 rv_vector rv;
296 401
297 /* Monsters not on maps don't do anything. These monsters are things 402 for (tmp = monster->below; tmp != NULL; tmp = next)
298 * Like royal guards in city dwellers inventories.
299 */
300 if (!op->map)
301 return 0;
302
303 /* for target facing, we copy this value here for fast access */
304 if (oph->head) /* force update the head - one arch one pic */
305 oph = oph->head;
306
307 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
308 enemy = op->enemy = NULL;
309 else if ((enemy = find_enemy (op, &rv)))
310 /* we have an enemy, just tell him we want him dead */
311 enemy->attacked_by = op; /* our ptr */
312
313 /* generate hp, if applicable */
314 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
315 { 403 {
316 404 next = tmp->below;
317 /* last heal is in funny units. Dividing by speed puts 405 if (monster_can_pick (monster, tmp))
318 * the regeneration rate on a basis of time instead of
319 * #moves the monster makes. The scaling by 8 is
320 * to capture 8th's of a hp fraction regens
321 * 406 {
322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
323 * overflow might produce monsters with negative hp. 408 tmp = insert_ob_in_ob (tmp, monster);
409 monster_check_apply (monster, tmp);
410 }
411
412 /* We could try to re-establish the cycling, of the space, but probably
413 * not a big deal to just bail out.
324 */ 414 */
325 415 if (next && next->destroyed ())
326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
328 op->last_heal %= 32;
329
330 /* So if the monster has gained enough HP that they are no longer afraid */
331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
333
334 if (op->stats.hp > op->stats.maxhp)
335 op->stats.hp = op->stats.maxhp;
336 }
337
338 /* generate sp, if applicable */
339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
340 {
341
342 /* last_sp is in funny units. Dividing by speed puts
343 * the regeneration rate on a basis of time instead of
344 * #moves the monster makes. The scaling by 8 is
345 * to capture 8th's of a sp fraction regens
346 *
347 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
348 * overflow might produce monsters with negative sp.
349 */
350
351 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
352 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
353 op->last_sp %= 128;
354 }
355
356 /* this should probably get modified by many more values.
357 * (eg, creatures resistance to fear, level, etc. )
358 */
359 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
360 {
361 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
362 }
363
364 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
365 return QUERY_FLAG (op, FLAG_FREED);
366
367 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
368 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
369 {
370 if (!check_wakeup (op, enemy, &rv))
371 return 0; 416 return;
372 }
373
374 /* check if monster pops out of hidden spot */
375 if (op->hide)
376 do_hidden_move (op);
377
378 if (op->pick_up)
379 monster_check_pickup (op);
380
381 if (op->will_apply)
382 monster_apply_below (op); /* Check for items to apply below */
383
384 /* If we don't have an enemy, do special movement or the like */
385 if (!enemy)
386 { 417 }
387 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) 418}
388 { 419
389 op->destroy (); 420/*
390 return 1; 421 * monster_apply_below():
422 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423 * eager to apply things, encounters something apply-able,
424 * then make him apply it
425 */
426static void
427monster_apply_below (object *monster)
428{
429 object *tmp, *next;
430
431 for (tmp = monster->below; tmp != NULL; tmp = next)
432 {
433 next = tmp->below;
434 switch (tmp->type)
391 } 435 {
392 436 case T_HANDLE:
393 /* Probably really a bug for a creature to have both
394 * stand still and a movement type set.
395 */
396 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
397 {
398 if (op->attack_movement & HI4)
399 {
400 switch (op->attack_movement & HI4)
401 {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev (op);
416 break;
417
418 case (PACEH):
419 pace_moveh (op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
441 (void) move_randomly (op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if ((op->attack_movement & HI4) == PETMOVE
449 && (owner = op->owner) != NULL
450 && !on_same_map (op, owner)
451 && !owner->flag [FLAG_REMOVED])
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part; part = part->more)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490
491 if (QUERY_FLAG (op, FLAG_CONFUSED))
492 dir = absdir (dir + rndm (3) + rndm (3) - 2);
493
494 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
499 if (monster_use_scroll (op, part, enemy, dir, &rv1))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
503 if (monster_use_range (op, part, enemy, dir))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
507 if (monster_use_skill (op, rv.part, enemy, rv.direction))
508 return 0;
509
510 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
511 if (monster_use_bow (op, part, enemy, dir))
512 return 0;
513 } /* for processing of all parts */
514 } /* If not scared */
515
516
517 part = rv.part;
518 dir = rv.direction;
519
520 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
521 dir = absdir (dir + 4);
522
523 if (QUERY_FLAG (op, FLAG_CONFUSED))
524 dir = absdir (dir + rndm (3) + rndm (3) - 2);
525
526 pre_att_dir = dir; /* remember the original direction */
527
528 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
529 {
530 switch (op->attack_movement & LO4)
531 {
532 case DISTATT: 437 case TRIGGER:
533 dir = dist_att (dir, op, enemy, part, &rv); 438 if (monster->will_apply & 1)
439 monster->apply (tmp);
534 break; 440 break;
535 441
536 case RUNATT: 442 case TREASURE:
537 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
538 break; 445 break;
539 446
540 case HITRUN:
541 dir = hitrun_att (dir, op, enemy);
542 break;
543
544 case WAITATT:
545 dir = wait_att (dir, op, enemy, part, &rv);
546 break;
547
548 case RUSH: /* default - monster normally moves towards player */
549 case ALLRUN:
550 break;
551
552 case DISTHIT:
553 dir = disthit_att (dir, op, enemy, part, &rv);
554 break;
555
556 case WAIT2:
557 dir = wait_att2 (dir, op, enemy, part, &rv);
558 break;
559
560 default:
561 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
562 }
563 }
564
565 if (!dir)
566 return 0;
567
568 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
569 {
570 if (move_object (op, dir)) /* Can the monster move directly toward player? */
571 { 447 }
572 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
573 if ((op->attack_movement & LO4) == DISTATT) 449 break;
574 op->direction = pre_att_dir;
575
576 return 0;
577 }
578
579 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
580 {
581
582 /* Try move around corners if !close */
583 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
584
585 for (diff = 1; diff <= maxdiff; diff++)
586 {
587 /* try different detours */
588 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
589
590 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
591 return 0;
592 }
593 }
594 } /* if monster is not standing still */
595
596 /* elmex: Turn our monster after it moved if it has DISTATT attack */
597 if ((op->attack_movement & LO4) == DISTATT)
598 op->direction = pre_att_dir;
599
600 /*
601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
602 * direction if they can't move away.
603 */
604 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
605 if (move_randomly (op))
606 return 0;
607
608 /*
609 * Try giving the monster a new enemy - the player that is closest
610 * to it. In this way, it won't just keep trying to get to a target
611 * that is inaccessible.
612 * This could be more clever - it should go through a list of several
613 * enemies, as it is now, you could perhaps get situations where there
614 * are two players flanking the monster at close distance, but which
615 * the monster can't get to, and a third one at a far distance that
616 * the monster could get to - as it is, the monster won't look at that
617 * third one.
618 */
619 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
620 { 450 }
621 object *nearest_player = get_nearest_player (op);
622
623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
624 {
625 op->enemy = NULL;
626 enemy = nearest_player;
627 }
628 }
629
630 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
631 {
632 /* The adjustement to wc that was here before looked totally bogus -
633 * since wc can in fact get negative, that would mean by adding
634 * the current wc, the creature gets better? Instead, just
635 * add a fixed amount - nasty creatures that are runny away should
636 * still be pretty nasty.
637 */
638 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
639 {
640 part->stats.wc += 10;
641 (void) skill_attack (enemy, part, 0, NULL, NULL);
642 part->stats.wc -= 10;
643 }
644 else
645 (void) skill_attack (enemy, part, 0, NULL, NULL);
646 } /* if monster is in attack range */
647
648 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
649 return 1;
650
651 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
652 {
653 op->remove ();
654 op->destroy ();
655 return 1;
656 }
657 return 0;
658}
659
660int
661can_hit (object *ob1, object *ob2, rv_vector * rv)
662{
663 object *more;
664 rv_vector rv1;
665
666 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
667 return 0;
668
669 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
670 return 1;
671
672 /* check all the parts of ob2 - just because we can't get to
673 * its head doesn't mean we don't want to pound its feet
674 */
675 for (more = ob2->more; more != NULL; more = more->more)
676 {
677 get_rangevector (ob1, more, &rv1, 0);
678 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
679 return 1;
680 }
681 return 0;
682
683} 451}
684 452
685/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
686 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
687 * 455 *
695 * 463 *
696 * This could be a lot smarter - if there are few monsters around, 464 * This could be a lot smarter - if there are few monsters around,
697 * then disease might not be as bad. Likewise, if the monster is damaged, 465 * then disease might not be as bad. Likewise, if the monster is damaged,
698 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
699 */ 467 */
700
701static int 468static int
702monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
703{ 470{
704 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
705 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
706 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || 473 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
707 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || 474 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
708 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || 475 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
709 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) 476 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
710
711 return 1; 477 return 1;
712 478
713 return 0; 479 return 0;
714}
715
716
717#define MAX_KNOWN_SPELLS 20
718
719/* Returns a randomly selected spell. This logic is still
720 * less than ideal. This code also only seems to deal with
721 * wizard spells, as the check is against sp, and not grace.
722 * can mosnters know cleric spells?
723 */
724object *
725monster_choose_random_spell (object *monster)
726{
727 object *altern[MAX_KNOWN_SPELLS];
728 object *tmp;
729 int i = 0;
730
731 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
732 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
733 {
734 /* Check and see if it's actually a useful spell.
735 * If its a spellbook, the spell is actually the inventory item.
736 * if it is a spell, then it is just the object itself.
737 */
738 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
739 {
740 altern[i++] = tmp;
741 if (i == MAX_KNOWN_SPELLS)
742 break;
743 }
744 }
745 if (!i)
746 return NULL;
747 return altern[RANDOM () % i];
748}
749
750/* This checks to see if the monster should cast a spell/ability.
751 * it returns true if the monster casts a spell, 0 if he doesn't.
752 * head is the head of the monster.
753 * part is the part of the monster we are checking against.
754 * pl is the target.
755 * dir is the direction to case.
756 * rv is the vector which describes where the enemy is.
757 */
758
759int
760monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
761{
762 object *spell_item;
763 object *owner;
764 rv_vector rv1;
765
766 /* If you want monsters to cast spells over friends, this spell should
767 * be removed. It probably should be in most cases, since monsters still
768 * don't care about residual effects (ie, casting a cone which may have a
769 * clear path to the player, the side aspects of the code will still hit
770 * other monsters)
771 */
772 if (!(dir = path_to_player (part, pl, 0)))
773 return 0;
774
775 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
776 {
777 get_rangevector (head, owner, &rv1, 0x1);
778 if (dirdiff (dir, rv1.direction) < 2)
779 {
780 return 0; /* Might hit owner with spell */
781 }
782 }
783
784 if (QUERY_FLAG (head, FLAG_CONFUSED))
785 dir = absdir (dir + rndm (3) + rndm (3) - 2);
786
787 /* If the monster hasn't already chosen a spell, choose one
788 * I'm not sure if it really make sense to pre-select spells (events
789 * could be different by the time the monster goes again).
790 */
791 if (head->spellitem == NULL)
792 {
793 if ((spell_item = monster_choose_random_spell (head)) == NULL)
794 {
795 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
796 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
797 return 0;
798 }
799 if (spell_item->type == SPELLBOOK)
800 {
801 if (!spell_item->inv)
802 {
803 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
804 return 0;
805 }
806 spell_item = spell_item->inv;
807 }
808 }
809 else
810 spell_item = head->spellitem;
811
812 if (!spell_item)
813 return 0;
814
815 /* Best guess this is a defensive/healing spell */
816 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
817 dir = 0;
818
819 /* Monster doesn't have enough spell-points */
820 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
821 return 0;
822
823 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
824 return 0;
825
826 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
827 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
828
829 /* set this to null, so next time monster will choose something different */
830 head->spellitem = NULL;
831
832 return cast_spell (part, part, dir, spell_item, NULL);
833}
834
835
836int
837monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
838{
839 object *scroll;
840 object *owner;
841 rv_vector rv1;
842
843 /* If you want monsters to cast spells over friends, this spell should
844 * be removed. It probably should be in most cases, since monsters still
845 * don't care about residual effects (ie, casting a cone which may have a
846 * clear path to the player, the side aspects of the code will still hit
847 * other monsters)
848 */
849 if (!(dir = path_to_player (part, pl, 0)))
850 return 0;
851
852 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
853 {
854 get_rangevector (head, owner, &rv1, 0x1);
855 if (dirdiff (dir, rv1.direction) < 2)
856 {
857 return 0; /* Might hit owner with spell */
858 }
859 }
860
861 if (QUERY_FLAG (head, FLAG_CONFUSED))
862 dir = absdir (dir + rndm (3) + rndm (3) - 2);
863
864 for (scroll = head->inv; scroll; scroll = scroll->below)
865 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
866 break;
867
868 /* Used up all his scrolls, so nothing do to */
869 if (!scroll)
870 {
871 CLEAR_FLAG (head, FLAG_READY_SCROLL);
872 return 0;
873 }
874
875 /* Spell should be cast on caster (ie, heal, strength) */
876 if (scroll->inv->range == 0)
877 dir = 0;
878
879 apply_scroll (part, scroll, dir);
880 return 1;
881}
882
883/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
884 * Note that monsters do not need the skills SK_MELEE_WEAPON and
885 * SK_MISSILE_WEAPON to make those respective attacks, if we
886 * required that we would drastically increase the memory
887 * requirements of CF!!
888 *
889 * The skills we are treating here are all but those. -b.t.
890 *
891 * At the moment this is only useful for throwing, perhaps for
892 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
893 */
894int
895monster_use_skill (object *head, object *part, object *pl, int dir)
896{
897 object *skill, *owner;
898
899 if (!(dir = path_to_player (part, pl, 0)))
900 return 0;
901
902 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
903 {
904 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
905
906 if (dirdiff (dir, dir2) < 1)
907 return 0; /* Might hit owner with skill -thrown rocks for example ? */
908 }
909
910 if (QUERY_FLAG (head, FLAG_CONFUSED))
911 dir = absdir (dir + rndm (3) + rndm (3) - 2);
912
913 /* skill selection - monster will use the next unused skill.
914 * well...the following scenario will allow the monster to
915 * toggle between 2 skills. One day it would be nice to make
916 * more skills available to monsters.
917 */
918 for (skill = head->inv; skill; skill = skill->below)
919 if (skill->type == SKILL && skill != head->chosen_skill)
920 {
921 head->chosen_skill = skill;
922 break;
923 }
924
925 if (!skill && !head->chosen_skill)
926 {
927 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
928 CLEAR_FLAG (head, FLAG_READY_SKILL);
929 return 0;
930 }
931
932 /* use skill */
933 return do_skill (head, part, head->chosen_skill, dir, NULL);
934}
935
936/* Monster will use a ranged spell attack. */
937int
938monster_use_range (object *head, object *part, object *pl, int dir)
939{
940 object *wand, *owner;
941 int at_least_one = 0;
942
943 if (!(dir = path_to_player (part, pl, 0)))
944 return 0;
945
946 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
947 {
948 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
949
950 if (dirdiff (dir, dir2) < 2)
951 return 0; /* Might hit owner with spell */
952 }
953
954 if (QUERY_FLAG (head, FLAG_CONFUSED))
955 dir = absdir (dir + rndm (3) + rndm (3) - 2);
956
957 for (wand = head->inv; wand; wand = wand->below)
958 {
959 if (wand->type == WAND)
960 {
961 /* Found a wand, let's see if it has charges left */
962 at_least_one = 1;
963 if (wand->stats.food <= 0)
964 continue;
965
966 cast_spell (head, wand, dir, wand->inv, NULL);
967
968 if (!(--wand->stats.food))
969 {
970 if (wand->arch)
971 {
972 CLEAR_FLAG (wand, FLAG_ANIMATE);
973 wand->face = wand->arch->face;
974 wand->set_speed (0);
975 }
976 }
977 /* Success */
978 return 1;
979 }
980 else if (wand->type == ROD || wand->type == HORN)
981 {
982 /* Found rod/horn, let's use it if possible */
983 at_least_one = 1;
984 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
985 continue;
986
987 /* drain charge before casting spell - can be a case where the
988 * spell destroys the monster, and rod, so if done after, results
989 * in crash.
990 */
991 drain_rod_charge (wand);
992 cast_spell (head, wand, dir, wand->inv, NULL);
993
994 /* Success */
995 return 1;
996 }
997 }
998
999 if (at_least_one)
1000 return 0;
1001
1002 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1003 CLEAR_FLAG (head, FLAG_READY_RANGE);
1004 return 0;
1005}
1006
1007int
1008monster_use_bow (object *head, object *part, object *pl, int dir)
1009{
1010 object *owner;
1011
1012 if (!(dir = path_to_player (part, pl, 0)))
1013 return 0;
1014
1015 if (QUERY_FLAG (head, FLAG_CONFUSED))
1016 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1017
1018 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1019 {
1020 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1021
1022 if (dirdiff (dir, dir2) < 1)
1023 return 0; /* Might hit owner with arrow */
1024 }
1025
1026 /* in server/player.c */
1027 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1028
1029} 480}
1030 481
1031/* Checks if putting on 'item' will make 'who' do more 482/* Checks if putting on 'item' will make 'who' do more
1032 * damage. This is a very simplistic check - also checking things 483 * damage. This is a very simplistic check - also checking things
1033 * like speed and ac are also relevant. 484 * like speed and ac are also relevant.
1034 * 485 *
1035 * return true if item is a better object. 486 * return true if item is a better object.
1036 */ 487 */
1037int 488static int
1038check_good_weapon (object *who, object *item) 489check_good_weapon (object *who, object *item)
1039{ 490{
1040 object *other_weap; 491 object *other_weap;
1041 int val = 0, i; 492 int val = 0, i;
1042 493
1043 for (other_weap = who->inv; other_weap; other_weap = other_weap->below) 494 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1044 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
1045 break; 496 break;
1046 497
1047 if (!other_weap) /* No other weapons */ 498 if (!other_weap) /* No other weapons */
1048 return 1; 499 return 1;
1049 500
1065 return 1; 516 return 1;
1066 else 517 else
1067 return 0; 518 return 0;
1068} 519}
1069 520
1070int 521static int
1071check_good_armour (object *who, object *item) 522check_good_armour (object *who, object *item)
1072{ 523{
1073 object *other_armour; 524 object *other_armour;
1074 int val = 0, i; 525 int val = 0, i;
1075 526
1076 for (other_armour = who->inv; other_armour; other_armour = other_armour->below) 527 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1077 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
1078 break; 529 break;
1079 530
1080 if (other_armour == NULL) /* No other armour, use the new */ 531 if (other_armour == NULL) /* No other armour, use the new */
1081 return 1; 532 return 1;
1082 533
1103 554
1104 if (val > 0) 555 if (val > 0)
1105 return 1; 556 return 1;
1106 else 557 else
1107 return 0; 558 return 0;
1108}
1109
1110/*
1111 * monster_check_pickup(): checks for items that monster can pick up.
1112 *
1113 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1114 * Each time the blob passes over some treasure, it will
1115 * grab it a.s.a.p.
1116 *
1117 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1118 * to handle this.
1119 *
1120 * This function was seen be continueing looping at one point (tmp->below
1121 * became a recursive loop. It may be better to call monster_check_apply
1122 * after we pick everything up, since that function may call others which
1123 * affect stacking on this space.
1124 */
1125void
1126monster_check_pickup (object *monster)
1127{
1128 object *tmp, *next;
1129
1130 for (tmp = monster->below; tmp != NULL; tmp = next)
1131 {
1132 next = tmp->below;
1133 if (monster_can_pick (monster, tmp))
1134 {
1135 tmp->remove ();
1136 tmp = insert_ob_in_ob (tmp, monster);
1137 (void) monster_check_apply (monster, tmp);
1138 }
1139 /* We could try to re-establish the cycling, of the space, but probably
1140 * not a big deal to just bail out.
1141 */
1142 if (next && next->destroyed ())
1143 return;
1144 }
1145}
1146
1147/*
1148 * monster_can_pick(): If the monster is interested in picking up
1149 * the item, then return 0. Otherwise 0.
1150 * Instead of pick_up, flags for "greed", etc, should be used.
1151 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1152 */
1153int
1154monster_can_pick (object *monster, object *item)
1155{
1156 int flag = 0;
1157 int i;
1158
1159 if (!can_pick (monster, item))
1160 return 0;
1161
1162 if (QUERY_FLAG (item, FLAG_UNPAID))
1163 return 0;
1164
1165 if (monster->pick_up & 64) /* All */
1166 flag = 1;
1167
1168 else
1169 switch (item->type)
1170 {
1171 case MONEY:
1172 case GEM:
1173 flag = monster->pick_up & 2;
1174 break;
1175
1176 case FOOD:
1177 flag = monster->pick_up & 4;
1178 break;
1179
1180 case WEAPON:
1181 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1182 break;
1183
1184 case ARMOUR:
1185 case SHIELD:
1186 case HELMET:
1187 case BOOTS:
1188 case GLOVES:
1189 case GIRDLE:
1190 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1191 break;
1192
1193 case SKILL:
1194 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1195 break;
1196
1197 case RING:
1198 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1199 break;
1200
1201 case WAND:
1202 case HORN:
1203 case ROD:
1204 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1205 break;
1206
1207 case SPELLBOOK:
1208 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1209 break;
1210
1211 case SCROLL:
1212 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1213 break;
1214
1215 case BOW:
1216 case ARROW:
1217 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1218 break;
1219 }
1220
1221 /* Simplistic check - if the monster has a location to equip it, he will
1222 * pick it up. Note that this doesn't handle cases where an item may
1223 * use several locations.
1224 */
1225 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1226 {
1227 if (monster->slot[i].info && item->slot[i].info)
1228 {
1229 flag = 1;
1230 break;
1231 }
1232 }
1233
1234 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1235 return 1;
1236 return 0;
1237}
1238
1239/*
1240 * monster_apply_below():
1241 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1242 * eager to apply things, encounters something apply-able,
1243 * then make him apply it
1244 */
1245void
1246monster_apply_below (object *monster)
1247{
1248 object *tmp, *next;
1249
1250 for (tmp = monster->below; tmp != NULL; tmp = next)
1251 {
1252 next = tmp->below;
1253 switch (tmp->type)
1254 {
1255 case CF_HANDLE:
1256 case TRIGGER:
1257 if (monster->will_apply & 1)
1258 manual_apply (monster, tmp, 0);
1259 break;
1260
1261 case TREASURE:
1262 if (monster->will_apply & 2)
1263 manual_apply (monster, tmp, 0);
1264 break;
1265
1266 }
1267 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1268 break;
1269 }
1270} 559}
1271 560
1272/* 561/*
1273 * monster_check_apply() is meant to be called after an item is 562 * monster_check_apply() is meant to be called after an item is
1274 * inserted in a monster. 563 * inserted in a monster.
1282void 571void
1283monster_check_apply (object *mon, object *item) 572monster_check_apply (object *mon, object *item)
1284{ 573{
1285 int flag = 0; 574 int flag = 0;
1286 575
1287 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL))) 576 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
1288 { 577 {
1289 SET_FLAG (mon, FLAG_CAST_SPELL); 578 mon->set_flag (FLAG_CAST_SPELL);
1290 return; 579 return;
1291 } 580 }
1292 581
1293 /* If for some reason, this item is already applied, no more work to do */ 582 /* If for some reason, this item is already applied, no more work to do */
1294 if (QUERY_FLAG (item, FLAG_APPLIED)) 583 if (item->flag [FLAG_APPLIED])
1295 return; 584 return;
1296 585
1297 /* Might be better not to do this - if the monster can fire a bow, 586 /* Might be better not to do this - if the monster can fire a bow,
1298 * it is possible in his wanderings, he will find one to use. In 587 * it is possible in his wanderings, he will find one to use. In
1299 * which case, it would be nice to have ammo for it. 588 * which case, it would be nice to have ammo for it.
1300 */ 589 */
1301 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
1302 { 591 {
1303 /* Check for the right kind of bow */ 592 /* Check for the right kind of bow */
1304 object *bow; 593 object *bow;
1305 594
1306 for (bow = mon->inv; bow; bow = bow->below) 595 for (bow = mon->inv; bow; bow = bow->below)
1307 if (bow->type == BOW && bow->race == item->race) 596 if (bow->type == BOW && bow->race == item->race)
1308 { 597 {
1309 SET_FLAG (mon, FLAG_READY_BOW); 598 mon->set_flag (FLAG_READY_BOW);
1310 LOG (llevMonster, "Found correct bow for arrows.\n");
1311 return; /* nothing more to do for arrows */ 599 return; /* nothing more to do for arrows */
1312 } 600 }
1313 } 601 }
1314 602
1315 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1316 flag = 1; 604 flag = 1;
1317 /* Eating food gets hp back */ 605 /* Eating food gets hp back */
1318 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1319 flag = 1; 607 flag = 1;
1320 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
1321 { 609 {
1322 if (!item->inv) 610 if (!item->inv)
1323 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);
1324 else if (monster_should_cast_spell (mon, item->inv)) 612 else if (monster_should_cast_spell (mon, item->inv))
1325 SET_FLAG (mon, FLAG_READY_SCROLL); 613 mon->set_flag (FLAG_READY_SCROLL);
1326 /* Don't use it right now */ 614 /* Don't use it right now */
1327 return; 615 return;
1328 } 616 }
1329 else if (item->type == WEAPON) 617 else if (item->type == WEAPON)
1330 flag = check_good_weapon (mon, item); 618 flag = check_good_weapon (mon, item);
1338 /* 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
1339 * weapon would get undone. 627 * weapon would get undone.
1340 */ 628 */
1341 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1342 { 630 {
1343 SET_FLAG (mon, FLAG_READY_RANGE); 631 mon->set_flag (FLAG_READY_RANGE);
1344 SET_FLAG (item, FLAG_APPLIED); 632 item->set_flag (FLAG_APPLIED);
1345 } 633 }
1346 return; 634 return;
1347 } 635 }
1348 else if (item->type == BOW) 636 else if (item->type == BOW)
1349 { 637 {
1350 /* We never really 'ready' the bow, because that would mean the 638 /* We never really 'ready' the bow, because that would mean the
1351 * weapon would get undone. 639 * weapon would get undone.
1352 */ 640 */
1353 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1354 SET_FLAG (mon, FLAG_READY_BOW); 642 mon->set_flag (FLAG_READY_BOW);
1355 return; 643 return;
1356 } 644 }
1357 else if (item->type == SKILL) 645 else if (item->type == SKILL)
1358 { 646 {
1359 /* 647 /*
1360 * 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,
1361 * else they can't use the skill... 649 * else they can't use the skill...
1362 * Skills also don't need to get applied, so return now. 650 * Skills also don't need to get applied, so return now.
1363 */ 651 */
1364 SET_FLAG (mon, FLAG_READY_SKILL); 652 mon->set_flag (FLAG_READY_SKILL);
1365 return; 653 return;
1366 } 654 }
1367 655
1368 /* 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.
1369 * 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,
1382 670
1383 /* should only be applying this item, not unapplying it. 671 /* should only be applying this item, not unapplying it.
1384 * also, ignore status of curse so they can take off old armour. 672 * also, ignore status of curse so they can take off old armour.
1385 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1386 */ 674 */
1387 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
1388} 676}
1389 677
1390void 678static int
1391npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1392{ 680{
1393 int x, y, mflags;
1394 object *npc; 681 object *more;
1395 sint16 sx, sy; 682 rv_vector rv1;
1396 maptile *m;
1397 683
1398 for (x = -3; x < 4; x++) 684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
1399 for (y = -3; y < 4; y++) 685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
1400 { 694 {
1401 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1402 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1403 sy = op->y + y; 697 return 1;
1404 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1405 /* If nothing alive on this space, no need to search the space. */
1406 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1407 continue;
1408
1409 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1410 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1411 npc->enemy = op->enemy;
1412 } 698 }
1413}
1414 699
1415int 700 return 0;
701}
702
703static int
1416dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 704dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1417{ 705{
1418 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1419 return dir; 707 return dir;
708
1420 if (rv->distance < 10) 709 if (rv->distance < 10)
1421 return absdir (dir + 4); 710 return absdir (dir + 4);
1422 else if (rv->distance > 18) 711 else if (rv->distance > 18)
1423 return dir; 712 return dir;
1424 713
1425 return 0; 714 return 0;
1426} 715}
1427 716
1428int 717static int
1429run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 718run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1430{ 719{
1431 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1432 {
1433 ob->move_status++;
1434 return (dir); 721 return dir;
1435 } 722 else
1436 else if (ob->move_status > 20)
1437 ob->move_status = 0;
1438
1439 return absdir (dir + 4); 723 return absdir (dir + 4);
1440} 724}
1441 725
1442int 726static int
1443hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1444{ 728{
1445 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1446 return dir; 730 return dir;
1447 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1450 ob->move_status = 0; 734 ob->move_status = 0;
1451 735
1452 return absdir (dir + 4); 736 return absdir (dir + 4);
1453} 737}
1454 738
1455int 739static int
1456wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 740wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1457{ 741{
1458
1459 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1460 743
1461 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1462 ob->move_status++; 745 ob->move_status++;
1463 746
1470 753
1471 ob->move_status = 0; 754 ob->move_status = 0;
1472 return 0; 755 return 0;
1473} 756}
1474 757
1475int 758static int
1476disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 759disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1477{ 760{
1478
1479 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1480 * happen is that if the creatures hp percentage falls below run_away, 762 * happen is that if the creatures hp percentage falls below run_away,
1481 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1482 * I think its wrong for a creature to have a zero maxhp value, but 764 * I think its wrong for a creature to have a zero maxhp value, but
1483 * at least one map has this set, and whatever the map contains, the 765 * at least one map has this set, and whatever the map contains, the
1484 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1485 */ 767 */
1486 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) 768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1487 return absdir (dir + 4); 769 return absdir (dir + 4);
1488 770
1489 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1490} 772}
1491 773
1492int 774static int
1493wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) 775wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1494{ 776{
1495 if (rv->distance < 9) 777 if (rv->distance < 9)
1496 return absdir (dir + 4); 778 return absdir (dir + 4);
1497 779
1498 return 0; 780 return 0;
1499} 781}
1500 782
1501void 783static void
1502circ1_move (object *ob) 784circ1_move (object *ob)
1503{ 785{
1504 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; 786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1505 787
1506 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1507 ob->move_status = 0; 789 ob->move_status = 0;
1508 790
1509 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(ob->move (circle[ob->move_status])))
1510 move_object (ob, rndm (8) + 1); 792 ob->move (rndm (8) + 1);
1511} 793}
1512 794
1513void 795static void
1514circ2_move (object *ob) 796circ2_move (object *ob)
1515{ 797{
1516 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; 798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1517 799
1518 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1519 ob->move_status = 0; 801 ob->move_status = 0;
1520 802
1521 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(ob->move (circle[ob->move_status])))
1522 move_object (ob, rndm (8) + 1); 804 ob->move (rndm (8) + 1);
1523} 805}
1524 806
1525void 807static void
1526pace_movev (object *ob) 808pace_movev (object *ob)
1527{ 809{
1528 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1529 ob->move_status = 0; 811 ob->move_status = 0;
1530 812
1531 if (ob->move_status < 4) 813 if (ob->move_status < 4)
1532 move_object (ob, 5); 814 ob->move (5);
1533 else 815 else
1534 move_object (ob, 1); 816 ob->move (1);
1535} 817}
1536 818
1537void 819static void
1538pace_moveh (object *ob) 820pace_moveh (object *ob)
1539{ 821{
1540 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1541 ob->move_status = 0; 823 ob->move_status = 0;
1542 824
1543 if (ob->move_status < 4) 825 if (ob->move_status < 4)
1544 move_object (ob, 3); 826 ob->move (3);
1545 else 827 else
1546 move_object (ob, 7); 828 ob->move (7);
1547} 829}
1548 830
1549void 831static void
1550pace2_movev (object *ob) 832pace2_movev (object *ob)
1551{ 833{
1552 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1553 ob->move_status = 0; 835 ob->move_status = 0;
1554 836
1555 if (ob->move_status < 6) 837 if (ob->move_status < 6)
1556 move_object (ob, 5); 838 ob->move (5);
1557 else if (ob->move_status < 8) 839 else if (ob->move_status < 8)
1558 return; 840 return;
1559 else if (ob->move_status < 13) 841 else if (ob->move_status < 13)
1560 move_object (ob, 1); 842 ob->move (1);
1561 else 843 else
1562 return; 844 return;
1563} 845}
1564 846
1565void 847static void
1566pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1567{ 849{
1568 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1569 ob->move_status = 0; 851 ob->move_status = 0;
1570 852
1571 if (ob->move_status < 6) 853 if (ob->move_status < 6)
1572 move_object (ob, 3); 854 ob->move (3);
1573 else if (ob->move_status < 8) 855 else if (ob->move_status < 8)
1574 return; 856 return;
1575 else if (ob->move_status < 13) 857 else if (ob->move_status < 13)
1576 move_object (ob, 7); 858 ob->move (7);
1577 else 859 else
1578 return; 860 return;
1579} 861}
1580 862
863static void
864rand_move (object *ob)
865{
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
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 (head->flag [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 (head->flag [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 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985}
986
987static int
988monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989{
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
994 /* If you want monsters to cast spells over friends, this spell should
995 * be removed. It probably should be in most cases, since monsters still
996 * don't care about residual effects (ie, casting a cone which may have a
997 * clear path to the player, the side aspects of the code will still hit
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (head->flag [FLAG_CONFUSED])
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 head->clr_flag (FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032}
1033
1034/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
1042 * At the moment this is only useful for throwing, perhaps for
1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 */
1045static int
1046monster_use_skill (object *head, object *part, object *pl, int dir)
1047{
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (head->flag [FLAG_CONFUSED])
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 object *new_skill = 0;
1065
1066 // skill selection - monster will use the last unused skill
1067 // and rotate, eventually cycling through all skills.
1068 for (skill = head->inv; skill; skill = skill->below)
1069 if (skill->type == SKILL && skill != head->chosen_skill)
1070 new_skill = skill;
1071
1072 if (new_skill)
1073 splay (head->chosen_skill = new_skill);
1074 else if (!head->chosen_skill)
1075 {
1076 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1077 head->clr_flag (FLAG_READY_SKILL);
1078 return 0;
1079 }
1080
1081 /* use skill */
1082 return do_skill (head, part, head->chosen_skill, dir, NULL);
1083}
1084
1085/* Monster will use a ranged spell attack. */
1086static int
1087monster_use_range (object *head, object *part, object *pl, int dir)
1088{
1089 object *wand, *owner;
1090 int at_least_one = 0;
1091
1092 if (!(dir = path_to_player (part, pl, 0)))
1093 return 0;
1094
1095 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1096 {
1097 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1098
1099 if (dirdiff (dir, dir2) < 2)
1100 return 0; /* Might hit owner with spell */
1101 }
1102
1103 if (head->flag [FLAG_CONFUSED])
1104 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105
1106 for (wand = head->inv; wand; wand = wand->below)
1107 {
1108 if (wand->type == WAND)
1109 {
1110 /* Found a wand, let's see if it has charges left */
1111 at_least_one = 1;
1112 if (wand->stats.food <= 0)
1113 continue;
1114
1115 cast_spell (head, wand, dir, wand->inv, NULL);
1116
1117 if (!(--wand->stats.food))
1118 {
1119 if (wand->arch)
1120 {
1121 wand->clr_flag (FLAG_ANIMATE);
1122 wand->face = wand->arch->face;
1123 wand->set_speed (0);
1124 }
1125 }
1126 /* Success */
1127 return 1;
1128 }
1129 else if (wand->type == ROD || wand->type == HORN)
1130 {
1131 /* Found rod/horn, let's use it if possible */
1132 at_least_one = 1;
1133 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1134 continue;
1135
1136 /* drain charge before casting spell - can be a case where the
1137 * spell destroys the monster, and rod, so if done after, results
1138 * in crash.
1139 */
1140 drain_rod_charge (wand);
1141 cast_spell (head, wand, dir, wand->inv, NULL);
1142
1143 /* Success */
1144 return 1;
1145 }
1146 }
1147
1148 if (at_least_one)
1149 return 0;
1150
1151 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1152 head->clr_flag (FLAG_READY_RANGE);
1153 return 0;
1154}
1155
1156static int
1157monster_use_bow (object *head, object *part, object *pl, int dir)
1158{
1159 object *owner;
1160
1161 if (!(dir = path_to_player (part, pl, 0)))
1162 return 0;
1163
1164 if (head->flag [FLAG_CONFUSED])
1165 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166
1167 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1168 {
1169 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1170
1171 if (dirdiff (dir, dir2) < 1)
1172 return 0; /* Might hit owner with arrow */
1173 }
1174
1175 /* in server/player.c */
1176 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1177
1178}
1179
1581void 1180void
1582rand_move (object *ob) 1181npc_call_help (object *op)
1583{ 1182{
1584 int i; 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1184 {
1185 mapspace &ms = m->at (nx, ny);
1585 1186
1586 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1187 /* If nothing alive on this space, no need to search the space. */
1587 for (i = 0; i < 5; i++) 1188 if (!(ms.flags () & P_IS_ALIVE))
1588 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1189 continue;
1589 return; 1190
1191 for (object *npc = ms.bot; npc; npc = npc->above)
1192 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1193 npc->enemy = op->enemy;
1194 }
1590} 1195}
1591 1196
1592void 1197void
1593check_earthwalls (object *op, maptile *m, int x, int y) 1198check_earthwalls (object *op, maptile *m, int x, int y)
1594{ 1199{
1595 object *tmp;
1596
1597 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1200 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1598 {
1599 if (tmp->type == EARTHWALL) 1201 if (tmp->type == EARTHWALL)
1600 { 1202 {
1601 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); 1203 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1602 return; 1204 return;
1603 } 1205 }
1604 }
1605} 1206}
1606 1207
1607void 1208void
1608check_doors (object *op, maptile *m, int x, int y) 1209check_doors (object *op, maptile *m, int x, int y)
1609{ 1210{
1610 object *tmp;
1611
1612 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1211 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1613 {
1614 if (tmp->type == DOOR) 1212 if (tmp->type == DOOR)
1615 { 1213 {
1616 hit_player (tmp, 1000, op, AT_PHYSICAL, 1); 1214 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1617 return; 1215 return;
1618 } 1216 }
1619 }
1620} 1217}
1621 1218
1622/* find_mon_throw_ob() - modeled on find_throw_ob 1219/* find_mon_throw_ob() - modeled on find_throw_ob
1623 * This is probably overly simplistic as it is now - We want 1220 * This is probably overly simplistic as it is now - We want
1624 * monsters to throw things like chairs and other pieces of 1221 * monsters to throw things like chairs and other pieces of
1640 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1641 */ 1238 */
1642 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1643 { 1240 {
1644 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1645 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1646 continue; 1243 continue;
1647 1244
1648 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1649 break; 1246 break;
1650 1247
1651 } 1248 }
1652 1249
1653#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1654 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); 1251 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1655#endif 1252#endif
1656 1253
1657 return tmp; 1254 return tmp;
1255}
1256
1257/*
1258 * Move-monster returns 1 if the object has been freed, otherwise 0.
1259 */
1260int
1261move_monster (object *op)
1262{
1263 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1264 object *owner, *enemy, *part, *oph = op;
1265 rv_vector rv;
1266
1267 /* Monsters not on maps don't do anything. These monsters are things
1268 * Like royal guards in city dwellers inventories.
1269 */
1270 if (!op->map)
1271 return 0;
1272
1273 /* for target facing, we copy this value here for fast access */
1274 if (oph->head) /* force update the head - one arch one pic */
1275 oph = oph->head;
1276
1277 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1278 enemy = op->enemy = NULL;
1279 else if ((enemy = find_enemy (op, &rv)))
1280 /* we have an enemy, just tell him we want him dead */
1281 enemy->attacked_by = op; /* our ptr */
1282
1283 /* generate hp, if applicable */
1284 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1285 {
1286 /* last heal is in funny units. Dividing by speed puts
1287 * the regeneration rate on a basis of time instead of
1288 * #moves the monster makes. The scaling by 8 is
1289 * to capture 8th's of a hp fraction regens
1290 */
1291 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1292 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1293 op->last_heal = last_heal % 32;
1294
1295 /* So if the monster has gained enough HP that they are no longer afraid */
1296 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1297 op->flag [FLAG_RUN_AWAY] = false;
1298 }
1299
1300 /* generate sp, if applicable */
1301 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1302 {
1303 /* last_sp is in funny units. Dividing by speed puts
1304 * the regeneration rate on a basis of time instead of
1305 * #moves the monster makes. The scaling by 8 is
1306 * to capture 8th's of a sp fraction regens
1307 */
1308
1309 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1310 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1311 op->last_sp = last_sp % 128;
1312 }
1313
1314 /* this should probably get modified by many more values.
1315 * (eg, creatures resistance to fear, level, etc. )
1316 */
1317 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1318 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1319
1320 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1321 return op->flag [FLAG_FREED];
1322
1323 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1324 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1325 if (!check_wakeup (op, enemy, &rv))
1326 return 0;
1327
1328 /* check if monster pops out of hidden spot */
1329 if (op->flag [FLAG_HIDDEN])
1330 do_hidden_move (op);
1331
1332 if (op->pick_up)
1333 monster_check_pickup (op);
1334
1335 if (op->will_apply)
1336 monster_apply_below (op); /* Check for items to apply below */
1337
1338 /* If we don't have an enemy, do special movement or the like */
1339 if (!enemy)
1340 {
1341 if (op->flag [FLAG_ONLY_ATTACK])
1342 {
1343 op->drop_and_destroy ();
1344 return 1;
1345 }
1346
1347 /* Probably really a bug for a creature to have both
1348 * stand still and a movement type set.
1349 */
1350 if (!op->flag [FLAG_STAND_STILL])
1351 {
1352 if (op->attack_movement & HI4)
1353 {
1354 switch (op->attack_movement & HI4)
1355 {
1356 case PETMOVE:
1357 pet_move (op);
1358 break;
1359
1360 case CIRCLE1:
1361 circ1_move (op);
1362 break;
1363
1364 case CIRCLE2:
1365 circ2_move (op);
1366 break;
1367
1368 case PACEV:
1369 pace_movev (op);
1370 break;
1371
1372 case PACEH:
1373 pace_moveh (op);
1374 break;
1375
1376 case PACEV2:
1377 pace2_movev (op);
1378 break;
1379
1380 case PACEH2:
1381 pace2_moveh (op);
1382 break;
1383
1384 case RANDO:
1385 rand_move (op);
1386 break;
1387
1388 case RANDO2:
1389 move_randomly (op);
1390 break;
1391 }
1392
1393 return 0;
1394 }
1395 else if (op->flag [FLAG_RANDOM_MOVE])
1396 move_randomly (op);
1397 } /* stand still */
1398
1399 return 0;
1400 } /* no enemy */
1401
1402 /* We have an enemy. Block immediately below is for pets */
1403 if ((op->attack_movement & HI4) == PETMOVE
1404 && (owner = op->owner) != NULL
1405 && !on_same_map (op, owner)
1406 && !owner->flag [FLAG_REMOVED])
1407 return follow_owner (op, owner);
1408
1409 /* doppleganger code to change monster facing to that of the nearest
1410 * player. Hmm. The code is here, but no monster in the current
1411 * arch set uses it.
1412 */
1413 if (op->race == shstr_doppleganger)
1414 {
1415 op->face = enemy->face;
1416 op->name = enemy->name;
1417 }
1418
1419 /* Calculate range information for closest body part - this
1420 * is used for the 'skill' code, which isn't that smart when
1421 * it comes to figuring it out - otherwise, giants throw boulders
1422 * into themselves.
1423 */
1424 get_rangevector (op, enemy, &rv, 0);
1425
1426 /* Move the check for scared up here - if the monster was scared,
1427 * we were not doing any of the logic below, so might as well save
1428 * a few cpu cycles.
1429 */
1430 if (!op->flag [FLAG_SCARED])
1431 {
1432 rv_vector rv1;
1433
1434 /* now we test every part of an object .... this is a real ugly piece of code */
1435 for (part = op; part; part = part->more)
1436 {
1437 get_rangevector (part, enemy, &rv1, 0x1);
1438 dir = rv1.direction;
1439
1440 /* hm, not sure about this part - in original was a scared flag here too
1441 * but that we test above... so can be old code here
1442 */
1443 if (op->flag [FLAG_RUN_AWAY])
1444 dir = absdir (dir + 4);
1445
1446 if (op->flag [FLAG_CONFUSED])
1447 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1448
1449 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1450 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1451 return 0;
1452
1453 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1454 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1455 return 0;
1456
1457 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1458 if (monster_use_range (op, part, enemy, dir))
1459 return 0;
1460
1461 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1462 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1463 return 0;
1464
1465 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1466 if (monster_use_bow (op, part, enemy, dir))
1467 return 0;
1468 } /* for processing of all parts */
1469 } /* If not scared */
1470
1471 part = rv.part;
1472 dir = rv.direction;
1473
1474//-GPL
1475
1476 // if the enemy is a player, we have los. if los says we
1477 // can directly reach the player, we do not deviate.
1478 // for non-players, we never deviate
1479 if (op->stats.Wis >= 8
1480 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1481 {
1482 int sdir = 0;
1483 uint32_t &smell = op->ms ().smell;
1484
1485 for (int ndir = 1; ndir <= 8; ++ndir)
1486 {
1487 mapxy pos (op); pos.move (ndir);
1488
1489 if (pos.normalise ())
1490 {
1491 mapspace &ms = pos.ms ();
1492
1493 if (ms.smell > smell)
1494 {
1495 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1496 if (op->stats.Wis >= 10)
1497 smell = ms.smell - 1; // smarter: tell others
1498
1499 sdir = ndir;
1500
1501 // perturbing the path might let the monster lose track,
1502 // but it will also widen the actual path, spreading information
1503 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1504 sdir = absdir (sdir + 1 - rndm (2) * 2);
1505 }
1506 }
1507 }
1508
1509 if (sdir)
1510 dir = sdir;
1511 else if (smell)
1512 {
1513 // no better smell found, so assume the player jumped, and erase this smell
1514 //printf ("erasing smell %d\n", op->ms ().smell);//D
1515 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1516 m->at (nx, ny).smell = 0;
1517 }
1518 }
1519
1520//+GPL
1521
1522 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1523 dir = absdir (dir + 4);
1524
1525 if (op->flag [FLAG_CONFUSED])
1526 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1527
1528 pre_att_dir = dir; /* remember the original direction */
1529
1530 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1531 {
1532 switch (op->attack_movement & LO4)
1533 {
1534 case DISTATT:
1535 dir = dist_att (dir, op, enemy, part, &rv);
1536 break;
1537
1538 case RUNATT:
1539 dir = run_att (dir, op, enemy, part, &rv);
1540 break;
1541
1542 case HITRUN:
1543 dir = hitrun_att (dir, op, enemy);
1544 break;
1545
1546 case WAITATT:
1547 dir = wait_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUSH: /* default - monster normally moves towards player */
1551 case ALLRUN:
1552 break;
1553
1554 case DISTHIT:
1555 dir = disthit_att (dir, op, enemy, part, &rv);
1556 break;
1557
1558 case WAIT2:
1559 dir = wait_att2 (dir, op, enemy, part, &rv);
1560 break;
1561
1562 default:
1563 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1564 }
1565 }
1566
1567 if (!dir)
1568 return 0;
1569
1570 if (!op->flag [FLAG_STAND_STILL])
1571 {
1572 if (op->move (dir)) /* Can the monster move directly toward player? */
1573 {
1574 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1575 if ((op->attack_movement & LO4) == DISTATT)
1576 op->direction = pre_att_dir;
1577
1578 return 0;
1579 }
1580
1581 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1582 {
1583 /* Try move around corners if !close */
1584 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1585
1586 for (diff = 1; diff <= maxdiff; diff++)
1587 {
1588 /* try different detours */
1589 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1590
1591 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1592 return 0;
1593 }
1594 }
1595 } /* if monster is not standing still */
1596
1597 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1598 if ((op->attack_movement & LO4) == DISTATT)
1599 op->direction = pre_att_dir;
1600
1601 /*
1602 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1603 * direction if they can't move away.
1604 */
1605 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1606 if (move_randomly (op))
1607 return 0;
1608
1609 /*
1610 * Try giving the monster a new enemy - the player that is closest
1611 * to it. In this way, it won't just keep trying to get to a target
1612 * that is inaccessible.
1613 * This could be more clever - it should go through a list of several
1614 * enemies, as it is now, you could perhaps get situations where there
1615 * are two players flanking the monster at close distance, but which
1616 * the monster can't get to, and a third one at a far distance that
1617 * the monster could get to - as it is, the monster won't look at that
1618 * third one.
1619 */
1620 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1621 {
1622 object *nearest_player = get_nearest_player (op);
1623
1624 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1625 {
1626 op->enemy = 0;
1627 enemy = nearest_player;
1628 }
1629 }
1630
1631 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1632 {
1633 /* The adjustement to wc that was here before looked totally bogus -
1634 * since wc can in fact get negative, that would mean by adding
1635 * the current wc, the creature gets better? Instead, just
1636 * add a fixed amount - nasty creatures that are runny away should
1637 * still be pretty nasty.
1638 */
1639 if (op->flag [FLAG_RUN_AWAY])
1640 {
1641 part->stats.wc += 10;
1642 skill_attack (enemy, part, 0, NULL, NULL);
1643 part->stats.wc -= 10;
1644 }
1645 else
1646 skill_attack (enemy, part, 0, NULL, NULL);
1647 } /* if monster is in attack range */
1648
1649 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1650 return 1;
1651
1652 if (op->flag [FLAG_ONLY_ATTACK])
1653 {
1654 op->drop_and_destroy ();
1655 return 1;
1656 }
1657
1658 return 0;
1658} 1659}
1659 1660
1660/* determine if we can 'detect' the enemy. Check for walls blocking the 1661/* determine if we can 'detect' the enemy. Check for walls blocking the
1661 * los. Also, just because its hidden/invisible, we may be sensitive/smart 1662 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1662 * enough (based on Wis & Int) to figure out where the enemy is. -b.t. 1663 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1664 * properly. I also so odd code in place that checked for x distance 1665 * properly. I also so odd code in place that checked for x distance
1665 * OR y distance being within some range - that seemed wrong - both should 1666 * OR y distance being within some range - that seemed wrong - both should
1666 * be within the valid range. MSW 2001-08-05 1667 * be within the valid range. MSW 2001-08-05
1667 * Returns 0 if enemy can not be detected, 1 if it is detected 1668 * Returns 0 if enemy can not be detected, 1 if it is detected
1668 */ 1669 */
1669
1670int 1670int
1671can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1672{ 1672{
1673 int radius = MIN_MON_RADIUS, hide_discovery;
1674
1675 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1676 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1677 return 0; 1675 return 0;
1678 1676
1679 /* If the monster (op) has no way to get to the enemy, do nothing */ 1677 /* If the monster (op) has no way to get to the enemy, do nothing */
1681 return 0; 1679 return 0;
1682 1680
1683 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1684 1682
1685 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1686 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1687 return 0; 1685 return 0;
1688 1686
1689 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1690 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1691 return 1; 1689 return 1;
1692 1690
1693 /* The rest of this is for monsters. Players are on their own for 1691 /* The rest of this is for monsters. Players are on their own for
1694 * finding enemies! 1692 * finding enemies!
1695 */ 1693 */
1696 if (op->type == PLAYER) 1694 if (op->is_player ())
1697 return 0; 1695 return 0;
1698 1696
1699 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1700 * flag (which was already checked) in can_see_enmy (). Lets get out of here 1698 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1701 */ 1699 */
1702 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) 1700 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1703 return 0; 1701 return 0;
1704 1702
1703 int radius = MIN_MON_RADIUS;
1704
1705 /* use this for invis also */ 1705 /* use this for invis also */
1706 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1707 1707
1708 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1709 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ 1709 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1710 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; 1710 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1711 else 1711 else
1712 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1713 object *sk_hide;
1714 int bonus = (op->level / 2) + (op->stats.Int / 5); 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1715 1714
1716 if (enemy->type == PLAYER) 1715 if (enemy->is_player ())
1717 { 1716 {
1718 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1720 else 1719 else
1721 { 1720 {
1722 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); 1721 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1723 make_visible (enemy); 1722 make_visible (enemy);
1731 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1732 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1733 1732
1734 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1735 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1736 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1737 radius = radius / 2, hide_discovery = hide_discovery / 3; 1736 {
1737 radius /= 2;
1738 hide_discovery /= 3;
1739 }
1738 1740
1739 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1740 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1741 { 1743 {
1742 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1743 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1744 */ 1746 */
1745 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1746 radius += op->map->darkness / 2; 1748 radius += op->map->darklevel () / 2;
1747 else 1749 else
1748 radius -= op->map->darkness / 2; 1750 radius -= op->map->darklevel () / 2;
1749 1751
1750 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1751 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1752 */ 1754 */
1753 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) 1755 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1754 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1755 } /* if on dark map */ 1757 } /* if on dark map */
1756 1758
1757 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1758 * radii, we only need to worry here about things the player can 1760 * radii, we only need to worry here about things the player can
1760 * may have for their map - in that way, creatures at the edge will 1762 * may have for their map - in that way, creatures at the edge will
1761 * do something. Note that the distance field in the 1763 * do something. Note that the distance field in the
1762 * vector is real distance, so in theory this should be 18 to 1764 * vector is real distance, so in theory this should be 18 to
1763 * find that. 1765 * find that.
1764 */ 1766 */
1765 if (radius > 13) 1767 // note that the above reasoning was utter bullshit even at the time it was written
1766 radius = 13; 1768 // we use 25, lets see if we have the cpu time for it
1769 radius = min (25, radius);
1767 1770
1768 /* Enemy in range! Now test for detection */ 1771 /* Enemy in range! Now test for detection */
1769 if ((int) rv->distance <= radius) 1772 if (rv->distance <= radius)
1770 { 1773 {
1771 /* ah, we are within range, detected? take cases */ 1774 /* ah, we are within range, detected? take cases */
1772 if (!enemy->invisible) /* enemy in dark squares... are seen! */ 1775 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1773 return 1; 1776 return 1;
1774 1777
1775 /* hidden or low-quality invisible */ 1778 /* hidden or low-quality invisible */
1776 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) 1779 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1777 { 1780 {
1778 make_visible (enemy); 1781 make_visible (enemy);
1782
1779 /* inform players of new status */ 1783 /* inform players of new status */
1780 if (enemy->type == PLAYER && player_can_view (enemy, op)) 1784 if (enemy->type == PLAYER && player_can_view (enemy, op))
1781 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); 1785 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1786
1782 return 1; /* detected enemy */ 1787 return 1; /* detected enemy */
1783 } 1788 }
1784 else if (enemy->invisible) 1789 else if (enemy->invisible)
1785 { 1790 {
1786 /* Change this around - instead of negating the invisible, just 1791 /* Change this around - instead of negating the invisible, just
1787 * return true so that the mosnter that managed to detect you can 1792 * return true so that the monster that managed to detect you can
1788 * do something to you. Decreasing the duration of invisible 1793 * do something to you. Decreasing the duration of invisible
1789 * doesn't make a lot of sense IMO, as a bunch of stupid creatures 1794 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1790 * can then basically negate the spell. The spell isn't negated - 1795 * can then basically negate the spell. The spell isn't negated -
1791 * they just know where you are! 1796 * they just know where you are!
1792 */ 1797 */
1793 if ((rndm (50)) <= hide_discovery) 1798 if (rndm (50) <= hide_discovery)
1794 { 1799 {
1795 if (enemy->type == PLAYER) 1800 if (enemy->type == PLAYER)
1796 {
1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); 1801 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1798 } 1802
1799 return 1; 1803 return 1;
1800 } 1804 }
1801 } 1805 }
1802 } /* within range */ 1806 } /* within range */
1803 1807
1804 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1805 return 0; 1809 return 0;
1806} 1810}
1807 1811
1808/* determine if op stands in a lighted square. This is not a very 1812/* determine if op stands in a lighted square. This is not a very
1809 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1810 * is possible for a bright light to illuminate a player on the 1814 * is possible for a bright light to illuminate a player on the
1811 * other side of a wall (!). 1815 * other side of a wall (!).
1812 */ 1816 */
1813int 1817int
1814stand_in_light (object *op) 1818stand_in_light (object *op)
1815{ 1819{
1816 sint16 nx, ny;
1817 maptile *m;
1818
1819 if (!op) 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1820 return 0; 1823 return 0;
1821 1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1822 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1823 return 1; 1829 return 1;
1824 1830
1825 if (op->map) 1831 if (op->map)
1826 { 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1827 int x, y, x1, y1; 1833 {
1834 mapspace &ms = m->at (nx, ny);
1828 1835
1836 ms.update ();
1837
1829 /* Check the spaces with the max light radius to see if any of them 1838 /* Check the spaces with the max light radius to see if any of them
1830 * have lights, and if any of them light the player enough, then return 1. 1839 * have lights, and if any of them light the player enough, then return 1.
1831 */
1832 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1833 {
1834 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1835 { 1840 */
1836 m = op->map; 1841 int light = ms.light;
1837 nx = x;
1838 ny = y;
1839 1842
1840 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1841 continue;
1842
1843 x1 = abs (x - op->x) * abs (x - op->x);
1844 y1 = abs (y - op->y) * abs (y - op->y);
1845 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1846 return 1; 1844 return 1;
1847 } 1845 }
1848 }
1849 } 1846 }
1850 1847
1851 return 0; 1848 return 0;
1852} 1849}
1853 1850
1860can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1861{ 1858{
1862 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1863 1860
1864 /* safety */ 1861 /* safety */
1865 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1866 return 0; 1863 return 0;
1867 1864
1868 /* we dont give a full treatment of xrays here (shorter range than normal, 1865 /* we dont give a full treatment of xrays here (shorter range than normal,
1869 * see through walls). Should we change the code elsewhere to make you 1866 * see through walls). Should we change the code elsewhere to make you
1870 * blind even if you can xray? 1867 * blind even if you can xray?
1871 */ 1868 */
1872 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1873 return 0; 1870 return 0;
1874 1871
1875 /* checking for invisible things */ 1872 /* checking for invisible things */
1876 if (enemy->invisible) 1873 if (enemy->invisible)
1877 { 1874 {
1878 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1879 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1880 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1881 1878
1882 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1883 { 1880 {
1884 if (enemy->hide) 1881 if (enemy->flag [FLAG_HIDDEN])
1885 { 1882 {
1886 make_visible (enemy); 1883 make_visible (enemy);
1887 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); 1884 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1888 } 1885 }
1886
1889 return 1; 1887 return 1;
1890 } 1888 }
1891 else if (enemy->hide) 1889 else if (enemy->flag [FLAG_HIDDEN])
1892 return 0; 1890 return 0;
1893 1891
1894 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1895 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values, 1893 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1896 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1897 */ 1895 */
1898 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1899 {
1900 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1901 return 0; 1898 return 0;
1902 }
1903 } 1899 }
1904 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1905 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1906 return 1; 1902 return 1;
1907 1903
1908 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1909 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1912 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1913 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1914 * enemy is on a bright map and the looker on a dark - in that 1910 * enemy is on a bright map and the looker on a dark - in that
1915 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1916 */ 1912 */
1917 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1918 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) 1914 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1919 return 0; 1915 return 0;
1920 1916
1921 return 1; 1917 return 1;
1922} 1918}
1919
1920//-GPL

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