1 |
/* |
2 |
* CrossFire, A Multiplayer game for X-windows |
3 |
* |
4 |
* Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
5 |
* Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (C) 1992 Frank Tore Johansen |
7 |
* |
8 |
* This program is free software; you can redistribute it and/or modify |
9 |
* it under the terms of the GNU General Public License as published by |
10 |
* the Free Software Foundation; either version 2 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* This program is distributed in the hope that it will be useful, |
14 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 |
* GNU General Public License for more details. |
17 |
* |
18 |
* You should have received a copy of the GNU General Public License |
19 |
* along with this program; if not, write to the Free Software |
20 |
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
21 |
* |
22 |
* The authors can be reached via e-mail at <crossfire@schmorp.de> |
23 |
*/ |
24 |
|
25 |
#include <global.h> |
26 |
#include <sproto.h> |
27 |
#include <spells.h> |
28 |
#include <skills.h> |
29 |
|
30 |
#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
31 |
|
32 |
/* checks npc->enemy and returns that enemy if still valid, |
33 |
* NULL otherwise. |
34 |
* this is map tile aware. |
35 |
* If this returns an enemy, the range vector rv should also be |
36 |
* set to sane values. |
37 |
*/ |
38 |
object * |
39 |
check_enemy (object *npc, rv_vector * rv) |
40 |
{ |
41 |
|
42 |
/* if this is pet, let him attack the same enemy as his owner |
43 |
* TODO: when there is no ower enemy, try to find a target, |
44 |
* which CAN attack the owner. */ |
45 |
if ((npc->attack_movement & HI4) == PETMOVE) |
46 |
{ |
47 |
if (npc->owner == NULL) |
48 |
npc->enemy = NULL; |
49 |
else if (npc->enemy == NULL) |
50 |
npc->enemy = npc->owner->enemy; |
51 |
} |
52 |
|
53 |
/* periodically, a monster mayu change its target. Also, if the object |
54 |
* has been destroyed, etc, clear the enemy. |
55 |
* TODO: this should be changed, because it invokes to attack forced or |
56 |
* attacked monsters to leave the attacker alone, before it is destroyed |
57 |
*/ |
58 |
/* i had removed the random target leave, this invokes problems with friendly |
59 |
* objects, getting attacked and defending herself - they don't try to attack |
60 |
* again then but perhaps get attack on and on |
61 |
* If we include a aggravated flag in , we can handle evil vs evil and good vs good |
62 |
* too. */ |
63 |
|
64 |
if (npc->enemy) |
65 |
{ |
66 |
/* I broke these if's apart to better be able to see what |
67 |
* the grouping checks are. Code is the same. |
68 |
*/ |
69 |
if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) || |
70 |
QUERY_FLAG (npc->enemy, FLAG_FREED) || |
71 |
!on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL)) |
72 |
npc->enemy = NULL; |
73 |
|
74 |
else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) |
75 |
&& !(should_arena_attack (npc, npc->owner, npc->enemy))) |
76 |
|| ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
77 |
|| npc->enemy == npc->owner)) |
78 |
npc->enemy = NULL; |
79 |
|
80 |
|
81 |
else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER)) |
82 |
npc->enemy = NULL; |
83 |
|
84 |
/* I've noticed that pets could sometimes get an arrow as the |
85 |
* target enemy - this code below makes sure the enemy is something |
86 |
* that should be attacked. My guess is that the arrow hits |
87 |
* the creature/owner, and so the creature then takes that |
88 |
* as the enemy to attack. |
89 |
*/ |
90 |
else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) && |
91 |
!QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM) |
92 |
npc->enemy = NULL; |
93 |
|
94 |
} |
95 |
return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL; |
96 |
} |
97 |
|
98 |
/* Returns the nearest living creature (monster or generator). |
99 |
* Modified to deal with tiled maps properly. |
100 |
* Also fixed logic so that monsters in the lower directions were more |
101 |
* likely to be skipped - instead of just skipping the 'start' number |
102 |
* of direction, revisit them after looking at all the other spaces. |
103 |
* |
104 |
* Note that being this may skip some number of spaces, it will |
105 |
* not necessarily find the nearest living creature - it basically |
106 |
* chooses one from within a 3 space radius, and since it skips |
107 |
* the first few directions, it could very well choose something |
108 |
* 3 spaces away even though something directly north is closer. |
109 |
* |
110 |
* this function is map tile aware. |
111 |
*/ |
112 |
object * |
113 |
find_nearest_living_creature (object *npc) |
114 |
{ |
115 |
int i, mflags; |
116 |
sint16 nx, ny; |
117 |
maptile *m; |
118 |
int search_arr[SIZEOFFREE]; |
119 |
|
120 |
get_search_arr (search_arr); |
121 |
|
122 |
for (i = 0; i < SIZEOFFREE; i++) |
123 |
{ |
124 |
/* modified to implement smart searching using search_arr |
125 |
* guidance array to determine direction of search order |
126 |
*/ |
127 |
nx = npc->x + freearr_x[search_arr[i]]; |
128 |
ny = npc->y + freearr_y[search_arr[i]]; |
129 |
m = npc->map; |
130 |
|
131 |
mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
132 |
|
133 |
if (mflags & P_OUT_OF_MAP) |
134 |
continue; |
135 |
|
136 |
if (mflags & P_IS_ALIVE) |
137 |
{ |
138 |
for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
139 |
if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
140 |
if (can_see_monsterP (m, nx, ny, i)) |
141 |
return tmp; |
142 |
} |
143 |
} |
144 |
|
145 |
return 0; |
146 |
} |
147 |
|
148 |
|
149 |
/* Tries to find an enmy for npc. We pass the range vector since |
150 |
* our caller will find the information useful. |
151 |
* Currently, only move_monster calls this function. |
152 |
* Fix function so that we always make calls to get_rangevector |
153 |
* if we have a valid target - function as not doing so in |
154 |
* many cases. |
155 |
*/ |
156 |
|
157 |
object * |
158 |
find_enemy (object *npc, rv_vector * rv) |
159 |
{ |
160 |
object *attacker, *tmp = NULL; |
161 |
|
162 |
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 |
|
165 |
/* if we berserk, we don't care about others - we attack all we can find */ |
166 |
if (QUERY_FLAG (npc, FLAG_BERSERK)) |
167 |
{ |
168 |
tmp = find_nearest_living_creature (npc); |
169 |
|
170 |
if (tmp) |
171 |
get_rangevector (npc, tmp, rv, 0); |
172 |
return tmp; |
173 |
} |
174 |
|
175 |
/* Here is the main enemy selection. |
176 |
* We want this: if there is an enemy, attack him until its not possible or |
177 |
* one of both is dead. |
178 |
* If we have no enemy and we are... |
179 |
* a monster: try to find a player, a pet or a friendly monster |
180 |
* a friendly: only target a monster which is targeting you first or targeting a player |
181 |
* a neutral: fight a attacker (but there should be none), then do nothing |
182 |
* a pet: attack player enemy or a monster |
183 |
*/ |
184 |
|
185 |
/* pet move */ |
186 |
if ((npc->attack_movement & HI4) == PETMOVE) |
187 |
{ |
188 |
tmp = get_pet_enemy (npc, rv); |
189 |
|
190 |
if (tmp) |
191 |
get_rangevector (npc, tmp, rv, 0); |
192 |
|
193 |
return tmp; |
194 |
} |
195 |
|
196 |
/* we check our old enemy. */ |
197 |
if (!(tmp = check_enemy (npc, rv))) |
198 |
{ |
199 |
if (attacker) /* if we have an attacker, check him */ |
200 |
{ |
201 |
/* TODO: thats not finished */ |
202 |
/* we don't want a fight evil vs evil or good against non evil */ |
203 |
|
204 |
if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */ |
205 |
(QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) || |
206 |
(!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER))) |
207 |
CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */ |
208 |
else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */ |
209 |
{ |
210 |
CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */ |
211 |
npc->enemy = attacker; |
212 |
return attacker; /* yes, we face our attacker! */ |
213 |
} |
214 |
} |
215 |
|
216 |
/* we have no legal enemy or attacker, so we try to target a new one */ |
217 |
if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL)) |
218 |
{ |
219 |
npc->enemy = get_nearest_player (npc); |
220 |
if (npc->enemy) |
221 |
tmp = check_enemy (npc, rv); |
222 |
} |
223 |
|
224 |
} |
225 |
|
226 |
return tmp; |
227 |
} |
228 |
|
229 |
/* Sees if this monster should wake up. |
230 |
* Currently, this is only called from move_monster, and |
231 |
* if enemy is set, then so should be rv. |
232 |
* returns 1 if the monster should wake up, 0 otherwise. |
233 |
*/ |
234 |
|
235 |
int |
236 |
check_wakeup (object *op, object *enemy, rv_vector * rv) |
237 |
{ |
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 */ |
241 |
if (!enemy) |
242 |
return 0; |
243 |
|
244 |
/* blinded monsters can only find nearby objects to attack */ |
245 |
if (QUERY_FLAG (op, FLAG_BLIND)) |
246 |
radius = MIN_MON_RADIUS; |
247 |
|
248 |
/* 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 |
250 |
* glowing!) then the monster has trouble finding the enemy. |
251 |
* Remember we already checked to see if the monster can see in |
252 |
* the dark. */ |
253 |
|
254 |
else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible && |
255 |
!stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
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 |
/* enemy should already be on this map, so don't really need to check |
265 |
* for that. |
266 |
*/ |
267 |
if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) |
268 |
{ |
269 |
CLEAR_FLAG (op, FLAG_SLEEP); |
270 |
return 1; |
271 |
} |
272 |
return 0; |
273 |
} |
274 |
|
275 |
int |
276 |
move_randomly (object *op) |
277 |
{ |
278 |
int i; |
279 |
|
280 |
/* Give up to 15 chances for a monster to move randomly */ |
281 |
for (i = 0; i < 15; i++) |
282 |
{ |
283 |
if (move_object (op, rndm (8) + 1)) |
284 |
return 1; |
285 |
} |
286 |
return 0; |
287 |
} |
288 |
|
289 |
/* |
290 |
* Move-monster returns 1 if the object has been freed, otherwise 0. |
291 |
*/ |
292 |
|
293 |
int |
294 |
move_monster (object *op) |
295 |
{ |
296 |
int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
297 |
object *owner, *enemy, *part, *oph = op; |
298 |
rv_vector rv; |
299 |
|
300 |
/* Monsters not on maps don't do anything. These monsters are things |
301 |
* Like royal guards in city dwellers inventories. |
302 |
*/ |
303 |
if (!op->map) |
304 |
return 0; |
305 |
|
306 |
/* for target facing, we copy this value here for fast access */ |
307 |
if (oph->head) /* force update the head - one arch one pic */ |
308 |
oph = oph->head; |
309 |
|
310 |
if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */ |
311 |
enemy = op->enemy = NULL; |
312 |
else if ((enemy = find_enemy (op, &rv))) |
313 |
/* we have an enemy, just tell him we want him dead */ |
314 |
enemy->attacked_by = op; /* our ptr */ |
315 |
|
316 |
/* generate hp, if applicable */ |
317 |
if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
318 |
{ |
319 |
|
320 |
/* last heal is in funny units. Dividing by speed puts |
321 |
* the regeneration rate on a basis of time instead of |
322 |
* #moves the monster makes. The scaling by 8 is |
323 |
* to capture 8th's of a hp fraction regens |
324 |
* |
325 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
326 |
* overflow might produce monsters with negative hp. |
327 |
*/ |
328 |
|
329 |
op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed)); |
330 |
op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
331 |
op->last_heal %= 32; |
332 |
|
333 |
/* So if the monster has gained enough HP that they are no longer afraid */ |
334 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp)) |
335 |
CLEAR_FLAG (op, FLAG_RUN_AWAY); |
336 |
|
337 |
if (op->stats.hp > op->stats.maxhp) |
338 |
op->stats.hp = op->stats.maxhp; |
339 |
} |
340 |
|
341 |
/* generate sp, if applicable */ |
342 |
if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
343 |
{ |
344 |
|
345 |
/* last_sp is in funny units. Dividing by speed puts |
346 |
* the regeneration rate on a basis of time instead of |
347 |
* #moves the monster makes. The scaling by 8 is |
348 |
* to capture 8th's of a sp fraction regens |
349 |
* |
350 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
351 |
* overflow might produce monsters with negative sp. |
352 |
*/ |
353 |
|
354 |
op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed)); |
355 |
op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
356 |
op->last_sp %= 128; |
357 |
} |
358 |
|
359 |
/* this should probably get modified by many more values. |
360 |
* (eg, creatures resistance to fear, level, etc. ) |
361 |
*/ |
362 |
if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20))) |
363 |
{ |
364 |
CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */ |
365 |
} |
366 |
|
367 |
if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
368 |
return QUERY_FLAG (op, FLAG_FREED); |
369 |
|
370 |
if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) || |
371 |
((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE))) |
372 |
{ |
373 |
if (!check_wakeup (op, enemy, &rv)) |
374 |
return 0; |
375 |
} |
376 |
|
377 |
/* check if monster pops out of hidden spot */ |
378 |
if (op->hide) |
379 |
do_hidden_move (op); |
380 |
|
381 |
if (op->pick_up) |
382 |
monster_check_pickup (op); |
383 |
|
384 |
if (op->will_apply) |
385 |
monster_apply_below (op); /* Check for items to apply below */ |
386 |
|
387 |
/* If we don't have an enemy, do special movement or the like */ |
388 |
if (!enemy) |
389 |
{ |
390 |
if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
391 |
{ |
392 |
op->destroy (); |
393 |
return 1; |
394 |
} |
395 |
|
396 |
/* Probably really a bug for a creature to have both |
397 |
* stand still and a movement type set. |
398 |
*/ |
399 |
if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
400 |
{ |
401 |
if (op->attack_movement & HI4) |
402 |
{ |
403 |
switch (op->attack_movement & HI4) |
404 |
{ |
405 |
case (PETMOVE): |
406 |
pet_move (op); |
407 |
break; |
408 |
|
409 |
case (CIRCLE1): |
410 |
circ1_move (op); |
411 |
break; |
412 |
|
413 |
case (CIRCLE2): |
414 |
circ2_move (op); |
415 |
break; |
416 |
|
417 |
case (PACEV): |
418 |
pace_movev (op); |
419 |
break; |
420 |
|
421 |
case (PACEH): |
422 |
pace_moveh (op); |
423 |
break; |
424 |
|
425 |
case (PACEV2): |
426 |
pace2_movev (op); |
427 |
break; |
428 |
|
429 |
case (PACEH2): |
430 |
pace2_moveh (op); |
431 |
break; |
432 |
|
433 |
case (RANDO): |
434 |
rand_move (op); |
435 |
break; |
436 |
|
437 |
case (RANDO2): |
438 |
move_randomly (op); |
439 |
break; |
440 |
} |
441 |
return 0; |
442 |
} |
443 |
else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE)) |
444 |
(void) move_randomly (op); |
445 |
|
446 |
} /* stand still */ |
447 |
return 0; |
448 |
} /* no enemy */ |
449 |
|
450 |
/* We have an enemy. Block immediately below is for pets */ |
451 |
if ((op->attack_movement & HI4) == PETMOVE |
452 |
&& (owner = op->owner) != NULL |
453 |
&& !on_same_map (op, owner) |
454 |
&& !owner->flag [FLAG_REMOVED]) |
455 |
return follow_owner (op, owner); |
456 |
|
457 |
/* doppleganger code to change monster facing to that of the nearest |
458 |
* player. Hmm. The code is here, but no monster in the current |
459 |
* arch set uses it. |
460 |
*/ |
461 |
if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0) |
462 |
{ |
463 |
op->face = enemy->face; |
464 |
op->name = enemy->name; |
465 |
} |
466 |
|
467 |
/* Calculate range information for closest body part - this |
468 |
* is used for the 'skill' code, which isn't that smart when |
469 |
* it comes to figuring it out - otherwise, giants throw boulders |
470 |
* into themselves. |
471 |
*/ |
472 |
get_rangevector (op, enemy, &rv, 0); |
473 |
|
474 |
/* Move the check for scared up here - if the monster was scared, |
475 |
* we were not doing any of the logic below, so might as well save |
476 |
* a few cpu cycles. |
477 |
*/ |
478 |
if (!QUERY_FLAG (op, FLAG_SCARED)) |
479 |
{ |
480 |
rv_vector rv1; |
481 |
|
482 |
/* now we test every part of an object .... this is a real ugly piece of code */ |
483 |
for (part = op; part != NULL; part = part->more) |
484 |
{ |
485 |
get_rangevector (part, enemy, &rv1, 0x1); |
486 |
dir = rv1.direction; |
487 |
|
488 |
/* hm, not sure about this part - in original was a scared flag here too |
489 |
* but that we test above... so can be old code here |
490 |
*/ |
491 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
492 |
dir = absdir (dir + 4); |
493 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
494 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
495 |
|
496 |
if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3))) |
497 |
{ |
498 |
if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
499 |
return 0; |
500 |
} |
501 |
|
502 |
if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3))) |
503 |
{ |
504 |
if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
505 |
return 0; |
506 |
} |
507 |
|
508 |
if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3))) |
509 |
{ |
510 |
if (monster_use_range (op, part, enemy, dir)) |
511 |
return 0; |
512 |
} |
513 |
if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3))) |
514 |
{ |
515 |
if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
516 |
return 0; |
517 |
} |
518 |
if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2))) |
519 |
{ |
520 |
if (monster_use_bow (op, part, enemy, dir)) |
521 |
return 0; |
522 |
} |
523 |
} /* for processing of all parts */ |
524 |
} /* If not scared */ |
525 |
|
526 |
|
527 |
part = rv.part; |
528 |
dir = rv.direction; |
529 |
|
530 |
if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
531 |
dir = absdir (dir + 4); |
532 |
|
533 |
if (QUERY_FLAG (op, FLAG_CONFUSED)) |
534 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
535 |
|
536 |
pre_att_dir = dir; /* remember the original direction */ |
537 |
|
538 |
if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED)) |
539 |
{ |
540 |
switch (op->attack_movement & LO4) |
541 |
{ |
542 |
case DISTATT: |
543 |
dir = dist_att (dir, op, enemy, part, &rv); |
544 |
break; |
545 |
|
546 |
case RUNATT: |
547 |
dir = run_att (dir, op, enemy, part, &rv); |
548 |
break; |
549 |
|
550 |
case HITRUN: |
551 |
dir = hitrun_att (dir, op, enemy); |
552 |
break; |
553 |
|
554 |
case WAITATT: |
555 |
dir = wait_att (dir, op, enemy, part, &rv); |
556 |
break; |
557 |
|
558 |
case RUSH: /* default - monster normally moves towards player */ |
559 |
case ALLRUN: |
560 |
break; |
561 |
|
562 |
case DISTHIT: |
563 |
dir = disthit_att (dir, op, enemy, part, &rv); |
564 |
break; |
565 |
|
566 |
case WAIT2: |
567 |
dir = wait_att2 (dir, op, enemy, part, &rv); |
568 |
break; |
569 |
|
570 |
default: |
571 |
LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
572 |
} |
573 |
} |
574 |
|
575 |
if (!dir) |
576 |
return 0; |
577 |
|
578 |
if (!QUERY_FLAG (op, FLAG_STAND_STILL)) |
579 |
{ |
580 |
if (move_object (op, dir)) /* Can the monster move directly toward player? */ |
581 |
{ |
582 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
583 |
if ((op->attack_movement & LO4) == DISTATT) |
584 |
op->direction = pre_att_dir; |
585 |
|
586 |
return 0; |
587 |
} |
588 |
|
589 |
if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY)) |
590 |
{ |
591 |
|
592 |
/* Try move around corners if !close */ |
593 |
int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2; |
594 |
|
595 |
for (diff = 1; diff <= maxdiff; diff++) |
596 |
{ |
597 |
/* try different detours */ |
598 |
int m = 1 - (RANDOM () & 2); /* Try left or right first? */ |
599 |
|
600 |
if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m))) |
601 |
return 0; |
602 |
} |
603 |
} |
604 |
} /* if monster is not standing still */ |
605 |
|
606 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
607 |
if ((op->attack_movement & LO4) == DISTATT) |
608 |
op->direction = pre_att_dir; |
609 |
|
610 |
/* |
611 |
* Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
612 |
* direction if they can't move away. |
613 |
*/ |
614 |
if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED))) |
615 |
if (move_randomly (op)) |
616 |
return 0; |
617 |
|
618 |
/* |
619 |
* Try giving the monster a new enemy - the player that is closest |
620 |
* to it. In this way, it won't just keep trying to get to a target |
621 |
* that is inaccessible. |
622 |
* This could be more clever - it should go through a list of several |
623 |
* enemies, as it is now, you could perhaps get situations where there |
624 |
* are two players flanking the monster at close distance, but which |
625 |
* the monster can't get to, and a third one at a far distance that |
626 |
* the monster could get to - as it is, the monster won't look at that |
627 |
* third one. |
628 |
*/ |
629 |
if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy) |
630 |
{ |
631 |
object *nearest_player = get_nearest_player (op); |
632 |
|
633 |
if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
634 |
{ |
635 |
op->enemy = NULL; |
636 |
enemy = nearest_player; |
637 |
} |
638 |
} |
639 |
|
640 |
if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv)) |
641 |
{ |
642 |
/* The adjustement to wc that was here before looked totally bogus - |
643 |
* since wc can in fact get negative, that would mean by adding |
644 |
* the current wc, the creature gets better? Instead, just |
645 |
* add a fixed amount - nasty creatures that are runny away should |
646 |
* still be pretty nasty. |
647 |
*/ |
648 |
if (QUERY_FLAG (op, FLAG_RUN_AWAY)) |
649 |
{ |
650 |
part->stats.wc += 10; |
651 |
(void) skill_attack (enemy, part, 0, NULL, NULL); |
652 |
part->stats.wc -= 10; |
653 |
} |
654 |
else |
655 |
(void) skill_attack (enemy, part, 0, NULL, NULL); |
656 |
} /* if monster is in attack range */ |
657 |
|
658 |
if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
659 |
return 1; |
660 |
|
661 |
if (QUERY_FLAG (op, FLAG_ONLY_ATTACK)) |
662 |
{ |
663 |
op->remove (); |
664 |
op->destroy (); |
665 |
return 1; |
666 |
} |
667 |
return 0; |
668 |
} |
669 |
|
670 |
int |
671 |
can_hit (object *ob1, object *ob2, rv_vector * rv) |
672 |
{ |
673 |
object *more; |
674 |
rv_vector rv1; |
675 |
|
676 |
if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3))) |
677 |
return 0; |
678 |
|
679 |
if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
680 |
return 1; |
681 |
|
682 |
/* check all the parts of ob2 - just because we can't get to |
683 |
* its head doesn't mean we don't want to pound its feet |
684 |
*/ |
685 |
for (more = ob2->more; more != NULL; more = more->more) |
686 |
{ |
687 |
get_rangevector (ob1, more, &rv1, 0); |
688 |
if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
689 |
return 1; |
690 |
} |
691 |
return 0; |
692 |
|
693 |
} |
694 |
|
695 |
/* Returns 1 is monster should cast spell sp at an enemy |
696 |
* Returns 0 if the monster should not cast this spell. |
697 |
* |
698 |
* Note that this function does not check to see if the monster can |
699 |
* in fact cast the spell (sp dependencies and what not.) That is because |
700 |
* this function is also sued to see if the monster should use spell items |
701 |
* (rod/horn/wand/scroll). |
702 |
* Note that there are certainly other offensive spells that could be |
703 |
* included, but I decided to leave out the spells that may kill more |
704 |
* monsters than players (eg, disease). |
705 |
* |
706 |
* This could be a lot smarter - if there are few monsters around, |
707 |
* then disease might not be as bad. Likewise, if the monster is damaged, |
708 |
* the right type of healing spell could be useful. |
709 |
*/ |
710 |
|
711 |
static int |
712 |
monster_should_cast_spell (object *monster, object *spell_ob) |
713 |
{ |
714 |
if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
715 |
spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
716 |
spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
717 |
spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
718 |
spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
719 |
spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
720 |
|
721 |
return 1; |
722 |
|
723 |
return 0; |
724 |
} |
725 |
|
726 |
|
727 |
#define MAX_KNOWN_SPELLS 20 |
728 |
|
729 |
/* Returns a randomly selected spell. This logic is still |
730 |
* less than ideal. This code also only seems to deal with |
731 |
* wizard spells, as the check is against sp, and not grace. |
732 |
* can mosnters know cleric spells? |
733 |
*/ |
734 |
object * |
735 |
monster_choose_random_spell (object *monster) |
736 |
{ |
737 |
object *altern[MAX_KNOWN_SPELLS]; |
738 |
object *tmp; |
739 |
int i = 0; |
740 |
|
741 |
for (tmp = monster->inv; tmp != NULL; tmp = tmp->below) |
742 |
if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
743 |
{ |
744 |
/* Check and see if it's actually a useful spell. |
745 |
* If its a spellbook, the spell is actually the inventory item. |
746 |
* if it is a spell, then it is just the object itself. |
747 |
*/ |
748 |
if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
749 |
{ |
750 |
altern[i++] = tmp; |
751 |
if (i == MAX_KNOWN_SPELLS) |
752 |
break; |
753 |
} |
754 |
} |
755 |
if (!i) |
756 |
return NULL; |
757 |
return altern[RANDOM () % i]; |
758 |
} |
759 |
|
760 |
/* This checks to see if the monster should cast a spell/ability. |
761 |
* it returns true if the monster casts a spell, 0 if he doesn't. |
762 |
* head is the head of the monster. |
763 |
* part is the part of the monster we are checking against. |
764 |
* pl is the target. |
765 |
* dir is the direction to case. |
766 |
* rv is the vector which describes where the enemy is. |
767 |
*/ |
768 |
|
769 |
int |
770 |
monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
771 |
{ |
772 |
object *spell_item; |
773 |
object *owner; |
774 |
rv_vector rv1; |
775 |
|
776 |
/* If you want monsters to cast spells over friends, this spell should |
777 |
* be removed. It probably should be in most cases, since monsters still |
778 |
* don't care about residual effects (ie, casting a cone which may have a |
779 |
* clear path to the player, the side aspects of the code will still hit |
780 |
* other monsters) |
781 |
*/ |
782 |
if (!(dir = path_to_player (part, pl, 0))) |
783 |
return 0; |
784 |
|
785 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
786 |
{ |
787 |
get_rangevector (head, owner, &rv1, 0x1); |
788 |
if (dirdiff (dir, rv1.direction) < 2) |
789 |
{ |
790 |
return 0; /* Might hit owner with spell */ |
791 |
} |
792 |
} |
793 |
|
794 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
795 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
796 |
|
797 |
/* If the monster hasn't already chosen a spell, choose one |
798 |
* I'm not sure if it really make sense to pre-select spells (events |
799 |
* could be different by the time the monster goes again). |
800 |
*/ |
801 |
if (head->spellitem == NULL) |
802 |
{ |
803 |
if ((spell_item = monster_choose_random_spell (head)) == NULL) |
804 |
{ |
805 |
LOG (llevMonster, "Turned off spells in %s\n", &head->name); |
806 |
CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
807 |
return 0; |
808 |
} |
809 |
if (spell_item->type == SPELLBOOK) |
810 |
{ |
811 |
if (!spell_item->inv) |
812 |
{ |
813 |
LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
814 |
return 0; |
815 |
} |
816 |
spell_item = spell_item->inv; |
817 |
} |
818 |
} |
819 |
else |
820 |
spell_item = head->spellitem; |
821 |
|
822 |
if (!spell_item) |
823 |
return 0; |
824 |
|
825 |
/* Best guess this is a defensive/healing spell */ |
826 |
if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
827 |
dir = 0; |
828 |
|
829 |
/* Monster doesn't have enough spell-points */ |
830 |
if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
831 |
return 0; |
832 |
|
833 |
if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
834 |
return 0; |
835 |
|
836 |
head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
837 |
head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
838 |
|
839 |
/* set this to null, so next time monster will choose something different */ |
840 |
head->spellitem = NULL; |
841 |
|
842 |
return cast_spell (part, part, dir, spell_item, NULL); |
843 |
} |
844 |
|
845 |
|
846 |
int |
847 |
monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
848 |
{ |
849 |
object *scroll; |
850 |
object *owner; |
851 |
rv_vector rv1; |
852 |
|
853 |
/* If you want monsters to cast spells over friends, this spell should |
854 |
* be removed. It probably should be in most cases, since monsters still |
855 |
* don't care about residual effects (ie, casting a cone which may have a |
856 |
* clear path to the player, the side aspects of the code will still hit |
857 |
* other monsters) |
858 |
*/ |
859 |
if (!(dir = path_to_player (part, pl, 0))) |
860 |
return 0; |
861 |
|
862 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
863 |
{ |
864 |
get_rangevector (head, owner, &rv1, 0x1); |
865 |
if (dirdiff (dir, rv1.direction) < 2) |
866 |
{ |
867 |
return 0; /* Might hit owner with spell */ |
868 |
} |
869 |
} |
870 |
|
871 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
872 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
873 |
|
874 |
for (scroll = head->inv; scroll; scroll = scroll->below) |
875 |
if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
876 |
break; |
877 |
|
878 |
/* Used up all his scrolls, so nothing do to */ |
879 |
if (!scroll) |
880 |
{ |
881 |
CLEAR_FLAG (head, FLAG_READY_SCROLL); |
882 |
return 0; |
883 |
} |
884 |
|
885 |
/* Spell should be cast on caster (ie, heal, strength) */ |
886 |
if (scroll->inv->range == 0) |
887 |
dir = 0; |
888 |
|
889 |
apply_scroll (part, scroll, dir); |
890 |
return 1; |
891 |
} |
892 |
|
893 |
/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
894 |
* Note that monsters do not need the skills SK_MELEE_WEAPON and |
895 |
* SK_MISSILE_WEAPON to make those respective attacks, if we |
896 |
* required that we would drastically increase the memory |
897 |
* requirements of CF!! |
898 |
* |
899 |
* The skills we are treating here are all but those. -b.t. |
900 |
* |
901 |
* At the moment this is only useful for throwing, perhaps for |
902 |
* stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
903 |
*/ |
904 |
|
905 |
int |
906 |
monster_use_skill (object *head, object *part, object *pl, int dir) |
907 |
{ |
908 |
object *skill, *owner; |
909 |
|
910 |
if (!(dir = path_to_player (part, pl, 0))) |
911 |
return 0; |
912 |
|
913 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
914 |
{ |
915 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
916 |
|
917 |
if (dirdiff (dir, dir2) < 1) |
918 |
return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
919 |
} |
920 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
921 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
922 |
|
923 |
/* skill selection - monster will use the next unused skill. |
924 |
* well...the following scenario will allow the monster to |
925 |
* toggle between 2 skills. One day it would be nice to make |
926 |
* more skills available to monsters. |
927 |
*/ |
928 |
|
929 |
for (skill = head->inv; skill != NULL; skill = skill->below) |
930 |
if (skill->type == SKILL && skill != head->chosen_skill) |
931 |
{ |
932 |
head->chosen_skill = skill; |
933 |
break; |
934 |
} |
935 |
|
936 |
if (!skill && !head->chosen_skill) |
937 |
{ |
938 |
LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
939 |
CLEAR_FLAG (head, FLAG_READY_SKILL); |
940 |
return 0; |
941 |
} |
942 |
/* use skill */ |
943 |
return do_skill (head, part, head->chosen_skill, dir, NULL); |
944 |
} |
945 |
|
946 |
/* Monster will use a ranged spell attack. */ |
947 |
|
948 |
int |
949 |
monster_use_range (object *head, object *part, object *pl, int dir) |
950 |
{ |
951 |
object *wand, *owner; |
952 |
int at_least_one = 0; |
953 |
|
954 |
if (!(dir = path_to_player (part, pl, 0))) |
955 |
return 0; |
956 |
|
957 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
958 |
{ |
959 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
960 |
|
961 |
if (dirdiff (dir, dir2) < 2) |
962 |
return 0; /* Might hit owner with spell */ |
963 |
} |
964 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
965 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
966 |
|
967 |
for (wand = head->inv; wand != NULL; wand = wand->below) |
968 |
{ |
969 |
if (wand->type == WAND) |
970 |
{ |
971 |
/* Found a wand, let's see if it has charges left */ |
972 |
at_least_one = 1; |
973 |
if (wand->stats.food <= 0) |
974 |
continue; |
975 |
|
976 |
cast_spell (head, wand, dir, wand->inv, NULL); |
977 |
|
978 |
if (!(--wand->stats.food)) |
979 |
{ |
980 |
if (wand->arch) |
981 |
{ |
982 |
CLEAR_FLAG (wand, FLAG_ANIMATE); |
983 |
wand->face = wand->arch->clone.face; |
984 |
wand->set_speed (0); |
985 |
} |
986 |
} |
987 |
/* Success */ |
988 |
return 1; |
989 |
} |
990 |
else if (wand->type == ROD || wand->type == HORN) |
991 |
{ |
992 |
/* Found rod/horn, let's use it if possible */ |
993 |
at_least_one = 1; |
994 |
if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace)) |
995 |
continue; |
996 |
|
997 |
/* drain charge before casting spell - can be a case where the |
998 |
* spell destroys the monster, and rod, so if done after, results |
999 |
* in crash. |
1000 |
*/ |
1001 |
drain_rod_charge (wand); |
1002 |
cast_spell (head, wand, dir, wand->inv, NULL); |
1003 |
|
1004 |
/* Success */ |
1005 |
return 1; |
1006 |
} |
1007 |
} |
1008 |
|
1009 |
if (at_least_one) |
1010 |
return 0; |
1011 |
|
1012 |
LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count); |
1013 |
CLEAR_FLAG (head, FLAG_READY_RANGE); |
1014 |
return 0; |
1015 |
} |
1016 |
|
1017 |
int |
1018 |
monster_use_bow (object *head, object *part, object *pl, int dir) |
1019 |
{ |
1020 |
object *owner; |
1021 |
|
1022 |
if (!(dir = path_to_player (part, pl, 0))) |
1023 |
return 0; |
1024 |
if (QUERY_FLAG (head, FLAG_CONFUSED)) |
1025 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1026 |
|
1027 |
if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL) |
1028 |
{ |
1029 |
int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y); |
1030 |
|
1031 |
if (dirdiff (dir, dir2) < 1) |
1032 |
return 0; /* Might hit owner with arrow */ |
1033 |
} |
1034 |
|
1035 |
/* in server/player.c */ |
1036 |
return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1037 |
|
1038 |
} |
1039 |
|
1040 |
/* Checks if putting on 'item' will make 'who' do more |
1041 |
* damage. This is a very simplistic check - also checking things |
1042 |
* like speed and ac are also relevant. |
1043 |
* |
1044 |
* return true if item is a better object. |
1045 |
*/ |
1046 |
|
1047 |
int |
1048 |
check_good_weapon (object *who, object *item) |
1049 |
{ |
1050 |
object *other_weap; |
1051 |
int val = 0, i; |
1052 |
|
1053 |
for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below) |
1054 |
if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED)) |
1055 |
break; |
1056 |
|
1057 |
if (other_weap == NULL) /* No other weapons */ |
1058 |
return 1; |
1059 |
|
1060 |
/* Rather than go through and apply the new one, and see if it is |
1061 |
* better, just do some simple checks |
1062 |
* Put some multipliers for things that hvae several effects, |
1063 |
* eg, magic affects both damage and wc, so it has more weight |
1064 |
*/ |
1065 |
|
1066 |
val = item->stats.dam - other_weap->stats.dam; |
1067 |
val += (item->magic - other_weap->magic) * 3; |
1068 |
/* Monsters don't really get benefits from things like regen rates |
1069 |
* from items. But the bonus for their stats are very important. |
1070 |
*/ |
1071 |
for (i = 0; i < NUM_STATS; i++) |
1072 |
val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2; |
1073 |
|
1074 |
if (val > 0) |
1075 |
return 1; |
1076 |
else |
1077 |
return 0; |
1078 |
|
1079 |
} |
1080 |
|
1081 |
int |
1082 |
check_good_armour (object *who, object *item) |
1083 |
{ |
1084 |
object *other_armour; |
1085 |
int val = 0, i; |
1086 |
|
1087 |
for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below) |
1088 |
if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED)) |
1089 |
break; |
1090 |
|
1091 |
if (other_armour == NULL) /* No other armour, use the new */ |
1092 |
return 1; |
1093 |
|
1094 |
/* Like above function , see which is better */ |
1095 |
val = item->stats.ac - other_armour->stats.ac; |
1096 |
val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
1097 |
val += (item->magic - other_armour->magic) * 3; |
1098 |
|
1099 |
/* for the other protections, do weigh them very much in the equation - |
1100 |
* it is the armor protection which is most important, because there is |
1101 |
* no good way to know what the player may attack the monster with. |
1102 |
* So if the new item has better protection than the old, give that higher |
1103 |
* value. If the reverse, then decrease the value of this item some. |
1104 |
*/ |
1105 |
for (i = 1; i < NROFATTACKS; i++) |
1106 |
{ |
1107 |
if (item->resist[i] > other_armour->resist[i]) |
1108 |
val++; |
1109 |
else if (item->resist[i] < other_armour->resist[i]) |
1110 |
val--; |
1111 |
} |
1112 |
|
1113 |
/* Very few armours have stats, so not much need to worry about those. */ |
1114 |
|
1115 |
if (val > 0) |
1116 |
return 1; |
1117 |
else |
1118 |
return 0; |
1119 |
|
1120 |
} |
1121 |
|
1122 |
/* |
1123 |
* monster_check_pickup(): checks for items that monster can pick up. |
1124 |
* |
1125 |
* Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
1126 |
* Each time the blob passes over some treasure, it will |
1127 |
* grab it a.s.a.p. |
1128 |
* |
1129 |
* Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
1130 |
* to handle this. |
1131 |
* |
1132 |
* This function was seen be continueing looping at one point (tmp->below |
1133 |
* became a recursive loop. It may be better to call monster_check_apply |
1134 |
* after we pick everything up, since that function may call others which |
1135 |
* affect stacking on this space. |
1136 |
*/ |
1137 |
|
1138 |
void |
1139 |
monster_check_pickup (object *monster) |
1140 |
{ |
1141 |
object *tmp, *next; |
1142 |
|
1143 |
for (tmp = monster->below; tmp != NULL; tmp = next) |
1144 |
{ |
1145 |
next = tmp->below; |
1146 |
if (monster_can_pick (monster, tmp)) |
1147 |
{ |
1148 |
tmp->remove (); |
1149 |
tmp = insert_ob_in_ob (tmp, monster); |
1150 |
(void) monster_check_apply (monster, tmp); |
1151 |
} |
1152 |
/* We could try to re-establish the cycling, of the space, but probably |
1153 |
* not a big deal to just bail out. |
1154 |
*/ |
1155 |
if (next && next->destroyed ()) |
1156 |
return; |
1157 |
} |
1158 |
} |
1159 |
|
1160 |
/* |
1161 |
* monster_can_pick(): If the monster is interested in picking up |
1162 |
* the item, then return 0. Otherwise 0. |
1163 |
* Instead of pick_up, flags for "greed", etc, should be used. |
1164 |
* I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1165 |
*/ |
1166 |
|
1167 |
int |
1168 |
monster_can_pick (object *monster, object *item) |
1169 |
{ |
1170 |
int flag = 0; |
1171 |
int i; |
1172 |
|
1173 |
if (!can_pick (monster, item)) |
1174 |
return 0; |
1175 |
|
1176 |
if (QUERY_FLAG (item, FLAG_UNPAID)) |
1177 |
return 0; |
1178 |
|
1179 |
if (monster->pick_up & 64) /* All */ |
1180 |
flag = 1; |
1181 |
|
1182 |
else |
1183 |
switch (item->type) |
1184 |
{ |
1185 |
case MONEY: |
1186 |
case GEM: |
1187 |
flag = monster->pick_up & 2; |
1188 |
break; |
1189 |
|
1190 |
case FOOD: |
1191 |
flag = monster->pick_up & 4; |
1192 |
break; |
1193 |
|
1194 |
case WEAPON: |
1195 |
flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON); |
1196 |
break; |
1197 |
|
1198 |
case ARMOUR: |
1199 |
case SHIELD: |
1200 |
case HELMET: |
1201 |
case BOOTS: |
1202 |
case GLOVES: |
1203 |
case GIRDLE: |
1204 |
flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR); |
1205 |
break; |
1206 |
|
1207 |
case SKILL: |
1208 |
flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL); |
1209 |
break; |
1210 |
|
1211 |
case RING: |
1212 |
flag = QUERY_FLAG (monster, FLAG_USE_RING); |
1213 |
break; |
1214 |
|
1215 |
case WAND: |
1216 |
case HORN: |
1217 |
case ROD: |
1218 |
flag = QUERY_FLAG (monster, FLAG_USE_RANGE); |
1219 |
break; |
1220 |
|
1221 |
case SPELLBOOK: |
1222 |
flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL)); |
1223 |
break; |
1224 |
|
1225 |
case SCROLL: |
1226 |
flag = QUERY_FLAG (monster, FLAG_USE_SCROLL); |
1227 |
break; |
1228 |
|
1229 |
case BOW: |
1230 |
case ARROW: |
1231 |
flag = QUERY_FLAG (monster, FLAG_USE_BOW); |
1232 |
break; |
1233 |
} |
1234 |
/* Simplistic check - if the monster has a location to equip it, he will |
1235 |
* pick it up. Note that this doesn't handle cases where an item may |
1236 |
* use several locations. |
1237 |
*/ |
1238 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
1239 |
{ |
1240 |
if (monster->body_info[i] && item->body_info[i]) |
1241 |
{ |
1242 |
flag = 1; |
1243 |
break; |
1244 |
} |
1245 |
} |
1246 |
|
1247 |
if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag))) |
1248 |
return 1; |
1249 |
return 0; |
1250 |
} |
1251 |
|
1252 |
/* |
1253 |
* monster_apply_below(): |
1254 |
* Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1255 |
* eager to apply things, encounters something apply-able, |
1256 |
* then make him apply it |
1257 |
*/ |
1258 |
|
1259 |
void |
1260 |
monster_apply_below (object *monster) |
1261 |
{ |
1262 |
object *tmp, *next; |
1263 |
|
1264 |
for (tmp = monster->below; tmp != NULL; tmp = next) |
1265 |
{ |
1266 |
next = tmp->below; |
1267 |
switch (tmp->type) |
1268 |
{ |
1269 |
case CF_HANDLE: |
1270 |
case TRIGGER: |
1271 |
if (monster->will_apply & 1) |
1272 |
manual_apply (monster, tmp, 0); |
1273 |
break; |
1274 |
|
1275 |
case TREASURE: |
1276 |
if (monster->will_apply & 2) |
1277 |
manual_apply (monster, tmp, 0); |
1278 |
break; |
1279 |
|
1280 |
} |
1281 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1282 |
break; |
1283 |
} |
1284 |
} |
1285 |
|
1286 |
/* |
1287 |
* monster_check_apply() is meant to be called after an item is |
1288 |
* inserted in a monster. |
1289 |
* If an item becomes outdated (monster found a better item), |
1290 |
* a pointer to that object is returned, so it can be dropped. |
1291 |
* (so that other monsters can pick it up and use it) |
1292 |
* Note that as things are now, monsters never drop something - |
1293 |
* they can pick up all that they can use. |
1294 |
*/ |
1295 |
|
1296 |
/* Sept 96, fixed this so skills will be readied -b.t.*/ |
1297 |
|
1298 |
void |
1299 |
monster_check_apply (object *mon, object *item) |
1300 |
{ |
1301 |
|
1302 |
int flag = 0; |
1303 |
|
1304 |
if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL))) |
1305 |
{ |
1306 |
SET_FLAG (mon, FLAG_CAST_SPELL); |
1307 |
return; |
1308 |
} |
1309 |
|
1310 |
/* If for some reason, this item is already applied, no more work to do */ |
1311 |
if (QUERY_FLAG (item, FLAG_APPLIED)) |
1312 |
return; |
1313 |
|
1314 |
/* Might be better not to do this - if the monster can fire a bow, |
1315 |
* it is possible in his wanderings, he will find one to use. In |
1316 |
* which case, it would be nice to have ammo for it. |
1317 |
*/ |
1318 |
if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW) |
1319 |
{ |
1320 |
/* Check for the right kind of bow */ |
1321 |
object *bow; |
1322 |
|
1323 |
for (bow = mon->inv; bow != NULL; bow = bow->below) |
1324 |
if (bow->type == BOW && bow->race == item->race) |
1325 |
{ |
1326 |
SET_FLAG (mon, FLAG_READY_BOW); |
1327 |
LOG (llevMonster, "Found correct bow for arrows.\n"); |
1328 |
return; /* nothing more to do for arrows */ |
1329 |
} |
1330 |
} |
1331 |
|
1332 |
if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
1333 |
flag = 1; |
1334 |
/* Eating food gets hp back */ |
1335 |
else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
1336 |
flag = 1; |
1337 |
else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL)) |
1338 |
{ |
1339 |
if (!item->inv) |
1340 |
LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
1341 |
else if (monster_should_cast_spell (mon, item->inv)) |
1342 |
SET_FLAG (mon, FLAG_READY_SCROLL); |
1343 |
/* Don't use it right now */ |
1344 |
return; |
1345 |
} |
1346 |
else if (item->type == WEAPON) |
1347 |
flag = check_good_weapon (mon, item); |
1348 |
else if (item->is_armor ()) |
1349 |
flag = check_good_armour (mon, item); |
1350 |
/* Should do something more, like make sure this is a better item */ |
1351 |
else if (item->type == RING) |
1352 |
flag = 1; |
1353 |
else if (item->type == WAND || item->type == ROD || item->type == HORN) |
1354 |
{ |
1355 |
/* We never really 'ready' the wand/rod/horn, because that would mean the |
1356 |
* weapon would get undone. |
1357 |
*/ |
1358 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
1359 |
{ |
1360 |
SET_FLAG (mon, FLAG_READY_RANGE); |
1361 |
SET_FLAG (item, FLAG_APPLIED); |
1362 |
} |
1363 |
return; |
1364 |
} |
1365 |
else if (item->type == BOW) |
1366 |
{ |
1367 |
/* We never really 'ready' the bow, because that would mean the |
1368 |
* weapon would get undone. |
1369 |
*/ |
1370 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
1371 |
SET_FLAG (mon, FLAG_READY_BOW); |
1372 |
return; |
1373 |
} |
1374 |
else if (item->type == SKILL) |
1375 |
{ |
1376 |
/* |
1377 |
* skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
1378 |
* else they can't use the skill... |
1379 |
* Skills also don't need to get applied, so return now. |
1380 |
*/ |
1381 |
SET_FLAG (mon, FLAG_READY_SKILL); |
1382 |
return; |
1383 |
} |
1384 |
|
1385 |
|
1386 |
/* if we don't match one of the above types, return now. |
1387 |
* can_apply_object will say that we can apply things like flesh, |
1388 |
* bolts, and whatever else, because it only checks against the |
1389 |
* body_info locations. |
1390 |
*/ |
1391 |
if (!flag) |
1392 |
return; |
1393 |
|
1394 |
/* Check to see if the monster can use this item. If not, no need |
1395 |
* to do further processing. Note that can_apply_object already checks |
1396 |
* for the CAN_USE flags. |
1397 |
*/ |
1398 |
if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
1399 |
return; |
1400 |
|
1401 |
/* should only be applying this item, not unapplying it. |
1402 |
* also, ignore status of curse so they can take off old armour. |
1403 |
* monsters have some advantages after all. |
1404 |
*/ |
1405 |
manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1406 |
|
1407 |
return; |
1408 |
} |
1409 |
|
1410 |
void |
1411 |
npc_call_help (object *op) |
1412 |
{ |
1413 |
int x, y, mflags; |
1414 |
object *npc; |
1415 |
sint16 sx, sy; |
1416 |
maptile *m; |
1417 |
|
1418 |
for (x = -3; x < 4; x++) |
1419 |
for (y = -3; y < 4; y++) |
1420 |
{ |
1421 |
m = op->map; |
1422 |
sx = op->x + x; |
1423 |
sy = op->y + y; |
1424 |
mflags = get_map_flags (m, &m, sx, sy, &sx, &sy); |
1425 |
/* If nothing alive on this space, no need to search the space. */ |
1426 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1427 |
continue; |
1428 |
|
1429 |
for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above) |
1430 |
if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE)) |
1431 |
npc->enemy = op->enemy; |
1432 |
} |
1433 |
} |
1434 |
|
1435 |
|
1436 |
int |
1437 |
dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1438 |
{ |
1439 |
|
1440 |
if (can_hit (part, enemy, rv)) |
1441 |
return dir; |
1442 |
if (rv->distance < 10) |
1443 |
return absdir (dir + 4); |
1444 |
else if (rv->distance > 18) |
1445 |
return dir; |
1446 |
return 0; |
1447 |
} |
1448 |
|
1449 |
int |
1450 |
run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1451 |
{ |
1452 |
|
1453 |
if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20) |
1454 |
{ |
1455 |
ob->move_status++; |
1456 |
return (dir); |
1457 |
} |
1458 |
else if (ob->move_status > 20) |
1459 |
ob->move_status = 0; |
1460 |
return absdir (dir + 4); |
1461 |
} |
1462 |
|
1463 |
int |
1464 |
hitrun_att (int dir, object *ob, object *enemy) |
1465 |
{ |
1466 |
if (ob->move_status++ < 25) |
1467 |
return dir; |
1468 |
else if (ob->move_status < 50) |
1469 |
return absdir (dir + 4); |
1470 |
else |
1471 |
ob->move_status = 0; |
1472 |
return absdir (dir + 4); |
1473 |
} |
1474 |
|
1475 |
int |
1476 |
wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1477 |
{ |
1478 |
|
1479 |
int inrange = can_hit (part, enemy, rv); |
1480 |
|
1481 |
if (ob->move_status || inrange) |
1482 |
ob->move_status++; |
1483 |
|
1484 |
if (ob->move_status == 0) |
1485 |
return 0; |
1486 |
else if (ob->move_status < 10) |
1487 |
return dir; |
1488 |
else if (ob->move_status < 15) |
1489 |
return absdir (dir + 4); |
1490 |
ob->move_status = 0; |
1491 |
return 0; |
1492 |
} |
1493 |
|
1494 |
int |
1495 |
disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1496 |
{ |
1497 |
|
1498 |
/* The logic below here looked plain wrong before. Basically, what should |
1499 |
* happen is that if the creatures hp percentage falls below run_away, |
1500 |
* the creature should run away (dir+4) |
1501 |
* I think its wrong for a creature to have a zero maxhp value, but |
1502 |
* at least one map has this set, and whatever the map contains, the |
1503 |
* server should try to be resilant enough to avoid the problem |
1504 |
*/ |
1505 |
if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away) |
1506 |
return absdir (dir + 4); |
1507 |
return dist_att (dir, ob, enemy, part, rv); |
1508 |
} |
1509 |
|
1510 |
int |
1511 |
wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
1512 |
{ |
1513 |
if (rv->distance < 9) |
1514 |
return absdir (dir + 4); |
1515 |
return 0; |
1516 |
} |
1517 |
|
1518 |
void |
1519 |
circ1_move (object *ob) |
1520 |
{ |
1521 |
static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
1522 |
if (++ob->move_status > 11) |
1523 |
ob->move_status = 0; |
1524 |
if (!(move_object (ob, circle[ob->move_status]))) |
1525 |
(void) move_object (ob, rndm (8) + 1); |
1526 |
} |
1527 |
|
1528 |
void |
1529 |
circ2_move (object *ob) |
1530 |
{ |
1531 |
static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 }; |
1532 |
if (++ob->move_status > 19) |
1533 |
ob->move_status = 0; |
1534 |
if (!(move_object (ob, circle[ob->move_status]))) |
1535 |
(void) move_object (ob, rndm (8) + 1); |
1536 |
} |
1537 |
|
1538 |
void |
1539 |
pace_movev (object *ob) |
1540 |
{ |
1541 |
if (ob->move_status++ > 6) |
1542 |
ob->move_status = 0; |
1543 |
if (ob->move_status < 4) |
1544 |
(void) move_object (ob, 5); |
1545 |
else |
1546 |
(void) move_object (ob, 1); |
1547 |
} |
1548 |
|
1549 |
void |
1550 |
pace_moveh (object *ob) |
1551 |
{ |
1552 |
if (ob->move_status++ > 6) |
1553 |
ob->move_status = 0; |
1554 |
if (ob->move_status < 4) |
1555 |
(void) move_object (ob, 3); |
1556 |
else |
1557 |
(void) move_object (ob, 7); |
1558 |
} |
1559 |
|
1560 |
void |
1561 |
pace2_movev (object *ob) |
1562 |
{ |
1563 |
if (ob->move_status++ > 16) |
1564 |
ob->move_status = 0; |
1565 |
if (ob->move_status < 6) |
1566 |
(void) move_object (ob, 5); |
1567 |
else if (ob->move_status < 8) |
1568 |
return; |
1569 |
else if (ob->move_status < 13) |
1570 |
(void) move_object (ob, 1); |
1571 |
else |
1572 |
return; |
1573 |
} |
1574 |
|
1575 |
void |
1576 |
pace2_moveh (object *ob) |
1577 |
{ |
1578 |
if (ob->move_status++ > 16) |
1579 |
ob->move_status = 0; |
1580 |
if (ob->move_status < 6) |
1581 |
(void) move_object (ob, 3); |
1582 |
else if (ob->move_status < 8) |
1583 |
return; |
1584 |
else if (ob->move_status < 13) |
1585 |
(void) move_object (ob, 7); |
1586 |
else |
1587 |
return; |
1588 |
} |
1589 |
|
1590 |
void |
1591 |
rand_move (object *ob) |
1592 |
{ |
1593 |
int i; |
1594 |
|
1595 |
if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9))))) |
1596 |
for (i = 0; i < 5; i++) |
1597 |
if (move_object (ob, ob->move_status = rndm (8) + 1)) |
1598 |
return; |
1599 |
} |
1600 |
|
1601 |
void |
1602 |
check_earthwalls (object *op, maptile *m, int x, int y) |
1603 |
{ |
1604 |
object *tmp; |
1605 |
|
1606 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1607 |
{ |
1608 |
if (tmp->type == EARTHWALL) |
1609 |
{ |
1610 |
hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1611 |
return; |
1612 |
} |
1613 |
} |
1614 |
} |
1615 |
|
1616 |
void |
1617 |
check_doors (object *op, maptile *m, int x, int y) |
1618 |
{ |
1619 |
object *tmp; |
1620 |
|
1621 |
for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) |
1622 |
{ |
1623 |
if (tmp->type == DOOR) |
1624 |
{ |
1625 |
hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1626 |
return; |
1627 |
} |
1628 |
} |
1629 |
} |
1630 |
|
1631 |
/* find_mon_throw_ob() - modeled on find_throw_ob |
1632 |
* This is probably overly simplistic as it is now - We want |
1633 |
* monsters to throw things like chairs and other pieces of |
1634 |
* furniture, even if they are not good throwable objects. |
1635 |
* Probably better to have the monster throw a throwable object |
1636 |
* first, then throw any non equipped weapon. |
1637 |
*/ |
1638 |
|
1639 |
object * |
1640 |
find_mon_throw_ob (object *op) |
1641 |
{ |
1642 |
object *tmp = NULL; |
1643 |
|
1644 |
if (op->head) |
1645 |
tmp = op->head; |
1646 |
else |
1647 |
tmp = op; |
1648 |
|
1649 |
/* New throw code: look through the inventory. Grap the first legal is_thrown |
1650 |
* marked item and throw it to the enemy. |
1651 |
*/ |
1652 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1653 |
{ |
1654 |
/* Can't throw invisible objects or items that are applied */ |
1655 |
if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED)) |
1656 |
continue; |
1657 |
|
1658 |
if (QUERY_FLAG (tmp, FLAG_IS_THROWN)) |
1659 |
break; |
1660 |
|
1661 |
} |
1662 |
|
1663 |
#ifdef DEBUG_THROW |
1664 |
LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1665 |
#endif |
1666 |
|
1667 |
return tmp; |
1668 |
} |
1669 |
|
1670 |
/* determine if we can 'detect' the enemy. Check for walls blocking the |
1671 |
* los. Also, just because its hidden/invisible, we may be sensitive/smart |
1672 |
* enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1673 |
* modified by MSW to use the get_rangevector so that map tiling works |
1674 |
* properly. I also so odd code in place that checked for x distance |
1675 |
* OR y distance being within some range - that seemed wrong - both should |
1676 |
* be within the valid range. MSW 2001-08-05 |
1677 |
* Returns 0 if enemy can not be detected, 1 if it is detected |
1678 |
*/ |
1679 |
|
1680 |
int |
1681 |
can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1682 |
{ |
1683 |
int radius = MIN_MON_RADIUS, hide_discovery; |
1684 |
|
1685 |
/* null detection for any of these condtions always */ |
1686 |
if (!op || !enemy || !op->map || !enemy->map) |
1687 |
return 0; |
1688 |
|
1689 |
/* If the monster (op) has no way to get to the enemy, do nothing */ |
1690 |
if (!on_same_map (op, enemy)) |
1691 |
return 0; |
1692 |
|
1693 |
get_rangevector (op, enemy, rv, 0); |
1694 |
|
1695 |
/* Monsters always ignore the DM */ |
1696 |
if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ)) |
1697 |
return 0; |
1698 |
|
1699 |
/* simple check. Should probably put some range checks in here. */ |
1700 |
if (can_see_enemy (op, enemy)) |
1701 |
return 1; |
1702 |
|
1703 |
/* The rest of this is for monsters. Players are on their own for |
1704 |
* finding enemies! |
1705 |
*/ |
1706 |
if (op->type == PLAYER) |
1707 |
return 0; |
1708 |
|
1709 |
/* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1710 |
* flag (which was already checked) in can_see_enmy (). Lets get out of here |
1711 |
*/ |
1712 |
if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1713 |
return 0; |
1714 |
|
1715 |
/* use this for invis also */ |
1716 |
hide_discovery = op->stats.Int / 5; |
1717 |
|
1718 |
/* Determine Detection radii */ |
1719 |
if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1720 |
radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS; |
1721 |
else |
1722 |
{ /* a level/INT/Dex adjustment for hiding */ |
1723 |
object *sk_hide; |
1724 |
int bonus = (op->level / 2) + (op->stats.Int / 5); |
1725 |
|
1726 |
if (enemy->type == PLAYER) |
1727 |
{ |
1728 |
if ((sk_hide = find_skill_by_number (enemy, SK_HIDING))) |
1729 |
bonus -= sk_hide->level; |
1730 |
else |
1731 |
{ |
1732 |
LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1733 |
make_visible (enemy); |
1734 |
radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1735 |
} |
1736 |
} |
1737 |
else /* enemy is not a player */ |
1738 |
bonus -= enemy->level; |
1739 |
|
1740 |
radius += bonus / 5; |
1741 |
hide_discovery += bonus * 5; |
1742 |
} /* else creature has modifiers for hiding */ |
1743 |
|
1744 |
/* Radii stealth adjustment. Only if you are stealthy |
1745 |
* will you be able to sneak up closer to creatures */ |
1746 |
if (QUERY_FLAG (enemy, FLAG_STEALTH)) |
1747 |
radius = radius / 2, hide_discovery = hide_discovery / 3; |
1748 |
|
1749 |
/* Radii adjustment for enemy standing in the dark */ |
1750 |
if (op->map->darkness > 0 && !stand_in_light (enemy)) |
1751 |
{ |
1752 |
/* on dark maps body heat can help indicate location with infravision |
1753 |
* undead don't have body heat, so no benefit detecting them. |
1754 |
*/ |
1755 |
if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy)) |
1756 |
radius += op->map->darkness / 2; |
1757 |
else |
1758 |
radius -= op->map->darkness / 2; |
1759 |
|
1760 |
/* op next to a monster (and not in complete darkness) |
1761 |
* the monster should have a chance to see you. |
1762 |
*/ |
1763 |
if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1) |
1764 |
radius = MIN_MON_RADIUS; |
1765 |
} /* if on dark map */ |
1766 |
|
1767 |
/* Lets not worry about monsters that have incredible detection |
1768 |
* radii, we only need to worry here about things the player can |
1769 |
* (potentially) see. This is 13, as that is the maximum size the player |
1770 |
* may have for their map - in that way, creatures at the edge will |
1771 |
* do something. Note that the distance field in the |
1772 |
* vector is real distance, so in theory this should be 18 to |
1773 |
* find that. |
1774 |
*/ |
1775 |
if (radius > 13) |
1776 |
radius = 13; |
1777 |
|
1778 |
/* Enemy in range! Now test for detection */ |
1779 |
if ((int) rv->distance <= radius) |
1780 |
{ |
1781 |
/* ah, we are within range, detected? take cases */ |
1782 |
if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1783 |
return 1; |
1784 |
|
1785 |
/* hidden or low-quality invisible */ |
1786 |
if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery)) |
1787 |
{ |
1788 |
make_visible (enemy); |
1789 |
/* inform players of new status */ |
1790 |
if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1791 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1792 |
return 1; /* detected enemy */ |
1793 |
} |
1794 |
else if (enemy->invisible) |
1795 |
{ |
1796 |
/* Change this around - instead of negating the invisible, just |
1797 |
* return true so that the mosnter that managed to detect you can |
1798 |
* do something to you. Decreasing the duration of invisible |
1799 |
* doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1800 |
* can then basically negate the spell. The spell isn't negated - |
1801 |
* they just know where you are! |
1802 |
*/ |
1803 |
if ((rndm (50)) <= hide_discovery) |
1804 |
{ |
1805 |
if (enemy->type == PLAYER) |
1806 |
{ |
1807 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1808 |
} |
1809 |
return 1; |
1810 |
} |
1811 |
} |
1812 |
} /* within range */ |
1813 |
|
1814 |
/* Wasn't detected above, so still hidden */ |
1815 |
return 0; |
1816 |
} |
1817 |
|
1818 |
/* determine if op stands in a lighted square. This is not a very |
1819 |
* intellegent algorithm. For one thing, we ignore los here, SO it |
1820 |
* is possible for a bright light to illuminate a player on the |
1821 |
* other side of a wall (!). |
1822 |
*/ |
1823 |
|
1824 |
int |
1825 |
stand_in_light (object *op) |
1826 |
{ |
1827 |
sint16 nx, ny; |
1828 |
maptile *m; |
1829 |
|
1830 |
|
1831 |
if (!op) |
1832 |
return 0; |
1833 |
if (op->glow_radius > 0) |
1834 |
return 1; |
1835 |
|
1836 |
if (op->map) |
1837 |
{ |
1838 |
int x, y, x1, y1; |
1839 |
|
1840 |
|
1841 |
|
1842 |
/* Check the spaces with the max light radius to see if any of them |
1843 |
* have lights, and if any of them light the player enough, then return 1. |
1844 |
*/ |
1845 |
for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) |
1846 |
{ |
1847 |
for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) |
1848 |
{ |
1849 |
m = op->map; |
1850 |
nx = x; |
1851 |
ny = y; |
1852 |
|
1853 |
if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) |
1854 |
continue; |
1855 |
|
1856 |
x1 = abs (x - op->x) * abs (x - op->x); |
1857 |
y1 = abs (y - op->y) * abs (y - op->y); |
1858 |
if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny)) |
1859 |
return 1; |
1860 |
} |
1861 |
} |
1862 |
} |
1863 |
return 0; |
1864 |
} |
1865 |
|
1866 |
|
1867 |
/* assuming no walls/barriers, lets check to see if its *possible* |
1868 |
* to see an enemy. Note, "detection" is different from "seeing". |
1869 |
* See can_detect_enemy() for more details. -b.t. |
1870 |
* return 0 if can't be seen, 1 if can be |
1871 |
*/ |
1872 |
|
1873 |
int |
1874 |
can_see_enemy (object *op, object *enemy) |
1875 |
{ |
1876 |
object *looker = op->head ? op->head : op; |
1877 |
|
1878 |
/* safety */ |
1879 |
if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE)) |
1880 |
return 0; |
1881 |
|
1882 |
/* we dont give a full treatment of xrays here (shorter range than normal, |
1883 |
* see through walls). Should we change the code elsewhere to make you |
1884 |
* blind even if you can xray? |
1885 |
*/ |
1886 |
if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS)) |
1887 |
return 0; |
1888 |
|
1889 |
/* checking for invisible things */ |
1890 |
if (enemy->invisible) |
1891 |
{ |
1892 |
/* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1893 |
* However,if you carry any source of light, then the hidden |
1894 |
* creature is seeable (and stupid) */ |
1895 |
|
1896 |
if (has_carried_lights (enemy)) |
1897 |
{ |
1898 |
if (enemy->hide) |
1899 |
{ |
1900 |
make_visible (enemy); |
1901 |
new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1902 |
} |
1903 |
return 1; |
1904 |
} |
1905 |
else if (enemy->hide) |
1906 |
return 0; |
1907 |
|
1908 |
/* Invisible enemy. Break apart the check for invis undead/invis looker |
1909 |
* into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1910 |
* and making it a conditional makes the code pretty ugly. |
1911 |
*/ |
1912 |
if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE)) |
1913 |
{ |
1914 |
if (makes_invisible_to (enemy, looker)) |
1915 |
return 0; |
1916 |
} |
1917 |
} |
1918 |
else if (looker->type == PLAYER) /* for players, a (possible) shortcut */ |
1919 |
if (player_can_view (looker, enemy)) |
1920 |
return 1; |
1921 |
|
1922 |
/* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1923 |
* unless they carry a light or stand in light. Darkness doesnt |
1924 |
* inhibit the undead per se (but we should give their archs |
1925 |
* CAN_SEE_IN_DARK, this is just a safety |
1926 |
* we care about the enemy maps status, not the looker. |
1927 |
* only relevant for tiled maps, but it is possible that the |
1928 |
* enemy is on a bright map and the looker on a dark - in that |
1929 |
* case, the looker can still see the enemy |
1930 |
*/ |
1931 |
if (enemy->map->darkness > 0 && !stand_in_light (enemy) |
1932 |
&& (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS))) |
1933 |
return 0; |
1934 |
|
1935 |
return 1; |
1936 |
} |