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Comparing deliantra/server/server/monster.C (file contents):
Revision 1.47 by root, Thu Dec 18 02:49:22 2008 UTC vs.
Revision 1.90 by root, Sat May 15 23:41:06 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <spells.h> 29#include <spells.h>
27#include <skills.h> 30#include <skills.h>
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 }
96 97
97 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; 98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
98} 99}
99 100
100/* Returns the nearest living creature (monster or generator). 101/* Returns the nearest living creature (monster or generator).
101 * Modified to deal with tiled maps properly. 102 * Modified to deal with tiled maps properly.
102 * 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
152 * Currently, only move_monster calls this function. 153 * Currently, only move_monster calls this function.
153 * Fix function so that we always make calls to get_rangevector 154 * Fix function so that we always make calls to get_rangevector
154 * 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
155 * many cases. 156 * many cases.
156 */ 157 */
157object * 158static object *
158find_enemy (object *npc, rv_vector * rv) 159find_enemy (object *npc, rv_vector * rv)
159{ 160{
160 object *attacker, *tmp = NULL; 161 object *attacker, *tmp = NULL;
161 162
162 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. */
163 npc->attacked_by = 0; /* always clear the attacker entry */ 164 npc->attacked_by = 0; /* always clear the attacker entry */
164 165
165 /* 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 */
166 if (QUERY_FLAG (npc, FLAG_BERSERK)) 167 if (npc->flag [FLAG_BERSERK])
167 { 168 {
168 tmp = find_nearest_living_creature (npc); 169 tmp = find_nearest_living_creature (npc);
169 170
170 if (tmp) 171 if (tmp)
171 get_rangevector (npc, tmp, rv, 0); 172 get_rangevector (npc, tmp, rv, 0);
197 /* we check our old enemy. */ 198 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv))) 199 if (!(tmp = check_enemy (npc, rv)))
199 { 200 {
200 if (attacker) /* if we have an attacker, check him */ 201 if (attacker) /* if we have an attacker, check him */
201 { 202 {
202 /* TODO: thats not finished */ 203 /* TODO: that's not finished */
203 /* 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 */
204 205
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ 206 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || 207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
207 (!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)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ 209 npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
209 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... */
210 { 211 {
211 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! */
212 npc->enemy = attacker; 213 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */ 214 return attacker; /* yes, we face our attacker! */
214 } 215 }
215 } 216 }
216 217
217 /* 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 */
218 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])
219 { 220 {
220 npc->enemy = get_nearest_player (npc); 221 npc->enemy = get_nearest_player (npc);
221 if (npc->enemy) 222 if (npc->enemy)
222 tmp = check_enemy (npc, rv); 223 tmp = check_enemy (npc, rv);
223 } 224 }
230/* Sees if this monster should wake up. 231/* Sees if this monster should wake up.
231 * Currently, this is only called from move_monster, and 232 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv. 233 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise. 234 * returns 1 if the monster should wake up, 0 otherwise.
234 */ 235 */
235int 236static int
236check_wakeup (object *op, object *enemy, rv_vector * rv) 237check_wakeup (object *op, object *enemy, rv_vector *rv)
237{ 238{
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */ 239 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy) 240 if (!enemy)
242 return 0; 241 return 0;
243 242
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])
244 /* blinded monsters can only find nearby objects to attack */ 249 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS; 250 radius = MIN_MON_RADIUS;
247 251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
248 /* This covers the situation where the monster is in the dark 255 /* This covers the situation where the monster is in the dark
249 * 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
250 * glowing!) then the monster has trouble finding the enemy. 257 * glowing!) then the monster has trouble finding the enemy.
251 * 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
252 * the dark. */ 259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
253 261
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && 262 if (enemy->flag [FLAG_STEALTH])
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) 263 radius = radius / 2 + 1;
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263 264
264 /* 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
265 * for that. 266 * for that.
266 */ 267 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) 268 if (rv->distance <= radius)
268 { 269 {
269 CLEAR_FLAG (op, FLAG_SLEEP); 270 op->clr_flag (FLAG_SLEEP);
270 return 1; 271 return 1;
271 } 272 }
273
272 return 0; 274 return 0;
273} 275}
274 276
275int 277static int
276move_randomly (object *op) 278move_randomly (object *op)
277{ 279{
278 /* Give up to 15 chances for a monster to move randomly */ 280 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++) 281 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1)) 282 if (op->move (rndm (8) + 1))
281 return 1; 283 return 1;
282 284
283 return 0; 285 return 0;
284} 286}
285 287
286/* 288/*
287 * Move-monster returns 1 if the object has been freed, otherwise 0. 289 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
288 */ 293 */
289int 294static int
290move_monster (object *op) 295monster_can_pick (object *monster, object *item)
291{ 296{
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ 297 int flag = 0;
293 object *owner, *enemy, *part, *oph = op; 298 int i;
294 rv_vector rv;
295 299
296 /* Monsters not on maps don't do anything. These monsters are things 300 if (!can_pick (monster, item))
297 * Like royal guards in city dwellers inventories. 301 return 0;
302
303 if (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)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || 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.
298 */ 366 */
299 if (!op->map) 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)))
300 return 0; 377 return 1;
301 378
302 /* for target facing, we copy this value here for fast access */ 379 return 0;
303 if (oph->head) /* force update the head - one arch one pic */ 380}
304 oph = oph->head;
305 381
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ 382/*
307 enemy = op->enemy = NULL; 383 * monster_check_pickup(): checks for items that monster can pick up.
308 else if ((enemy = find_enemy (op, &rv))) 384 *
309 /* we have an enemy, just tell him we want him dead */ 385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
310 enemy->attacked_by = op; /* our ptr */ 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.
396 */
397static void
398monster_check_pickup (object *monster)
399{
400 object *tmp, *next;
311 401
312 /* generate hp, if applicable */ 402 for (tmp = monster->below; tmp != NULL; tmp = next)
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 { 403 {
315 /* last heal is in funny units. Dividing by speed puts 404 next = tmp->below;
316 * the regeneration rate on a basis of time instead of 405 if (monster_can_pick (monster, tmp))
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 * 406 {
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16) 407 tmp->remove ();
321 * 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.
322 */ 414 */
323 415 if (next && next->destroyed ())
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
349 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1; 416 return;
417 }
418}
419
420/*
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)
384 } 435 {
385 436 case T_HANDLE:
386 /* Probably really a bug for a creature to have both 437 case TRIGGER:
387 * stand still and a movement type set. 438 if (monster->will_apply & 1)
388 */ 439 monster->apply (tmp);
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510
511 part = rv.part;
512 dir = rv.direction;
513
514 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
515 dir = absdir (dir + 4);
516
517 if (QUERY_FLAG (op, FLAG_CONFUSED))
518 dir = absdir (dir + rndm (3) + rndm (3) - 2);
519
520 pre_att_dir = dir; /* remember the original direction */
521
522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
523 {
524 switch (op->attack_movement & LO4)
525 {
526 case DISTATT:
527 dir = dist_att (dir, op, enemy, part, &rv);
528 break; 440 break;
529 441
530 case RUNATT: 442 case TREASURE:
531 dir = run_att (dir, op, enemy, part, &rv); 443 if (monster->will_apply & 2)
444 monster->apply (tmp);
532 break; 445 break;
533 446
534 case HITRUN:
535 dir = hitrun_att (dir, op, enemy);
536 break;
537
538 case WAITATT:
539 dir = wait_att (dir, op, enemy, part, &rv);
540 break;
541
542 case RUSH: /* default - monster normally moves towards player */
543 case ALLRUN:
544 break;
545
546 case DISTHIT:
547 dir = disthit_att (dir, op, enemy, part, &rv);
548 break;
549
550 case WAIT2:
551 dir = wait_att2 (dir, op, enemy, part, &rv);
552 break;
553
554 default:
555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
556 }
557 }
558
559 if (!dir)
560 return 0;
561
562 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
563 {
564 if (move_object (op, dir)) /* Can the monster move directly toward player? */
565 { 447 }
566 /* elmex: Turn our monster after it moved if it has DISTATT attack */ 448 if (tmp->flag [FLAG_IS_FLOOR])
567 if ((op->attack_movement & LO4) == DISTATT) 449 break;
568 op->direction = pre_att_dir;
569
570 return 0;
571 }
572
573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
574 {
575 /* Try move around corners if !close */
576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
577
578 for (diff = 1; diff <= maxdiff; diff++)
579 {
580 /* try different detours */
581 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
582
583 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
584 return 0;
585 }
586 }
587 } /* if monster is not standing still */
588
589 /* elmex: Turn our monster after it moved if it has DISTATT attack */
590 if ((op->attack_movement & LO4) == DISTATT)
591 op->direction = pre_att_dir;
592
593 /*
594 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595 * direction if they can't move away.
596 */
597 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
598 if (move_randomly (op))
599 return 0;
600
601 /*
602 * Try giving the monster a new enemy - the player that is closest
603 * to it. In this way, it won't just keep trying to get to a target
604 * that is inaccessible.
605 * This could be more clever - it should go through a list of several
606 * enemies, as it is now, you could perhaps get situations where there
607 * are two players flanking the monster at close distance, but which
608 * the monster can't get to, and a third one at a far distance that
609 * the monster could get to - as it is, the monster won't look at that
610 * third one.
611 */
612 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
613 { 450 }
614 object *nearest_player = get_nearest_player (op);
615
616 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
617 {
618 op->enemy = NULL;
619 enemy = nearest_player;
620 }
621 }
622
623 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
624 {
625 /* The adjustement to wc that was here before looked totally bogus -
626 * since wc can in fact get negative, that would mean by adding
627 * the current wc, the creature gets better? Instead, just
628 * add a fixed amount - nasty creatures that are runny away should
629 * still be pretty nasty.
630 */
631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
632 {
633 part->stats.wc += 10;
634 skill_attack (enemy, part, 0, NULL, NULL);
635 part->stats.wc -= 10;
636 }
637 else
638 skill_attack (enemy, part, 0, NULL, NULL);
639 } /* if monster is in attack range */
640
641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
642 return 1;
643
644 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
645 {
646 op->drop_and_destroy ();
647 return 1;
648 }
649
650 return 0;
651}
652
653int
654can_hit (object *ob1, object *ob2, rv_vector * rv)
655{
656 object *more;
657 rv_vector rv1;
658
659 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
660 return 0;
661
662 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
663 return 1;
664
665 /* check all the parts of ob2 - just because we can't get to
666 * its head doesn't mean we don't want to pound its feet
667 */
668 for (more = ob2->more; more != NULL; more = more->more)
669 {
670 get_rangevector (ob1, more, &rv1, 0);
671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672 return 1;
673 }
674
675 return 0;
676} 451}
677 452
678/* Returns 1 is monster should cast spell sp at an enemy 453/* Returns 1 is monster should cast spell sp at an enemy
679 * Returns 0 if the monster should not cast this spell. 454 * Returns 0 if the monster should not cast this spell.
680 * 455 *
688 * 463 *
689 * 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,
690 * 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,
691 * the right type of healing spell could be useful. 466 * the right type of healing spell could be useful.
692 */ 467 */
693
694static int 468static int
695monster_should_cast_spell (object *monster, object *spell_ob) 469monster_should_cast_spell (object *monster, object *spell_ob)
696{ 470{
697 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || 471 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || 472 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
703 return 1; 477 return 1;
704 478
705 return 0; 479 return 0;
706} 480}
707 481
708#define MAX_KNOWN_SPELLS 20
709
710/* Returns a randomly selected spell. This logic is still
711 * less than ideal. This code also only seems to deal with
712 * wizard spells, as the check is against sp, and not grace.
713 * can mosnters know cleric spells?
714 */
715object *
716monster_choose_random_spell (object *monster)
717{
718 object *altern[MAX_KNOWN_SPELLS];
719 int i = 0;
720
721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
723 {
724 /* Check and see if it's actually a useful spell.
725 * If its a spellbook, the spell is actually the inventory item.
726 * if it is a spell, then it is just the object itself.
727 */
728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
729 {
730 altern [i++] = tmp;
731
732 if (i == MAX_KNOWN_SPELLS)
733 break;
734 }
735 }
736
737 return i ? altern [rndm (i)] : 0;
738}
739
740/* This checks to see if the monster should cast a spell/ability.
741 * it returns true if the monster casts a spell, 0 if he doesn't.
742 * head is the head of the monster.
743 * part is the part of the monster we are checking against.
744 * pl is the target.
745 * dir is the direction to case.
746 * rv is the vector which describes where the enemy is.
747 */
748int
749monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
750{
751 object *spell_item;
752 object *owner;
753 rv_vector rv1;
754
755 /* If you want monsters to cast spells over friends, this spell should
756 * be removed. It probably should be in most cases, since monsters still
757 * don't care about residual effects (ie, casting a cone which may have a
758 * clear path to the player, the side aspects of the code will still hit
759 * other monsters)
760 */
761 if (!(dir = path_to_player (part, pl, 0)))
762 return 0;
763
764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
765 {
766 get_rangevector (head, owner, &rv1, 0x1);
767 if (dirdiff (dir, rv1.direction) < 2)
768 return 0; /* Might hit owner with spell */
769 }
770
771 if (QUERY_FLAG (head, FLAG_CONFUSED))
772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
773
774 /* If the monster hasn't already chosen a spell, choose one
775 * I'm not sure if it really make sense to pre-select spells (events
776 * could be different by the time the monster goes again).
777 */
778 if (head->spellitem == NULL)
779 {
780 if ((spell_item = monster_choose_random_spell (head)) == NULL)
781 {
782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
784 return 0;
785 }
786
787 if (spell_item->type == SPELLBOOK)
788 {
789 if (!spell_item->inv)
790 {
791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
792 return 0;
793 }
794
795 spell_item = spell_item->inv;
796 }
797 }
798 else
799 spell_item = head->spellitem;
800
801 if (!spell_item)
802 return 0;
803
804 /* Best guess this is a defensive/healing spell */
805 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
806 dir = 0;
807
808 /* Monster doesn't have enough spell-points */
809 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
810 return 0;
811
812 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
813 return 0;
814
815 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
816 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
817
818 /* set this to null, so next time monster will choose something different */
819 head->spellitem = NULL;
820
821 return cast_spell (part, part, dir, spell_item, NULL);
822}
823
824int
825monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
826{
827 object *scroll;
828 object *owner;
829 rv_vector rv1;
830
831 /* If you want monsters to cast spells over friends, this spell should
832 * be removed. It probably should be in most cases, since monsters still
833 * don't care about residual effects (ie, casting a cone which may have a
834 * clear path to the player, the side aspects of the code will still hit
835 * other monsters)
836 */
837 if (!(dir = path_to_player (part, pl, 0)))
838 return 0;
839
840 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
841 {
842 get_rangevector (head, owner, &rv1, 0x1);
843 if (dirdiff (dir, rv1.direction) < 2)
844 {
845 return 0; /* Might hit owner with spell */
846 }
847 }
848
849 if (QUERY_FLAG (head, FLAG_CONFUSED))
850 dir = absdir (dir + rndm (3) + rndm (3) - 2);
851
852 for (scroll = head->inv; scroll; scroll = scroll->below)
853 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
854 break;
855
856 /* Used up all his scrolls, so nothing do to */
857 if (!scroll)
858 {
859 CLEAR_FLAG (head, FLAG_READY_SCROLL);
860 return 0;
861 }
862
863 /* Spell should be cast on caster (ie, heal, strength) */
864 if (scroll->inv->range == 0)
865 dir = 0;
866
867 apply_scroll (part, scroll, dir);
868 return 1;
869}
870
871/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
872 * Note that monsters do not need the skills SK_MELEE_WEAPON and
873 * SK_MISSILE_WEAPON to make those respective attacks, if we
874 * required that we would drastically increase the memory
875 * requirements of CF!!
876 *
877 * The skills we are treating here are all but those. -b.t.
878 *
879 * At the moment this is only useful for throwing, perhaps for
880 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
881 */
882int
883monster_use_skill (object *head, object *part, object *pl, int dir)
884{
885 object *skill, *owner;
886
887 if (!(dir = path_to_player (part, pl, 0)))
888 return 0;
889
890 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
891 {
892 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
893
894 if (dirdiff (dir, dir2) < 1)
895 return 0; /* Might hit owner with skill -thrown rocks for example ? */
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 /* skill selection - monster will use the next unused skill.
902 * well...the following scenario will allow the monster to
903 * toggle between 2 skills. One day it would be nice to make
904 * more skills available to monsters.
905 */
906 for (skill = head->inv; skill; skill = skill->below)
907 if (skill->type == SKILL && skill != head->chosen_skill)
908 {
909 head->chosen_skill = skill;
910 break;
911 }
912
913 if (!skill && !head->chosen_skill)
914 {
915 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
916 CLEAR_FLAG (head, FLAG_READY_SKILL);
917 return 0;
918 }
919
920 /* use skill */
921 return do_skill (head, part, head->chosen_skill, dir, NULL);
922}
923
924/* Monster will use a ranged spell attack. */
925int
926monster_use_range (object *head, object *part, object *pl, int dir)
927{
928 object *wand, *owner;
929 int at_least_one = 0;
930
931 if (!(dir = path_to_player (part, pl, 0)))
932 return 0;
933
934 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
935 {
936 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
937
938 if (dirdiff (dir, dir2) < 2)
939 return 0; /* Might hit owner with spell */
940 }
941
942 if (QUERY_FLAG (head, FLAG_CONFUSED))
943 dir = absdir (dir + rndm (3) + rndm (3) - 2);
944
945 for (wand = head->inv; wand; wand = wand->below)
946 {
947 if (wand->type == WAND)
948 {
949 /* Found a wand, let's see if it has charges left */
950 at_least_one = 1;
951 if (wand->stats.food <= 0)
952 continue;
953
954 cast_spell (head, wand, dir, wand->inv, NULL);
955
956 if (!(--wand->stats.food))
957 {
958 if (wand->arch)
959 {
960 CLEAR_FLAG (wand, FLAG_ANIMATE);
961 wand->face = wand->arch->face;
962 wand->set_speed (0);
963 }
964 }
965 /* Success */
966 return 1;
967 }
968 else if (wand->type == ROD || wand->type == HORN)
969 {
970 /* Found rod/horn, let's use it if possible */
971 at_least_one = 1;
972 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
973 continue;
974
975 /* drain charge before casting spell - can be a case where the
976 * spell destroys the monster, and rod, so if done after, results
977 * in crash.
978 */
979 drain_rod_charge (wand);
980 cast_spell (head, wand, dir, wand->inv, NULL);
981
982 /* Success */
983 return 1;
984 }
985 }
986
987 if (at_least_one)
988 return 0;
989
990 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
991 CLEAR_FLAG (head, FLAG_READY_RANGE);
992 return 0;
993}
994
995int
996monster_use_bow (object *head, object *part, object *pl, int dir)
997{
998 object *owner;
999
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_CONFUSED))
1004 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1005
1006 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1007 {
1008 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1009
1010 if (dirdiff (dir, dir2) < 1)
1011 return 0; /* Might hit owner with arrow */
1012 }
1013
1014 /* in server/player.c */
1015 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1016
1017}
1018
1019/* Checks if putting on 'item' will make 'who' do more 482/* Checks if putting on 'item' will make 'who' do more
1020 * damage. This is a very simplistic check - also checking things 483 * damage. This is a very simplistic check - also checking things
1021 * like speed and ac are also relevant. 484 * like speed and ac are also relevant.
1022 * 485 *
1023 * return true if item is a better object. 486 * return true if item is a better object.
1024 */ 487 */
1025int 488static int
1026check_good_weapon (object *who, object *item) 489check_good_weapon (object *who, object *item)
1027{ 490{
1028 object *other_weap; 491 object *other_weap;
1029 int val = 0, i; 492 int val = 0, i;
1030 493
1031 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)
1032 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) 495 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
1033 break; 496 break;
1034 497
1035 if (!other_weap) /* No other weapons */ 498 if (!other_weap) /* No other weapons */
1036 return 1; 499 return 1;
1037 500
1053 return 1; 516 return 1;
1054 else 517 else
1055 return 0; 518 return 0;
1056} 519}
1057 520
1058int 521static int
1059check_good_armour (object *who, object *item) 522check_good_armour (object *who, object *item)
1060{ 523{
1061 object *other_armour; 524 object *other_armour;
1062 int val = 0, i; 525 int val = 0, i;
1063 526
1064 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)
1065 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) 528 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
1066 break; 529 break;
1067 530
1068 if (other_armour == NULL) /* No other armour, use the new */ 531 if (other_armour == NULL) /* No other armour, use the new */
1069 return 1; 532 return 1;
1070 533
1091 554
1092 if (val > 0) 555 if (val > 0)
1093 return 1; 556 return 1;
1094 else 557 else
1095 return 0; 558 return 0;
1096}
1097
1098/*
1099 * monster_check_pickup(): checks for items that monster can pick up.
1100 *
1101 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1102 * Each time the blob passes over some treasure, it will
1103 * grab it a.s.a.p.
1104 *
1105 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1106 * to handle this.
1107 *
1108 * This function was seen be continueing looping at one point (tmp->below
1109 * became a recursive loop. It may be better to call monster_check_apply
1110 * after we pick everything up, since that function may call others which
1111 * affect stacking on this space.
1112 */
1113void
1114monster_check_pickup (object *monster)
1115{
1116 object *tmp, *next;
1117
1118 for (tmp = monster->below; tmp != NULL; tmp = next)
1119 {
1120 next = tmp->below;
1121 if (monster_can_pick (monster, tmp))
1122 {
1123 tmp->remove ();
1124 tmp = insert_ob_in_ob (tmp, monster);
1125 (void) monster_check_apply (monster, tmp);
1126 }
1127 /* We could try to re-establish the cycling, of the space, but probably
1128 * not a big deal to just bail out.
1129 */
1130 if (next && next->destroyed ())
1131 return;
1132 }
1133}
1134
1135/*
1136 * monster_can_pick(): If the monster is interested in picking up
1137 * the item, then return 0. Otherwise 0.
1138 * Instead of pick_up, flags for "greed", etc, should be used.
1139 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1140 */
1141int
1142monster_can_pick (object *monster, object *item)
1143{
1144 int flag = 0;
1145 int i;
1146
1147 if (!can_pick (monster, item))
1148 return 0;
1149
1150 if (QUERY_FLAG (item, FLAG_UNPAID))
1151 return 0;
1152
1153 if (monster->pick_up & 64) /* All */
1154 flag = 1;
1155
1156 else
1157 switch (item->type)
1158 {
1159 case MONEY:
1160 case GEM:
1161 flag = monster->pick_up & 2;
1162 break;
1163
1164 case FOOD:
1165 flag = monster->pick_up & 4;
1166 break;
1167
1168 case WEAPON:
1169 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 break;
1171
1172 case ARMOUR:
1173 case SHIELD:
1174 case HELMET:
1175 case BOOTS:
1176 case GLOVES:
1177 case GIRDLE:
1178 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 break;
1180
1181 case SKILL:
1182 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 break;
1184
1185 case RING:
1186 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 break;
1188
1189 case WAND:
1190 case HORN:
1191 case ROD:
1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 break;
1194
1195 case SPELLBOOK:
1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 break;
1198
1199 case SCROLL:
1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 break;
1202
1203 case BOW:
1204 case ARROW:
1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 break;
1207 }
1208
1209 /* Simplistic check - if the monster has a location to equip it, he will
1210 * pick it up. Note that this doesn't handle cases where an item may
1211 * use several locations.
1212 */
1213 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1214 {
1215 if (monster->slot[i].info && item->slot[i].info)
1216 {
1217 flag = 1;
1218 break;
1219 }
1220 }
1221
1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1223 return 1;
1224
1225 return 0;
1226}
1227
1228/*
1229 * monster_apply_below():
1230 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1231 * eager to apply things, encounters something apply-able,
1232 * then make him apply it
1233 */
1234void
1235monster_apply_below (object *monster)
1236{
1237 object *tmp, *next;
1238
1239 for (tmp = monster->below; tmp != NULL; tmp = next)
1240 {
1241 next = tmp->below;
1242 switch (tmp->type)
1243 {
1244 case CF_HANDLE:
1245 case TRIGGER:
1246 if (monster->will_apply & 1)
1247 manual_apply (monster, tmp, 0);
1248 break;
1249
1250 case TREASURE:
1251 if (monster->will_apply & 2)
1252 manual_apply (monster, tmp, 0);
1253 break;
1254
1255 }
1256 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1257 break;
1258 }
1259} 559}
1260 560
1261/* 561/*
1262 * 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
1263 * inserted in a monster. 563 * inserted in a monster.
1271void 571void
1272monster_check_apply (object *mon, object *item) 572monster_check_apply (object *mon, object *item)
1273{ 573{
1274 int flag = 0; 574 int flag = 0;
1275 575
1276 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]))
1277 { 577 {
1278 SET_FLAG (mon, FLAG_CAST_SPELL); 578 mon->set_flag (FLAG_CAST_SPELL);
1279 return; 579 return;
1280 } 580 }
1281 581
1282 /* 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 */
1283 if (QUERY_FLAG (item, FLAG_APPLIED)) 583 if (item->flag [FLAG_APPLIED])
1284 return; 584 return;
1285 585
1286 /* 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,
1287 * 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
1288 * which case, it would be nice to have ammo for it. 588 * which case, it would be nice to have ammo for it.
1289 */ 589 */
1290 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) 590 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
1291 { 591 {
1292 /* Check for the right kind of bow */ 592 /* Check for the right kind of bow */
1293 object *bow; 593 object *bow;
1294 594
1295 for (bow = mon->inv; bow; bow = bow->below) 595 for (bow = mon->inv; bow; bow = bow->below)
1296 if (bow->type == BOW && bow->race == item->race) 596 if (bow->type == BOW && bow->race == item->race)
1297 { 597 {
1298 SET_FLAG (mon, FLAG_READY_BOW); 598 mon->set_flag (FLAG_READY_BOW);
1299 LOG (llevMonster, "Found correct bow for arrows.\n");
1300 return; /* nothing more to do for arrows */ 599 return; /* nothing more to do for arrows */
1301 } 600 }
1302 } 601 }
1303 602
1304 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) 603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1305 flag = 1; 604 flag = 1;
1306 /* Eating food gets hp back */ 605 /* Eating food gets hp back */
1307 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) 606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1308 flag = 1; 607 flag = 1;
1309 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) 608 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
1310 { 609 {
1311 if (!item->inv) 610 if (!item->inv)
1312 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);
1313 else if (monster_should_cast_spell (mon, item->inv)) 612 else if (monster_should_cast_spell (mon, item->inv))
1314 SET_FLAG (mon, FLAG_READY_SCROLL); 613 mon->set_flag (FLAG_READY_SCROLL);
1315 /* Don't use it right now */ 614 /* Don't use it right now */
1316 return; 615 return;
1317 } 616 }
1318 else if (item->type == WEAPON) 617 else if (item->type == WEAPON)
1319 flag = check_good_weapon (mon, item); 618 flag = check_good_weapon (mon, item);
1327 /* 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
1328 * weapon would get undone. 627 * weapon would get undone.
1329 */ 628 */
1330 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1331 { 630 {
1332 SET_FLAG (mon, FLAG_READY_RANGE); 631 mon->set_flag (FLAG_READY_RANGE);
1333 SET_FLAG (item, FLAG_APPLIED); 632 item->set_flag (FLAG_APPLIED);
1334 } 633 }
1335 return; 634 return;
1336 } 635 }
1337 else if (item->type == BOW) 636 else if (item->type == BOW)
1338 { 637 {
1339 /* We never really 'ready' the bow, because that would mean the 638 /* We never really 'ready' the bow, because that would mean the
1340 * weapon would get undone. 639 * weapon would get undone.
1341 */ 640 */
1342 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) 641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1343 SET_FLAG (mon, FLAG_READY_BOW); 642 mon->set_flag (FLAG_READY_BOW);
1344 return; 643 return;
1345 } 644 }
1346 else if (item->type == SKILL) 645 else if (item->type == SKILL)
1347 { 646 {
1348 /* 647 /*
1349 * 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,
1350 * else they can't use the skill... 649 * else they can't use the skill...
1351 * Skills also don't need to get applied, so return now. 650 * Skills also don't need to get applied, so return now.
1352 */ 651 */
1353 SET_FLAG (mon, FLAG_READY_SKILL); 652 mon->set_flag (FLAG_READY_SKILL);
1354 return; 653 return;
1355 } 654 }
1356 655
1357 /* 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.
1358 * 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,
1371 670
1372 /* should only be applying this item, not unapplying it. 671 /* should only be applying this item, not unapplying it.
1373 * 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.
1374 * monsters have some advantages after all. 673 * monsters have some advantages after all.
1375 */ 674 */
1376 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); 675 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
1377} 676}
1378 677
1379void 678static int
1380npc_call_help (object *op) 679can_hit (object *ob1, object *ob2, rv_vector * rv)
1381{ 680{
1382 int x, y, mflags;
1383 object *npc; 681 object *more;
1384 sint16 sx, sy; 682 rv_vector rv1;
1385 maptile *m;
1386 683
1387 for (x = -3; x < 4; x++) 684 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
1388 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)
1389 { 694 {
1390 m = op->map; 695 get_rangevector (ob1, more, &rv1, 0);
1391 sx = op->x + x; 696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
1392 sy = op->y + y; 697 return 1;
1393 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394 /* If nothing alive on this space, no need to search the space. */
1395 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1396 continue;
1397
1398 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400 npc->enemy = op->enemy;
1401 } 698 }
1402}
1403 699
1404int 700 return 0;
701}
702
703static int
1405dist_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)
1406{ 705{
1407 if (can_hit (part, enemy, rv)) 706 if (can_hit (part, enemy, rv))
1408 return dir; 707 return dir;
1409 708
1410 if (rv->distance < 10) 709 if (rv->distance < 10)
1413 return dir; 712 return dir;
1414 713
1415 return 0; 714 return 0;
1416} 715}
1417 716
1418int 717static int
1419run_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)
1420{ 719{
1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) 720 if (can_hit (part, enemy, rv))
1422 {
1423 ob->move_status++;
1424 return (dir); 721 return dir;
1425 } 722 else
1426 else if (ob->move_status > 20)
1427 ob->move_status = 0;
1428
1429 return absdir (dir + 4); 723 return absdir (dir + 4);
1430} 724}
1431 725
1432int 726static int
1433hitrun_att (int dir, object *ob, object *enemy) 727hitrun_att (int dir, object *ob, object *enemy)
1434{ 728{
1435 if (ob->move_status++ < 25) 729 if (ob->move_status++ < 25)
1436 return dir; 730 return dir;
1437 else if (ob->move_status < 50) 731 else if (ob->move_status < 50)
1440 ob->move_status = 0; 734 ob->move_status = 0;
1441 735
1442 return absdir (dir + 4); 736 return absdir (dir + 4);
1443} 737}
1444 738
1445int 739static int
1446wait_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)
1447{ 741{
1448
1449 int inrange = can_hit (part, enemy, rv); 742 int inrange = can_hit (part, enemy, rv);
1450 743
1451 if (ob->move_status || inrange) 744 if (ob->move_status || inrange)
1452 ob->move_status++; 745 ob->move_status++;
1453 746
1460 753
1461 ob->move_status = 0; 754 ob->move_status = 0;
1462 return 0; 755 return 0;
1463} 756}
1464 757
1465int 758static int
1466disthit_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)
1467{ 760{
1468
1469 /* The logic below here looked plain wrong before. Basically, what should 761 /* The logic below here looked plain wrong before. Basically, what should
1470 * 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,
1471 * the creature should run away (dir+4) 763 * the creature should run away (dir+4)
1472 * 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
1473 * 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
1474 * server should try to be resilant enough to avoid the problem 766 * server should try to be resilant enough to avoid the problem
1475 */ 767 */
1476 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)
1477 return absdir (dir + 4); 769 return absdir (dir + 4);
1478 770
1479 return dist_att (dir, ob, enemy, part, rv); 771 return dist_att (dir, ob, enemy, part, rv);
1480} 772}
1481 773
1482int 774static int
1483wait_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)
1484{ 776{
1485 if (rv->distance < 9) 777 if (rv->distance < 9)
1486 return absdir (dir + 4); 778 return absdir (dir + 4);
1487 779
1488 return 0; 780 return 0;
1489} 781}
1490 782
1491void 783static void
1492circ1_move (object *ob) 784circ1_move (object *ob)
1493{ 785{
1494 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 };
1495 787
1496 if (++ob->move_status > 11) 788 if (++ob->move_status > 11)
1497 ob->move_status = 0; 789 ob->move_status = 0;
1498 790
1499 if (!(move_object (ob, circle[ob->move_status]))) 791 if (!(ob->move (circle[ob->move_status])))
1500 move_object (ob, rndm (8) + 1); 792 ob->move (rndm (8) + 1);
1501} 793}
1502 794
1503void 795static void
1504circ2_move (object *ob) 796circ2_move (object *ob)
1505{ 797{
1506 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 };
1507 799
1508 if (++ob->move_status > 19) 800 if (++ob->move_status > 19)
1509 ob->move_status = 0; 801 ob->move_status = 0;
1510 802
1511 if (!(move_object (ob, circle[ob->move_status]))) 803 if (!(ob->move (circle[ob->move_status])))
1512 move_object (ob, rndm (8) + 1); 804 ob->move (rndm (8) + 1);
1513} 805}
1514 806
1515void 807static void
1516pace_movev (object *ob) 808pace_movev (object *ob)
1517{ 809{
1518 if (ob->move_status++ > 6) 810 if (ob->move_status++ > 6)
1519 ob->move_status = 0; 811 ob->move_status = 0;
1520 812
1521 if (ob->move_status < 4) 813 if (ob->move_status < 4)
1522 move_object (ob, 5); 814 ob->move (5);
1523 else 815 else
1524 move_object (ob, 1); 816 ob->move (1);
1525} 817}
1526 818
1527void 819static void
1528pace_moveh (object *ob) 820pace_moveh (object *ob)
1529{ 821{
1530 if (ob->move_status++ > 6) 822 if (ob->move_status++ > 6)
1531 ob->move_status = 0; 823 ob->move_status = 0;
1532 824
1533 if (ob->move_status < 4) 825 if (ob->move_status < 4)
1534 move_object (ob, 3); 826 ob->move (3);
1535 else 827 else
1536 move_object (ob, 7); 828 ob->move (7);
1537} 829}
1538 830
1539void 831static void
1540pace2_movev (object *ob) 832pace2_movev (object *ob)
1541{ 833{
1542 if (ob->move_status++ > 16) 834 if (ob->move_status++ > 16)
1543 ob->move_status = 0; 835 ob->move_status = 0;
1544 836
1545 if (ob->move_status < 6) 837 if (ob->move_status < 6)
1546 move_object (ob, 5); 838 ob->move (5);
1547 else if (ob->move_status < 8) 839 else if (ob->move_status < 8)
1548 return; 840 return;
1549 else if (ob->move_status < 13) 841 else if (ob->move_status < 13)
1550 move_object (ob, 1); 842 ob->move (1);
1551 else 843 else
1552 return; 844 return;
1553} 845}
1554 846
1555void 847static void
1556pace2_moveh (object *ob) 848pace2_moveh (object *ob)
1557{ 849{
1558 if (ob->move_status++ > 16) 850 if (ob->move_status++ > 16)
1559 ob->move_status = 0; 851 ob->move_status = 0;
1560 852
1561 if (ob->move_status < 6) 853 if (ob->move_status < 6)
1562 move_object (ob, 3); 854 ob->move (3);
1563 else if (ob->move_status < 8) 855 else if (ob->move_status < 8)
1564 return; 856 return;
1565 else if (ob->move_status < 13) 857 else if (ob->move_status < 13)
1566 move_object (ob, 7); 858 ob->move (7);
1567 else 859 else
1568 return; 860 return;
1569} 861}
1570 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
1571void 1180void
1572rand_move (object *ob) 1181npc_call_help (object *op)
1573{ 1182{
1574 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) 1183 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1575 for (int i = 0; i < 5; i++) 1184 {
1576 if (move_object (ob, ob->move_status = rndm (8) + 1)) 1185 mapspace &ms = m->at (nx, ny);
1577 return; 1186
1187 /* If nothing alive on this space, no need to search the space. */
1188 if (!(ms.flags () & P_IS_ALIVE))
1189 continue;
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 }
1578} 1195}
1579 1196
1580void 1197void
1581check_earthwalls (object *op, maptile *m, int x, int y) 1198check_earthwalls (object *op, maptile *m, int x, int y)
1582{ 1199{
1620 * marked item and throw it to the enemy. 1237 * marked item and throw it to the enemy.
1621 */ 1238 */
1622 for (tmp = op->inv; tmp; tmp = tmp->below) 1239 for (tmp = op->inv; tmp; tmp = tmp->below)
1623 { 1240 {
1624 /* Can't throw invisible objects or items that are applied */ 1241 /* Can't throw invisible objects or items that are applied */
1625 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) 1242 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1626 continue; 1243 continue;
1627 1244
1628 if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) 1245 if (tmp->flag [FLAG_IS_THROWN])
1629 break; 1246 break;
1630 1247
1631 } 1248 }
1632 1249
1633#ifdef DEBUG_THROW 1250#ifdef DEBUG_THROW
1634 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);
1635#endif 1252#endif
1636 1253
1637 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;
1638} 1659}
1639 1660
1640/* 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
1641 * 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
1642 * 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.
1647 * 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
1648 */ 1669 */
1649int 1670int
1650can_detect_enemy (object *op, object *enemy, rv_vector * rv) 1671can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651{ 1672{
1652 int radius = MIN_MON_RADIUS, hide_discovery;
1653
1654 /* null detection for any of these condtions always */ 1673 /* null detection for any of these condtions always */
1655 if (!op || !enemy || !op->map || !enemy->map) 1674 if (!op || !enemy || !op->map || !enemy->map)
1656 return 0; 1675 return 0;
1657 1676
1658 /* 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 */
1660 return 0; 1679 return 0;
1661 1680
1662 get_rangevector (op, enemy, rv, 0); 1681 get_rangevector (op, enemy, rv, 0);
1663 1682
1664 /* Monsters always ignore the DM */ 1683 /* Monsters always ignore the DM */
1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ)) 1684 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1666 return 0; 1685 return 0;
1667 1686
1668 /* simple check. Should probably put some range checks in here. */ 1687 /* simple check. Should probably put some range checks in here. */
1669 if (can_see_enemy (op, enemy)) 1688 if (can_see_enemy (op, enemy))
1670 return 1; 1689 return 1;
1671 1690
1672 /* 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
1673 * finding enemies! 1692 * finding enemies!
1674 */ 1693 */
1675 if (op->type == PLAYER) 1694 if (op->is_player ())
1676 return 0; 1695 return 0;
1677 1696
1678 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE 1697 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1679 * 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
1680 */ 1699 */
1681 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)))
1682 return 0; 1701 return 0;
1683 1702
1703 int radius = MIN_MON_RADIUS;
1704
1684 /* use this for invis also */ 1705 /* use this for invis also */
1685 hide_discovery = op->stats.Int / 5; 1706 int hide_discovery = op->stats.Int / 5;
1686 1707
1687 /* Determine Detection radii */ 1708 /* Determine Detection radii */
1688 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ 1709 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1); 1710 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1690 else 1711 else
1691 { /* a level/INT/Dex adjustment for hiding */ 1712 { /* a level/INT/Dex adjustment for hiding */
1692 int bonus = op->level / 2 + op->stats.Int / 5; 1713 int bonus = op->level / 2 + op->stats.Int / 5;
1693 1714
1694 if (enemy->type == PLAYER) 1715 if (enemy->is_player ())
1695 { 1716 {
1696 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) 1717 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1697 bonus -= sk_hide->level; 1718 bonus -= sk_hide->level;
1698 else 1719 else
1699 { 1720 {
1709 hide_discovery += bonus * 5; 1730 hide_discovery += bonus * 5;
1710 } /* else creature has modifiers for hiding */ 1731 } /* else creature has modifiers for hiding */
1711 1732
1712 /* Radii stealth adjustment. Only if you are stealthy 1733 /* Radii stealth adjustment. Only if you are stealthy
1713 * will you be able to sneak up closer to creatures */ 1734 * will you be able to sneak up closer to creatures */
1714 if (QUERY_FLAG (enemy, FLAG_STEALTH)) 1735 if (enemy->flag [FLAG_STEALTH])
1715 { 1736 {
1716 radius /= 2; 1737 radius /= 2;
1717 hide_discovery /= 3; 1738 hide_discovery /= 3;
1718 } 1739 }
1719 1740
1720 /* Radii adjustment for enemy standing in the dark */ 1741 /* Radii adjustment for enemy standing in the dark */
1721 if (op->map->darkness > 0 && !stand_in_light (enemy)) 1742 if (!stand_in_light (enemy))
1722 { 1743 {
1723 /* on dark maps body heat can help indicate location with infravision 1744 /* on dark maps body heat can help indicate location with infravision
1724 * undead don't have body heat, so no benefit detecting them. 1745 * undead don't have body heat, so no benefit detecting them.
1725 */ 1746 */
1726 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) 1747 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1727 radius += op->map->darkness / 2; 1748 radius += op->map->darklevel () / 2;
1728 else 1749 else
1729 radius -= op->map->darkness / 2; 1750 radius -= op->map->darklevel () / 2;
1730 1751
1731 /* op next to a monster (and not in complete darkness) 1752 /* op next to a monster (and not in complete darkness)
1732 * the monster should have a chance to see you. 1753 * the monster should have a chance to see you.
1733 */ 1754 */
1734 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)
1735 radius = MIN_MON_RADIUS; 1756 radius = MIN_MON_RADIUS;
1736 } /* if on dark map */ 1757 } /* if on dark map */
1737 1758
1738 /* Lets not worry about monsters that have incredible detection 1759 /* Lets not worry about monsters that have incredible detection
1739 * 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
1787 /* Wasn't detected above, so still hidden */ 1808 /* Wasn't detected above, so still hidden */
1788 return 0; 1809 return 0;
1789} 1810}
1790 1811
1791/* 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
1792 * intellegent algorithm. For one thing, we ignore los here, SO it 1813 * intelligent algorithm. For one thing, we ignore los here, SO it
1793 * 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
1794 * other side of a wall (!). 1815 * other side of a wall (!).
1795 */ 1816 */
1796int 1817int
1797stand_in_light (object *op) 1818stand_in_light (object *op)
1798{ 1819{
1799 if (!op) 1820 if (op)
1821 {
1822 if (!op->is_on_map ())
1800 return 0; 1823 return 0;
1801 1824
1825 if (op->map->darklevel () <= 0)
1826 return 1;
1827
1802 if (op->glow_radius > 0) 1828 if (op->glow_radius > 0)
1803 return 1; 1829 return 1;
1804 1830
1805 if (op->map) 1831 if (op->map)
1806 { 1832 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1833 {
1834 mapspace &ms = m->at (nx, ny);
1835
1836 ms.update ();
1837
1807 /* 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
1808 * 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.
1809 */
1810 for (int x = op->x - MAX_LIGHT_RADIUS; x <= op->x + MAX_LIGHT_RADIUS; x++)
1811 {
1812 for (int y = op->y - MAX_LIGHT_RADIUS; y <= op->y + MAX_LIGHT_RADIUS; y++)
1813 { 1840 */
1814 maptile *m = op->map; 1841 int light = ms.light;
1815 sint16 nx = x;
1816 sint16 ny = y;
1817 1842
1818 if (xy_normalise (m, nx, ny)) 1843 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1819 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1820 return 1; 1844 return 1;
1821 } 1845 }
1822 }
1823 } 1846 }
1824 1847
1825 return 0; 1848 return 0;
1826} 1849}
1827 1850
1834can_see_enemy (object *op, object *enemy) 1857can_see_enemy (object *op, object *enemy)
1835{ 1858{
1836 object *looker = op->head ? op->head : op; 1859 object *looker = op->head ? op->head : op;
1837 1860
1838 /* safety */ 1861 /* safety */
1839 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) 1862 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1840 return 0; 1863 return 0;
1841 1864
1842 /* 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,
1843 * 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
1844 * blind even if you can xray? 1867 * blind even if you can xray?
1845 */ 1868 */
1846 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) 1869 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1847 return 0; 1870 return 0;
1848 1871
1849 /* checking for invisible things */ 1872 /* checking for invisible things */
1850 if (enemy->invisible) 1873 if (enemy->invisible)
1851 { 1874 {
1852 /* HIDDEN ENEMY. by definition, you can't see hidden stuff! 1875 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1853 * However,if you carry any source of light, then the hidden 1876 * However,if you carry any source of light, then the hidden
1854 * creature is seeable (and stupid) */ 1877 * creature is seeable (and stupid) */
1855 1878
1856 if (has_carried_lights (enemy)) 1879 if (enemy->has_carried_lights ())
1857 { 1880 {
1858 if (enemy->flag [FLAG_HIDDEN]) 1881 if (enemy->flag [FLAG_HIDDEN])
1859 { 1882 {
1860 make_visible (enemy); 1883 make_visible (enemy);
1861 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!");
1864 return 1; 1887 return 1;
1865 } 1888 }
1866 else if (enemy->flag [FLAG_HIDDEN]) 1889 else if (enemy->flag [FLAG_HIDDEN])
1867 return 0; 1890 return 0;
1868 1891
1869 /* Invisible enemy. Break apart the check for invis undead/invis looker 1892 /* Invisible enemy. Break apart the check for invis undead/invis looker
1870 * 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,
1871 * and making it a conditional makes the code pretty ugly. 1894 * and making it a conditional makes the code pretty ugly.
1872 */ 1895 */
1873 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) 1896 if (!looker->flag [FLAG_SEE_INVISIBLE])
1874 if (makes_invisible_to (enemy, looker)) 1897 if (makes_invisible_to (enemy, looker))
1875 return 0; 1898 return 0;
1876 } 1899 }
1877 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ 1900 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1878 if (player_can_view (looker, enemy)) 1901 if (player_can_view (looker, enemy))
1879 return 1; 1902 return 1;
1880 1903
1881 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen 1904 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1882 * unless they carry a light or stand in light. Darkness doesnt 1905 * unless they carry a light or stand in light. Darkness doesnt
1885 * we care about the enemy maps status, not the looker. 1908 * we care about the enemy maps status, not the looker.
1886 * only relevant for tiled maps, but it is possible that the 1909 * only relevant for tiled maps, but it is possible that the
1887 * 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
1888 * case, the looker can still see the enemy 1911 * case, the looker can still see the enemy
1889 */ 1912 */
1890 if (enemy->map->darkness > 0 && !stand_in_light (enemy) 1913 if (!stand_in_light (enemy)
1891 && (!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]))
1892 return 0; 1915 return 0;
1893 1916
1894 return 1; 1917 return 1;
1895} 1918}
1896 1919
1920//-GPL

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