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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* option) any later version. |
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* |
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* This program is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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*/ |
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|
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//+GPL |
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|
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#include <global.h> |
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#include <sproto.h> |
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#include <spells.h> |
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#include <skills.h> |
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|
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#define MIN_MON_RADIUS 3 /* minimum monster detection radius */ |
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|
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/* checks npc->enemy and returns that enemy if still valid, |
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* NULL otherwise. |
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* this is map tile aware. |
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* If this returns an enemy, the range vector rv should also be |
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* set to sane values. |
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*/ |
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object * |
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check_enemy (object *npc, rv_vector * rv) |
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{ |
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/* if this is pet, let him attack the same enemy as his owner |
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* TODO: when there is no ower enemy, try to find a target, |
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* which CAN attack the owner. */ |
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if ((npc->attack_movement & HI4) == PETMOVE) |
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{ |
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if (npc->owner == NULL) |
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npc->enemy = NULL; |
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else if (npc->enemy == NULL) |
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npc->enemy = npc->owner->enemy; |
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} |
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|
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/* periodically, a monster may change its target. Also, if the object |
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* has been destroyed, etc, clear the enemy. |
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* TODO: this should be changed, because it invokes to attack forced or |
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* attacked monsters to leave the attacker alone, before it is destroyed |
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*/ |
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/* I had removed the random target leave, this invokes problems with friendly |
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* objects, getting attacked and defending herself - they don't try to attack |
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* again then but perhaps get attack on and on |
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* If we include a aggravated flag in , we can handle evil vs evil and good vs good |
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* too. */ |
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|
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if (npc->enemy) |
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{ |
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/* I broke these if's apart to better be able to see what |
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* the grouping checks are. Code is the same. |
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*/ |
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if (npc->enemy->flag [FLAG_REMOVED] || |
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npc->enemy->flag [FLAG_FREED] || |
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!on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL]) |
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npc->enemy = 0; |
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|
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else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY] |
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&& !(should_arena_attack (npc, npc->owner, npc->enemy))) |
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|| ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy))) |
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|| npc->enemy == npc->owner)) |
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npc->enemy = 0; |
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|
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|
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else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER)) |
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npc->enemy = 0; |
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|
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/* I've noticed that pets could sometimes get an arrow as the |
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* target enemy - this code below makes sure the enemy is something |
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* that should be attacked. My guess is that the arrow hits |
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* the creature/owner, and so the creature then takes that |
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* as the enemy to attack. |
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*/ |
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else if (!npc->enemy->flag [FLAG_MONSTER] |
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&& !npc->enemy->flag [FLAG_GENERATOR] |
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&& npc->enemy->type != PLAYER |
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&& npc->enemy->type != GOLEM) |
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npc->enemy = 0; |
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} |
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|
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return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0; |
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} |
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|
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/* Returns the nearest living creature (monster or generator). |
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* Modified to deal with tiled maps properly. |
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* Also fixed logic so that monsters in the lower directions were more |
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* likely to be skipped - instead of just skipping the 'start' number |
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* of direction, revisit them after looking at all the other spaces. |
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* |
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* Note that being this may skip some number of spaces, it will |
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* not necessarily find the nearest living creature - it basically |
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* chooses one from within a 3 space radius, and since it skips |
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* the first few directions, it could very well choose something |
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* 3 spaces away even though something directly north is closer. |
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* |
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* this function is map tile aware. |
114 |
*/ |
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object * |
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find_nearest_living_creature (object *npc) |
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{ |
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int i, mflags; |
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sint16 nx, ny; |
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maptile *m; |
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int search_arr[SIZEOFFREE]; |
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|
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get_search_arr (search_arr); |
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|
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for (i = 0; i < SIZEOFFREE; i++) |
126 |
{ |
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/* modified to implement smart searching using search_arr |
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* guidance array to determine direction of search order |
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*/ |
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nx = npc->x + DIRX (search_arr[i]); |
131 |
ny = npc->y + DIRY (search_arr[i]); |
132 |
m = npc->map; |
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|
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mflags = get_map_flags (m, &m, nx, ny, &nx, &ny); |
135 |
|
136 |
if (mflags & P_OUT_OF_MAP) |
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continue; |
138 |
|
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if (mflags & P_IS_ALIVE) |
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{ |
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for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below) |
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if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER) |
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if (can_see_monsterP (m, nx, ny, i)) |
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return tmp; |
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} |
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} |
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|
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return 0; |
149 |
} |
150 |
|
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/* Tries to find an enemy for npc. We pass the range vector since |
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* our caller will find the information useful. |
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* Currently, only move_monster calls this function. |
154 |
* Fix function so that we always make calls to get_rangevector |
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* if we have a valid target - function as not doing so in |
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* many cases. |
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*/ |
158 |
static object * |
159 |
find_enemy (object *npc, rv_vector * rv) |
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{ |
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object *attacker, *tmp = NULL; |
162 |
|
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attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
164 |
npc->attacked_by = 0; /* always clear the attacker entry */ |
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|
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/* if we berserk, we don't care about others - we attack all we can find */ |
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if (npc->flag [FLAG_BERSERK]) |
168 |
{ |
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tmp = find_nearest_living_creature (npc); |
170 |
|
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if (tmp) |
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get_rangevector (npc, tmp, rv, 0); |
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|
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return tmp; |
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} |
176 |
|
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/* Here is the main enemy selection. |
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* We want this: if there is an enemy, attack him until its not possible or |
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* one of both is dead. |
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* If we have no enemy and we are... |
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* a monster: try to find a player, a pet or a friendly monster |
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* a friendly: only target a monster which is targeting you first or targeting a player |
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* a neutral: fight a attacker (but there should be none), then do nothing |
184 |
* a pet: attack player enemy or a monster |
185 |
*/ |
186 |
|
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/* pet move */ |
188 |
if ((npc->attack_movement & HI4) == PETMOVE) |
189 |
{ |
190 |
tmp = get_pet_enemy (npc, rv); |
191 |
|
192 |
if (tmp) |
193 |
get_rangevector (npc, tmp, rv, 0); |
194 |
|
195 |
return tmp; |
196 |
} |
197 |
|
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/* we check our old enemy. */ |
199 |
if (!(tmp = check_enemy (npc, rv))) |
200 |
{ |
201 |
if (attacker) /* if we have an attacker, check him */ |
202 |
{ |
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/* TODO: that's not finished */ |
204 |
/* we don't want a fight evil vs evil or good against non evil */ |
205 |
|
206 |
if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */ |
207 |
(npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) || |
208 |
(!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER))) |
209 |
npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */ |
210 |
else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */ |
211 |
{ |
212 |
npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */ |
213 |
npc->enemy = attacker; |
214 |
return attacker; /* yes, we face our attacker! */ |
215 |
} |
216 |
} |
217 |
|
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/* we have no legal enemy or attacker, so we try to target a new one */ |
219 |
if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL]) |
220 |
{ |
221 |
npc->enemy = get_nearest_player (npc); |
222 |
if (npc->enemy) |
223 |
tmp = check_enemy (npc, rv); |
224 |
} |
225 |
|
226 |
} |
227 |
|
228 |
return tmp; |
229 |
} |
230 |
|
231 |
/* Sees if this monster should wake up. |
232 |
* Currently, this is only called from move_monster, and |
233 |
* if enemy is set, then so should be rv. |
234 |
* returns 1 if the monster should wake up, 0 otherwise. |
235 |
*/ |
236 |
static int |
237 |
check_wakeup (object *op, object *enemy, rv_vector *rv) |
238 |
{ |
239 |
/* Trim work - if no enemy, no need to do anything below */ |
240 |
if (!enemy) |
241 |
return 0; |
242 |
|
243 |
if (!op->flag [FLAG_SLEEP]) |
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return 1; |
245 |
|
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int radius = max (op->stats.Wis, MIN_MON_RADIUS); |
247 |
|
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if (op->flag [FLAG_BLIND]) |
249 |
/* blinded monsters can only find nearby objects to attack */ |
250 |
radius = MIN_MON_RADIUS; |
251 |
else if (op->map |
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&& !enemy->invisible |
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&& !stand_in_light (enemy) |
254 |
&& (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE])) |
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/* This covers the situation where the monster is in the dark |
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* and has an enemy. If the enemy has no carried light (or isnt |
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* glowing!) then the monster has trouble finding the enemy. |
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* Remember we already checked to see if the monster can see in |
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* the dark. */ |
260 |
min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ()); |
261 |
|
262 |
if (enemy->flag [FLAG_STEALTH]) |
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radius = radius / 2 + 1; |
264 |
|
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/* enemy should already be on this map, so don't really need to check |
266 |
* for that. |
267 |
*/ |
268 |
if (rv->distance <= radius) |
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{ |
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op->clr_flag (FLAG_SLEEP); |
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return 1; |
272 |
} |
273 |
|
274 |
return 0; |
275 |
} |
276 |
|
277 |
static int |
278 |
move_randomly (object *op) |
279 |
{ |
280 |
/* Give up to 15 chances for a monster to move randomly */ |
281 |
for (int i = 0; i < 15; i++) |
282 |
if (op->move (rndm (8) + 1)) |
283 |
return 1; |
284 |
|
285 |
return 0; |
286 |
} |
287 |
|
288 |
/* |
289 |
* monster_can_pick(): If the monster is interested in picking up |
290 |
* the item, then return 0. Otherwise 0. |
291 |
* Instead of pick_up, flags for "greed", etc, should be used. |
292 |
* I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
293 |
*/ |
294 |
static int |
295 |
monster_can_pick (object *monster, object *item) |
296 |
{ |
297 |
int flag = 0; |
298 |
int i; |
299 |
|
300 |
if (!can_pick (monster, item)) |
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. |
366 |
*/ |
367 |
for (i = 0; i < NUM_BODY_LOCATIONS; i++) |
368 |
{ |
369 |
if (monster->slot[i].info && item->slot[i].info) |
370 |
{ |
371 |
flag = 1; |
372 |
break; |
373 |
} |
374 |
} |
375 |
|
376 |
if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag)) |
377 |
return 1; |
378 |
|
379 |
return 0; |
380 |
} |
381 |
|
382 |
/* |
383 |
* monster_check_pickup(): checks for items that monster can pick up. |
384 |
* |
385 |
* Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
386 |
* Each time the blob passes over some treasure, it will |
387 |
* grab it a.s.a.p. |
388 |
* |
389 |
* Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
390 |
* to handle this. |
391 |
* |
392 |
* This function was seen be continueing looping at one point (tmp->below |
393 |
* became a recursive loop. It may be better to call monster_check_apply |
394 |
* after we pick everything up, since that function may call others which |
395 |
* affect stacking on this space. |
396 |
*/ |
397 |
static void |
398 |
monster_check_pickup (object *monster) |
399 |
{ |
400 |
for (object *next, *tmp = monster->below; tmp; tmp = next) |
401 |
{ |
402 |
next = tmp->below; |
403 |
|
404 |
if (monster_can_pick (monster, tmp)) |
405 |
{ |
406 |
tmp->remove (); |
407 |
tmp = insert_ob_in_ob (tmp, monster); |
408 |
monster_check_apply (monster, tmp); |
409 |
} |
410 |
|
411 |
/* We could try to re-establish the cycling, of the space, but probably |
412 |
* not a big deal to just bail out. |
413 |
*/ |
414 |
if (next && next->destroyed ()) |
415 |
return; |
416 |
} |
417 |
} |
418 |
|
419 |
/* |
420 |
* monster_apply_below(): |
421 |
* Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
422 |
* eager to apply things, encounters something apply-able, |
423 |
* then make him apply it |
424 |
*/ |
425 |
static void |
426 |
monster_apply_below (object *monster) |
427 |
{ |
428 |
object *tmp, *next; |
429 |
|
430 |
for (tmp = monster->below; tmp != NULL; tmp = next) |
431 |
{ |
432 |
next = tmp->below; |
433 |
switch (tmp->type) |
434 |
{ |
435 |
case T_HANDLE: |
436 |
case TRIGGER: |
437 |
if (monster->will_apply & 1) |
438 |
monster->apply (tmp); |
439 |
break; |
440 |
|
441 |
case TREASURE: |
442 |
if (monster->will_apply & 2) |
443 |
monster->apply (tmp); |
444 |
break; |
445 |
|
446 |
} |
447 |
if (tmp->flag [FLAG_IS_FLOOR]) |
448 |
break; |
449 |
} |
450 |
} |
451 |
|
452 |
/* Returns 1 is monster should cast spell sp at an enemy |
453 |
* Returns 0 if the monster should not cast this spell. |
454 |
* |
455 |
* Note that this function does not check to see if the monster can |
456 |
* in fact cast the spell (sp dependencies and what not.) That is because |
457 |
* this function is also sued to see if the monster should use spell items |
458 |
* (rod/horn/wand/scroll). |
459 |
* Note that there are certainly other offensive spells that could be |
460 |
* included, but I decided to leave out the spells that may kill more |
461 |
* monsters than players (eg, disease). |
462 |
* |
463 |
* This could be a lot smarter - if there are few monsters around, |
464 |
* then disease might not be as bad. Likewise, if the monster is damaged, |
465 |
* the right type of healing spell could be useful. |
466 |
*/ |
467 |
static int |
468 |
monster_should_cast_spell (object *monster, object *spell_ob) |
469 |
{ |
470 |
if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
471 |
spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
472 |
spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
473 |
spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
474 |
spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
475 |
spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE) |
476 |
return 1; |
477 |
|
478 |
return 0; |
479 |
} |
480 |
|
481 |
/* Checks if putting on 'item' will make 'who' do more |
482 |
* damage. This is a very simplistic check - also checking things |
483 |
* like speed and ac are also relevant. |
484 |
* |
485 |
* return true if item is a better object. |
486 |
*/ |
487 |
static int |
488 |
check_good_weapon (object *who, object *item) |
489 |
{ |
490 |
object *other_weap; |
491 |
int val = 0, i; |
492 |
|
493 |
for (other_weap = who->inv; other_weap; other_weap = other_weap->below) |
494 |
if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED]) |
495 |
break; |
496 |
|
497 |
if (!other_weap) /* No other weapons */ |
498 |
return 1; |
499 |
|
500 |
/* Rather than go through and apply the new one, and see if it is |
501 |
* better, just do some simple checks |
502 |
* Put some multipliers for things that hvae several effects, |
503 |
* eg, magic affects both damage and wc, so it has more weight |
504 |
*/ |
505 |
|
506 |
val = item->stats.dam - other_weap->stats.dam; |
507 |
val += (item->magic - other_weap->magic) * 3; |
508 |
/* Monsters don't really get benefits from things like regen rates |
509 |
* from items. But the bonus for their stats are very important. |
510 |
*/ |
511 |
for (i = 0; i < NUM_STATS; i++) |
512 |
val += item->stats.stat (i) - other_weap->stats.stat (i) * 2; |
513 |
|
514 |
if (val > 0) |
515 |
return 1; |
516 |
else |
517 |
return 0; |
518 |
} |
519 |
|
520 |
static int |
521 |
check_good_armour (object *who, object *item) |
522 |
{ |
523 |
object *other_armour; |
524 |
int val = 0, i; |
525 |
|
526 |
for (other_armour = who->inv; other_armour; other_armour = other_armour->below) |
527 |
if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED]) |
528 |
break; |
529 |
|
530 |
if (other_armour == NULL) /* No other armour, use the new */ |
531 |
return 1; |
532 |
|
533 |
/* Like above function , see which is better */ |
534 |
val = item->stats.ac - other_armour->stats.ac; |
535 |
val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5; |
536 |
val += (item->magic - other_armour->magic) * 3; |
537 |
|
538 |
/* for the other protections, do weigh them very much in the equation - |
539 |
* it is the armor protection which is most important, because there is |
540 |
* no good way to know what the player may attack the monster with. |
541 |
* So if the new item has better protection than the old, give that higher |
542 |
* value. If the reverse, then decrease the value of this item some. |
543 |
*/ |
544 |
for (i = 1; i < NROFATTACKS; i++) |
545 |
{ |
546 |
if (item->resist[i] > other_armour->resist[i]) |
547 |
val++; |
548 |
else if (item->resist[i] < other_armour->resist[i]) |
549 |
val--; |
550 |
} |
551 |
|
552 |
/* Very few armours have stats, so not much need to worry about those. */ |
553 |
|
554 |
if (val > 0) |
555 |
return 1; |
556 |
else |
557 |
return 0; |
558 |
} |
559 |
|
560 |
/* |
561 |
* monster_check_apply() is meant to be called after an item is |
562 |
* inserted in a monster. |
563 |
* If an item becomes outdated (monster found a better item), |
564 |
* a pointer to that object is returned, so it can be dropped. |
565 |
* (so that other monsters can pick it up and use it) |
566 |
* Note that as things are now, monsters never drop something - |
567 |
* they can pick up all that they can use. |
568 |
*/ |
569 |
/* Sept 96, fixed this so skills will be readied -b.t.*/ |
570 |
void |
571 |
monster_check_apply (object *mon, object *item) |
572 |
{ |
573 |
int flag = 0; |
574 |
|
575 |
if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL])) |
576 |
{ |
577 |
mon->set_flag (FLAG_CAST_SPELL); |
578 |
return; |
579 |
} |
580 |
|
581 |
/* If for some reason, this item is already applied, no more work to do */ |
582 |
if (item->flag [FLAG_APPLIED]) |
583 |
return; |
584 |
|
585 |
/* Might be better not to do this - if the monster can fire a bow, |
586 |
* it is possible in his wanderings, he will find one to use. In |
587 |
* which case, it would be nice to have ammo for it. |
588 |
*/ |
589 |
if (mon->flag [FLAG_USE_BOW] && item->type == ARROW) |
590 |
{ |
591 |
/* Check for the right kind of bow */ |
592 |
object *bow; |
593 |
|
594 |
for (bow = mon->inv; bow; bow = bow->below) |
595 |
if (bow->type == BOW && bow->race == item->race) |
596 |
{ |
597 |
mon->set_flag (FLAG_READY_BOW); |
598 |
return; /* nothing more to do for arrows */ |
599 |
} |
600 |
} |
601 |
|
602 |
if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) |
603 |
flag = 1; |
604 |
/* Eating food gets hp back */ |
605 |
else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) |
606 |
flag = 1; |
607 |
else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL]) |
608 |
{ |
609 |
if (!item->inv) |
610 |
LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
611 |
else if (monster_should_cast_spell (mon, item->inv)) |
612 |
mon->set_flag (FLAG_READY_SCROLL); |
613 |
/* Don't use it right now */ |
614 |
return; |
615 |
} |
616 |
else if (item->type == WEAPON) |
617 |
flag = check_good_weapon (mon, item); |
618 |
else if (item->is_armor ()) |
619 |
flag = check_good_armour (mon, item); |
620 |
/* Should do something more, like make sure this is a better item */ |
621 |
else if (item->type == RING) |
622 |
flag = 1; |
623 |
else if (item->type == WAND || item->type == ROD || item->type == HORN) |
624 |
{ |
625 |
/* We never really 'ready' the wand/rod/horn, because that would mean the |
626 |
* weapon would get undone. |
627 |
*/ |
628 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
629 |
{ |
630 |
mon->set_flag (FLAG_READY_RANGE); |
631 |
item->set_flag (FLAG_APPLIED); |
632 |
} |
633 |
return; |
634 |
} |
635 |
else if (item->type == BOW) |
636 |
{ |
637 |
/* We never really 'ready' the bow, because that would mean the |
638 |
* weapon would get undone. |
639 |
*/ |
640 |
if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)) |
641 |
mon->set_flag (FLAG_READY_BOW); |
642 |
return; |
643 |
} |
644 |
else if (item->type == SKILL) |
645 |
{ |
646 |
/* |
647 |
* skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
648 |
* else they can't use the skill... |
649 |
* Skills also don't need to get applied, so return now. |
650 |
*/ |
651 |
mon->set_flag (FLAG_READY_SKILL); |
652 |
return; |
653 |
} |
654 |
|
655 |
/* if we don't match one of the above types, return now. |
656 |
* can_apply_object will say that we can apply things like flesh, |
657 |
* bolts, and whatever else, because it only checks against the |
658 |
* body_info locations. |
659 |
*/ |
660 |
if (!flag) |
661 |
return; |
662 |
|
663 |
/* Check to see if the monster can use this item. If not, no need |
664 |
* to do further processing. Note that can_apply_object already checks |
665 |
* for the CAN_USE flags. |
666 |
*/ |
667 |
if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK) |
668 |
return; |
669 |
|
670 |
/* should only be applying this item, not unapplying it. |
671 |
* also, ignore status of curse so they can take off old armour. |
672 |
* monsters have some advantages after all. |
673 |
*/ |
674 |
mon->apply (item, AP_APPLY | AP_IGNORE_CURSE); |
675 |
} |
676 |
|
677 |
static int |
678 |
can_hit (object *ob1, object *ob2, rv_vector * rv) |
679 |
{ |
680 |
object *more; |
681 |
rv_vector rv1; |
682 |
|
683 |
if (ob1->flag [FLAG_CONFUSED] && !(rndm (3))) |
684 |
return 0; |
685 |
|
686 |
if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2) |
687 |
return 1; |
688 |
|
689 |
/* check all the parts of ob2 - just because we can't get to |
690 |
* its head doesn't mean we don't want to pound its feet |
691 |
*/ |
692 |
for (more = ob2->more; more; more = more->more) |
693 |
{ |
694 |
get_rangevector (ob1, more, &rv1, 0); |
695 |
if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2) |
696 |
return 1; |
697 |
} |
698 |
|
699 |
return 0; |
700 |
} |
701 |
|
702 |
static int |
703 |
dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
704 |
{ |
705 |
if (can_hit (part, enemy, rv)) |
706 |
return dir; |
707 |
|
708 |
if (rv->distance < 10) |
709 |
return absdir (dir + 4); |
710 |
else if (rv->distance > 18) |
711 |
return dir; |
712 |
|
713 |
return 0; |
714 |
} |
715 |
|
716 |
static int |
717 |
run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv) |
718 |
{ |
719 |
if (can_hit (part, enemy, rv)) |
720 |
return dir; |
721 |
else |
722 |
return absdir (dir + 4); |
723 |
} |
724 |
|
725 |
static int |
726 |
hitrun_att (int dir, object *ob, object *enemy) |
727 |
{ |
728 |
if (ob->move_status++ < 25) |
729 |
return dir; |
730 |
else if (ob->move_status < 50) |
731 |
return absdir (dir + 4); |
732 |
else |
733 |
ob->move_status = 0; |
734 |
|
735 |
return absdir (dir + 4); |
736 |
} |
737 |
|
738 |
static int |
739 |
wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
740 |
{ |
741 |
int inrange = can_hit (part, enemy, rv); |
742 |
|
743 |
if (ob->move_status || inrange) |
744 |
ob->move_status++; |
745 |
|
746 |
if (ob->move_status == 0) |
747 |
return 0; |
748 |
else if (ob->move_status < 10) |
749 |
return dir; |
750 |
else if (ob->move_status < 15) |
751 |
return absdir (dir + 4); |
752 |
|
753 |
ob->move_status = 0; |
754 |
return 0; |
755 |
} |
756 |
|
757 |
static int |
758 |
disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
759 |
{ |
760 |
/* The logic below here looked plain wrong before. Basically, what should |
761 |
* happen is that if the creatures hp percentage falls below run_away, |
762 |
* the creature should run away (dir+4) |
763 |
* I think its wrong for a creature to have a zero maxhp value, but |
764 |
* at least one map has this set, and whatever the map contains, the |
765 |
* server should try to be resilant enough to avoid the problem |
766 |
*/ |
767 |
if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away) |
768 |
return absdir (dir + 4); |
769 |
|
770 |
return dist_att (dir, ob, enemy, part, rv); |
771 |
} |
772 |
|
773 |
static int |
774 |
wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv) |
775 |
{ |
776 |
if (rv->distance < 9) |
777 |
return absdir (dir + 4); |
778 |
|
779 |
return 0; |
780 |
} |
781 |
|
782 |
static void |
783 |
circ1_move (object *ob) |
784 |
{ |
785 |
static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 }; |
786 |
|
787 |
if (++ob->move_status > 11) |
788 |
ob->move_status = 0; |
789 |
|
790 |
if (!(ob->move (circle[ob->move_status]))) |
791 |
ob->move (rndm (8) + 1); |
792 |
} |
793 |
|
794 |
static void |
795 |
circ2_move (object *ob) |
796 |
{ |
797 |
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 |
|
799 |
if (++ob->move_status > 19) |
800 |
ob->move_status = 0; |
801 |
|
802 |
if (!(ob->move (circle[ob->move_status]))) |
803 |
ob->move (rndm (8) + 1); |
804 |
} |
805 |
|
806 |
static void |
807 |
pace_movev (object *ob) |
808 |
{ |
809 |
if (ob->move_status++ > 6) |
810 |
ob->move_status = 0; |
811 |
|
812 |
if (ob->move_status < 4) |
813 |
ob->move (5); |
814 |
else |
815 |
ob->move (1); |
816 |
} |
817 |
|
818 |
static void |
819 |
pace_moveh (object *ob) |
820 |
{ |
821 |
if (ob->move_status++ > 6) |
822 |
ob->move_status = 0; |
823 |
|
824 |
if (ob->move_status < 4) |
825 |
ob->move (3); |
826 |
else |
827 |
ob->move (7); |
828 |
} |
829 |
|
830 |
static void |
831 |
pace2_movev (object *ob) |
832 |
{ |
833 |
if (ob->move_status++ > 16) |
834 |
ob->move_status = 0; |
835 |
|
836 |
if (ob->move_status < 6) |
837 |
ob->move (5); |
838 |
else if (ob->move_status < 8) |
839 |
return; |
840 |
else if (ob->move_status < 13) |
841 |
ob->move (1); |
842 |
else |
843 |
return; |
844 |
} |
845 |
|
846 |
static void |
847 |
pace2_moveh (object *ob) |
848 |
{ |
849 |
if (ob->move_status++ > 16) |
850 |
ob->move_status = 0; |
851 |
|
852 |
if (ob->move_status < 6) |
853 |
ob->move (3); |
854 |
else if (ob->move_status < 8) |
855 |
return; |
856 |
else if (ob->move_status < 13) |
857 |
ob->move (7); |
858 |
else |
859 |
return; |
860 |
} |
861 |
|
862 |
static void |
863 |
rand_move (object *ob) |
864 |
{ |
865 |
if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9))))) |
866 |
for (int i = 0; i < 5; i++) |
867 |
if (ob->move (ob->move_status = rndm (8) + 1)) |
868 |
return; |
869 |
} |
870 |
|
871 |
#define MAX_KNOWN_SPELLS 20 |
872 |
|
873 |
/* Returns a randomly selected spell. This logic is still |
874 |
* less than ideal. This code also only seems to deal with |
875 |
* wizard spells, as the check is against sp, and not grace. |
876 |
* can mosnters know cleric spells? |
877 |
*/ |
878 |
static object * |
879 |
monster_choose_random_spell (object *monster) |
880 |
{ |
881 |
object *altern[MAX_KNOWN_SPELLS]; |
882 |
int i = 0; |
883 |
|
884 |
for (object *tmp = monster->inv; tmp; tmp = tmp->below) |
885 |
if (tmp->type == SPELLBOOK || tmp->type == SPELL) |
886 |
{ |
887 |
/* Check and see if it's actually a useful spell. |
888 |
* If its a spellbook, the spell is actually the inventory item. |
889 |
* if it is a spell, then it is just the object itself. |
890 |
*/ |
891 |
if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp)) |
892 |
{ |
893 |
altern [i++] = tmp; |
894 |
|
895 |
if (i == MAX_KNOWN_SPELLS) |
896 |
break; |
897 |
} |
898 |
} |
899 |
|
900 |
return i ? altern [rndm (i)] : 0; |
901 |
} |
902 |
|
903 |
/* This checks to see if the monster should cast a spell/ability. |
904 |
* it returns true if the monster casts a spell, 0 if he doesn't. |
905 |
* head is the head of the monster. |
906 |
* part is the part of the monster we are checking against. |
907 |
* pl is the target. |
908 |
* dir is the direction to case. |
909 |
* rv is the vector which describes where the enemy is. |
910 |
*/ |
911 |
static int |
912 |
monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv) |
913 |
{ |
914 |
object *spell_item; |
915 |
object *owner; |
916 |
rv_vector rv1; |
917 |
|
918 |
/* If you want monsters to cast spells over friends, this spell should |
919 |
* be removed. It probably should be in most cases, since monsters still |
920 |
* don't care about residual effects (ie, casting a cone which may have a |
921 |
* clear path to the player, the side aspects of the code will still hit |
922 |
* other monsters) |
923 |
*/ |
924 |
if (!(dir = path_to_player (part, pl, 0))) |
925 |
return 0; |
926 |
|
927 |
if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
928 |
{ |
929 |
get_rangevector (head, owner, &rv1, 0x1); |
930 |
if (dirdiff (dir, rv1.direction) < 2) |
931 |
return 0; /* Might hit owner with spell */ |
932 |
} |
933 |
|
934 |
if (head->flag [FLAG_CONFUSED]) |
935 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
936 |
|
937 |
/* If the monster hasn't already chosen a spell, choose one |
938 |
* I'm not sure if it really make sense to pre-select spells (events |
939 |
* could be different by the time the monster goes again). |
940 |
*/ |
941 |
if (head->spellitem == NULL) |
942 |
{ |
943 |
if ((spell_item = monster_choose_random_spell (head)) == NULL) |
944 |
{ |
945 |
head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
946 |
return 0; |
947 |
} |
948 |
|
949 |
if (spell_item->type == SPELLBOOK) |
950 |
{ |
951 |
if (!spell_item->inv) |
952 |
{ |
953 |
LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name); |
954 |
return 0; |
955 |
} |
956 |
|
957 |
spell_item = spell_item->inv; |
958 |
} |
959 |
} |
960 |
else |
961 |
spell_item = head->spellitem; |
962 |
|
963 |
if (!spell_item) |
964 |
return 0; |
965 |
|
966 |
/* Best guess this is a defensive/healing spell */ |
967 |
if (spell_item->range <= 1 || spell_item->stats.dam < 0) |
968 |
dir = 0; |
969 |
|
970 |
/* Monster doesn't have enough spell-points */ |
971 |
if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA)) |
972 |
return 0; |
973 |
|
974 |
if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE)) |
975 |
return 0; |
976 |
|
977 |
head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA); |
978 |
head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE); |
979 |
|
980 |
/* set this to null, so next time monster will choose something different */ |
981 |
head->spellitem = NULL; |
982 |
|
983 |
return cast_spell (part, part, dir, spell_item, NULL); |
984 |
} |
985 |
|
986 |
static int |
987 |
monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv) |
988 |
{ |
989 |
object *scroll; |
990 |
object *owner; |
991 |
rv_vector rv1; |
992 |
|
993 |
/* If you want monsters to cast spells over friends, this spell should |
994 |
* be removed. It probably should be in most cases, since monsters still |
995 |
* don't care about residual effects (ie, casting a cone which may have a |
996 |
* clear path to the player, the side aspects of the code will still hit |
997 |
* other monsters) |
998 |
*/ |
999 |
if (!(dir = path_to_player (part, pl, 0))) |
1000 |
return 0; |
1001 |
|
1002 |
if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1003 |
{ |
1004 |
get_rangevector (head, owner, &rv1, 0x1); |
1005 |
if (dirdiff (dir, rv1.direction) < 2) |
1006 |
{ |
1007 |
return 0; /* Might hit owner with spell */ |
1008 |
} |
1009 |
} |
1010 |
|
1011 |
if (head->flag [FLAG_CONFUSED]) |
1012 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1013 |
|
1014 |
for (scroll = head->inv; scroll; scroll = scroll->below) |
1015 |
if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv)) |
1016 |
break; |
1017 |
|
1018 |
/* Used up all his scrolls, so nothing do to */ |
1019 |
if (!scroll) |
1020 |
{ |
1021 |
head->clr_flag (FLAG_READY_SCROLL); |
1022 |
return 0; |
1023 |
} |
1024 |
|
1025 |
/* Spell should be cast on caster (ie, heal, strength) */ |
1026 |
if (scroll->inv->range == 0) |
1027 |
dir = 0; |
1028 |
|
1029 |
apply_scroll (part, scroll, dir); |
1030 |
return 1; |
1031 |
} |
1032 |
|
1033 |
/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
1034 |
* Note that monsters do not need the skills SK_MELEE_WEAPON and |
1035 |
* SK_MISSILE_WEAPON to make those respective attacks, if we |
1036 |
* required that we would drastically increase the memory |
1037 |
* requirements of CF!! |
1038 |
* |
1039 |
* The skills we are treating here are all but those. -b.t. |
1040 |
* |
1041 |
* At the moment this is only useful for throwing, perhaps for |
1042 |
* stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
1043 |
*/ |
1044 |
static int |
1045 |
monster_use_skill (object *head, object *part, object *pl, int dir) |
1046 |
{ |
1047 |
object *skill, *owner; |
1048 |
|
1049 |
if (!(dir = path_to_player (part, pl, 0))) |
1050 |
return 0; |
1051 |
|
1052 |
if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1053 |
{ |
1054 |
int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1055 |
|
1056 |
if (dirdiff (dir, dir2) < 1) |
1057 |
return 0; /* Might hit owner with skill -thrown rocks for example ? */ |
1058 |
} |
1059 |
|
1060 |
if (head->flag [FLAG_CONFUSED]) |
1061 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1062 |
|
1063 |
object *new_skill = 0; |
1064 |
|
1065 |
// skill selection - monster will use the last unused skill |
1066 |
// and rotate, eventually cycling through all skills. |
1067 |
for (skill = head->inv; skill; skill = skill->below) |
1068 |
if (skill->type == SKILL && skill != head->chosen_skill) |
1069 |
new_skill = skill; |
1070 |
|
1071 |
if (new_skill) |
1072 |
splay (head->chosen_skill = new_skill); |
1073 |
else if (!head->chosen_skill) |
1074 |
{ |
1075 |
LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count); |
1076 |
head->clr_flag (FLAG_READY_SKILL); |
1077 |
return 0; |
1078 |
} |
1079 |
|
1080 |
/* use skill */ |
1081 |
return do_skill (head, part, head->chosen_skill, dir, NULL); |
1082 |
} |
1083 |
|
1084 |
/* Monster will use a ranged spell attack. */ |
1085 |
static int |
1086 |
monster_use_range (object *head, object *part, object *pl, int dir) |
1087 |
{ |
1088 |
object *wand, *owner; |
1089 |
int at_least_one = 0; |
1090 |
|
1091 |
if (!(dir = path_to_player (part, pl, 0))) |
1092 |
return 0; |
1093 |
|
1094 |
if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1095 |
{ |
1096 |
int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1097 |
|
1098 |
if (dirdiff (dir, dir2) < 2) |
1099 |
return 0; /* Might hit owner with spell */ |
1100 |
} |
1101 |
|
1102 |
if (head->flag [FLAG_CONFUSED]) |
1103 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1104 |
|
1105 |
for (wand = head->inv; wand; wand = wand->below) |
1106 |
{ |
1107 |
if (wand->type == WAND) |
1108 |
{ |
1109 |
/* Found a wand, let's see if it has charges left */ |
1110 |
at_least_one = 1; |
1111 |
if (wand->stats.food <= 0) |
1112 |
continue; |
1113 |
|
1114 |
cast_spell (head, wand, dir, wand->inv, NULL); |
1115 |
|
1116 |
if (!(--wand->stats.food)) |
1117 |
{ |
1118 |
if (wand->arch) |
1119 |
{ |
1120 |
wand->clr_flag (FLAG_ANIMATE); |
1121 |
wand->face = wand->arch->face; |
1122 |
wand->set_speed (0); |
1123 |
} |
1124 |
} |
1125 |
/* Success */ |
1126 |
return 1; |
1127 |
} |
1128 |
else if (wand->type == ROD || wand->type == HORN) |
1129 |
{ |
1130 |
/* Found rod/horn, let's use it if possible */ |
1131 |
at_least_one = 1; |
1132 |
if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace)) |
1133 |
continue; |
1134 |
|
1135 |
/* drain charge before casting spell - can be a case where the |
1136 |
* spell destroys the monster, and rod, so if done after, results |
1137 |
* in crash. |
1138 |
*/ |
1139 |
drain_rod_charge (wand); |
1140 |
cast_spell (head, wand, dir, wand->inv, NULL); |
1141 |
|
1142 |
/* Success */ |
1143 |
return 1; |
1144 |
} |
1145 |
} |
1146 |
|
1147 |
if (at_least_one) |
1148 |
return 0; |
1149 |
|
1150 |
LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count); |
1151 |
head->clr_flag (FLAG_READY_RANGE); |
1152 |
return 0; |
1153 |
} |
1154 |
|
1155 |
static int |
1156 |
monster_use_bow (object *head, object *part, object *pl, int dir) |
1157 |
{ |
1158 |
object *owner; |
1159 |
|
1160 |
if (!(dir = path_to_player (part, pl, 0))) |
1161 |
return 0; |
1162 |
|
1163 |
if (head->flag [FLAG_CONFUSED]) |
1164 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1165 |
|
1166 |
if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL) |
1167 |
{ |
1168 |
int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y); |
1169 |
|
1170 |
if (dirdiff (dir, dir2) < 1) |
1171 |
return 0; /* Might hit owner with arrow */ |
1172 |
} |
1173 |
|
1174 |
/* in server/player.c */ |
1175 |
return fire_bow (head, part, NULL, dir, 0, part->x, part->y); |
1176 |
|
1177 |
} |
1178 |
|
1179 |
void |
1180 |
npc_call_help (object *op) |
1181 |
{ |
1182 |
unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7) |
1183 |
{ |
1184 |
mapspace &ms = m->at (nx, ny); |
1185 |
|
1186 |
/* If nothing alive on this space, no need to search the space. */ |
1187 |
if (!(ms.flags () & P_IS_ALIVE)) |
1188 |
continue; |
1189 |
|
1190 |
for (object *npc = ms.bot; npc; npc = npc->above) |
1191 |
if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE]) |
1192 |
npc->enemy = op->enemy; |
1193 |
} |
1194 |
} |
1195 |
|
1196 |
void |
1197 |
check_earthwalls (object *op, maptile *m, int x, int y) |
1198 |
{ |
1199 |
for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1200 |
if (tmp->type == EARTHWALL) |
1201 |
{ |
1202 |
hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1); |
1203 |
return; |
1204 |
} |
1205 |
} |
1206 |
|
1207 |
void |
1208 |
check_doors (object *op, maptile *m, int x, int y) |
1209 |
{ |
1210 |
for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) |
1211 |
if (tmp->type == DOOR) |
1212 |
{ |
1213 |
hit_player (tmp, 1000, op, AT_PHYSICAL, 1); |
1214 |
return; |
1215 |
} |
1216 |
} |
1217 |
|
1218 |
/* find_mon_throw_ob() - modeled on find_throw_ob |
1219 |
* This is probably overly simplistic as it is now - We want |
1220 |
* monsters to throw things like chairs and other pieces of |
1221 |
* furniture, even if they are not good throwable objects. |
1222 |
* Probably better to have the monster throw a throwable object |
1223 |
* first, then throw any non equipped weapon. |
1224 |
*/ |
1225 |
object * |
1226 |
find_mon_throw_ob (object *op) |
1227 |
{ |
1228 |
object *tmp = NULL; |
1229 |
|
1230 |
if (op->head) |
1231 |
tmp = op->head; |
1232 |
else |
1233 |
tmp = op; |
1234 |
|
1235 |
/* New throw code: look through the inventory. Grap the first legal is_thrown |
1236 |
* marked item and throw it to the enemy. |
1237 |
*/ |
1238 |
for (tmp = op->inv; tmp; tmp = tmp->below) |
1239 |
{ |
1240 |
/* Can't throw invisible objects or items that are applied */ |
1241 |
if (tmp->invisible || tmp->flag [FLAG_APPLIED]) |
1242 |
continue; |
1243 |
|
1244 |
if (tmp->flag [FLAG_IS_THROWN]) |
1245 |
break; |
1246 |
|
1247 |
} |
1248 |
|
1249 |
#ifdef DEBUG_THROW |
1250 |
LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1); |
1251 |
#endif |
1252 |
|
1253 |
return tmp; |
1254 |
} |
1255 |
|
1256 |
/* |
1257 |
* Move-monster returns 1 if the object has been freed, otherwise 0. |
1258 |
*/ |
1259 |
int |
1260 |
move_monster (object *op) |
1261 |
{ |
1262 |
int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */ |
1263 |
object *owner, *enemy, *part, *oph = op; |
1264 |
rv_vector rv; |
1265 |
|
1266 |
/* Monsters not on maps don't do anything. These monsters are things |
1267 |
* Like royal guards in city dwellers inventories. |
1268 |
*/ |
1269 |
if (!op->map) |
1270 |
return 0; |
1271 |
|
1272 |
/* for target facing, we copy this value here for fast access */ |
1273 |
if (oph->head) /* force update the head - one arch one pic */ |
1274 |
oph = oph->head; |
1275 |
|
1276 |
if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */ |
1277 |
enemy = op->enemy = 0; |
1278 |
else if ((enemy = find_enemy (op, &rv))) |
1279 |
/* we have an enemy, just tell him we want him dead */ |
1280 |
enemy->attacked_by = op; /* our ptr */ |
1281 |
|
1282 |
/* generate hp, if applicable */ |
1283 |
if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) |
1284 |
{ |
1285 |
/* last heal is in funny units. Dividing by speed puts |
1286 |
* the regeneration rate on a basis of time instead of |
1287 |
* #moves the monster makes. The scaling by 8 is |
1288 |
* to capture 8th's of a hp fraction regens |
1289 |
*/ |
1290 |
uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed; |
1291 |
op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
1292 |
op->last_heal = last_heal % 32; |
1293 |
|
1294 |
/* So if the monster has gained enough HP that they are no longer afraid */ |
1295 |
if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away) |
1296 |
op->flag [FLAG_RUN_AWAY] = false; |
1297 |
} |
1298 |
|
1299 |
/* generate sp, if applicable */ |
1300 |
if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) |
1301 |
{ |
1302 |
/* last_sp is in funny units. Dividing by speed puts |
1303 |
* the regeneration rate on a basis of time instead of |
1304 |
* #moves the monster makes. The scaling by 8 is |
1305 |
* to capture 8th's of a sp fraction regens |
1306 |
*/ |
1307 |
|
1308 |
uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed; |
1309 |
op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
1310 |
op->last_sp = last_sp % 128; |
1311 |
} |
1312 |
|
1313 |
/* this should probably get modified by many more values. |
1314 |
* (eg, creatures resistance to fear, level, etc. ) |
1315 |
*/ |
1316 |
if (op->flag [FLAG_SCARED] && !(rndm (20))) |
1317 |
op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */ |
1318 |
|
1319 |
if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy))) |
1320 |
return op->flag [FLAG_FREED]; |
1321 |
|
1322 |
if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] || |
1323 |
((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE])) |
1324 |
if (!check_wakeup (op, enemy, &rv)) |
1325 |
return 0; |
1326 |
|
1327 |
/* check if monster pops out of hidden spot */ |
1328 |
if (op->flag [FLAG_HIDDEN]) |
1329 |
do_hidden_move (op); |
1330 |
|
1331 |
if (op->pick_up) |
1332 |
monster_check_pickup (op); |
1333 |
|
1334 |
if (op->will_apply) |
1335 |
monster_apply_below (op); /* Check for items to apply below */ |
1336 |
|
1337 |
/* If we don't have an enemy, do special movement or the like */ |
1338 |
if (!enemy) |
1339 |
{ |
1340 |
if (op->flag [FLAG_ONLY_ATTACK]) |
1341 |
{ |
1342 |
op->drop_and_destroy (); |
1343 |
return 1; |
1344 |
} |
1345 |
|
1346 |
/* Probably really a bug for a creature to have both |
1347 |
* stand still and a movement type set. |
1348 |
*/ |
1349 |
if (!op->flag [FLAG_STAND_STILL]) |
1350 |
{ |
1351 |
if (op->attack_movement & HI4) |
1352 |
{ |
1353 |
switch (op->attack_movement & HI4) |
1354 |
{ |
1355 |
case PETMOVE: |
1356 |
pet_move (op); |
1357 |
break; |
1358 |
|
1359 |
case CIRCLE1: |
1360 |
circ1_move (op); |
1361 |
break; |
1362 |
|
1363 |
case CIRCLE2: |
1364 |
circ2_move (op); |
1365 |
break; |
1366 |
|
1367 |
case PACEV: |
1368 |
pace_movev (op); |
1369 |
break; |
1370 |
|
1371 |
case PACEH: |
1372 |
pace_moveh (op); |
1373 |
break; |
1374 |
|
1375 |
case PACEV2: |
1376 |
pace2_movev (op); |
1377 |
break; |
1378 |
|
1379 |
case PACEH2: |
1380 |
pace2_moveh (op); |
1381 |
break; |
1382 |
|
1383 |
case RANDO: |
1384 |
rand_move (op); |
1385 |
break; |
1386 |
|
1387 |
case RANDO2: |
1388 |
move_randomly (op); |
1389 |
break; |
1390 |
} |
1391 |
|
1392 |
return 0; |
1393 |
} |
1394 |
else if (op->flag [FLAG_RANDOM_MOVE]) |
1395 |
move_randomly (op); |
1396 |
} /* stand still */ |
1397 |
|
1398 |
return 0; |
1399 |
} /* no enemy */ |
1400 |
|
1401 |
/* We have an enemy. Block immediately below is for pets */ |
1402 |
if ((op->attack_movement & HI4) == PETMOVE |
1403 |
&& (owner = op->owner) != NULL |
1404 |
&& !on_same_map (op, owner) |
1405 |
&& !owner->flag [FLAG_REMOVED]) |
1406 |
return follow_owner (op, owner); |
1407 |
|
1408 |
/* doppleganger code to change monster facing to that of the nearest |
1409 |
* player. Hmm. The code is here, but no monster in the current |
1410 |
* arch set uses it. |
1411 |
*/ |
1412 |
if (op->race == shstr_doppleganger) |
1413 |
{ |
1414 |
op->face = enemy->face; |
1415 |
op->name = enemy->name; |
1416 |
} |
1417 |
|
1418 |
/* Calculate range information for closest body part - this |
1419 |
* is used for the 'skill' code, which isn't that smart when |
1420 |
* it comes to figuring it out - otherwise, giants throw boulders |
1421 |
* into themselves. |
1422 |
*/ |
1423 |
get_rangevector (op, enemy, &rv, 0); |
1424 |
|
1425 |
/* Move the check for scared up here - if the monster was scared, |
1426 |
* we were not doing any of the logic below, so might as well save |
1427 |
* a few cpu cycles. |
1428 |
*/ |
1429 |
if (!op->flag [FLAG_SCARED]) |
1430 |
{ |
1431 |
rv_vector rv1; |
1432 |
|
1433 |
/* now we test every part of an object .... this is a real ugly piece of code */ |
1434 |
for (part = op; part; part = part->more) |
1435 |
{ |
1436 |
get_rangevector (part, enemy, &rv1, 0x1); |
1437 |
dir = rv1.direction; |
1438 |
|
1439 |
/* hm, not sure about this part - in original was a scared flag here too |
1440 |
* but that we test above... so can be old code here |
1441 |
*/ |
1442 |
if (op->flag [FLAG_RUN_AWAY]) |
1443 |
dir = absdir (dir + 4); |
1444 |
|
1445 |
if (op->flag [FLAG_CONFUSED]) |
1446 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1447 |
|
1448 |
if (op->flag [FLAG_CAST_SPELL] && !(rndm (3))) |
1449 |
if (monster_cast_spell (op, part, enemy, dir, &rv1)) |
1450 |
return 0; |
1451 |
|
1452 |
if (op->flag [FLAG_READY_SCROLL] && !(rndm (3))) |
1453 |
if (monster_use_scroll (op, part, enemy, dir, &rv1)) |
1454 |
return 0; |
1455 |
|
1456 |
if (op->flag [FLAG_READY_RANGE] && !(rndm (3))) |
1457 |
if (monster_use_range (op, part, enemy, dir)) |
1458 |
return 0; |
1459 |
|
1460 |
if (op->flag [FLAG_READY_SKILL] && !(rndm (3))) |
1461 |
if (monster_use_skill (op, rv.part, enemy, rv.direction)) |
1462 |
return 0; |
1463 |
|
1464 |
if (op->flag [FLAG_READY_BOW] && !(rndm (2))) |
1465 |
if (monster_use_bow (op, part, enemy, dir)) |
1466 |
return 0; |
1467 |
} /* for processing of all parts */ |
1468 |
} /* If not scared */ |
1469 |
|
1470 |
part = rv.part; |
1471 |
dir = rv.direction; |
1472 |
|
1473 |
//-GPL |
1474 |
|
1475 |
// if the enemy is a player, we have los. if los says we |
1476 |
// can directly reach the player, we do not deviate. |
1477 |
// for non-players, we never deviate |
1478 |
if (op->stats.Wis >= 8 |
1479 |
&& enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED) |
1480 |
{ |
1481 |
int sdir = 0; |
1482 |
uint32_t &smell = op->ms ().smell; |
1483 |
|
1484 |
for (int ndir = 1; ndir <= 8; ++ndir) |
1485 |
{ |
1486 |
mapxy pos (op); pos.move (ndir); |
1487 |
|
1488 |
if (pos.normalise ()) |
1489 |
{ |
1490 |
mapspace &ms = pos.ms (); |
1491 |
|
1492 |
if (ms.smell > smell) |
1493 |
{ |
1494 |
//printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D |
1495 |
if (op->stats.Wis >= 10) |
1496 |
smell = ms.smell - 1; // smarter: tell others |
1497 |
|
1498 |
sdir = ndir; |
1499 |
|
1500 |
// perturbing the path might let the monster lose track, |
1501 |
// but it will also widen the actual path, spreading information |
1502 |
if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread? |
1503 |
sdir = absdir (sdir + 1 - rndm (2) * 2); |
1504 |
} |
1505 |
} |
1506 |
} |
1507 |
|
1508 |
if (sdir) |
1509 |
dir = sdir; |
1510 |
else if (smell) |
1511 |
{ |
1512 |
// no better smell found, so assume the player jumped, and erase this smell |
1513 |
//printf ("erasing smell %d\n", op->ms ().smell);//D |
1514 |
unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1) |
1515 |
m->at (nx, ny).smell = 0; |
1516 |
} |
1517 |
} |
1518 |
|
1519 |
//+GPL |
1520 |
|
1521 |
if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY]) |
1522 |
dir = absdir (dir + 4); |
1523 |
|
1524 |
if (op->flag [FLAG_CONFUSED]) |
1525 |
dir = absdir (dir + rndm (3) + rndm (3) - 2); |
1526 |
|
1527 |
pre_att_dir = dir; /* remember the original direction */ |
1528 |
|
1529 |
if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED]) |
1530 |
{ |
1531 |
switch (op->attack_movement & LO4) |
1532 |
{ |
1533 |
case DISTATT: |
1534 |
dir = dist_att (dir, op, enemy, part, &rv); |
1535 |
break; |
1536 |
|
1537 |
case RUNATT: |
1538 |
dir = run_att (dir, op, enemy, part, &rv); |
1539 |
break; |
1540 |
|
1541 |
case HITRUN: |
1542 |
dir = hitrun_att (dir, op, enemy); |
1543 |
break; |
1544 |
|
1545 |
case WAITATT: |
1546 |
dir = wait_att (dir, op, enemy, part, &rv); |
1547 |
break; |
1548 |
|
1549 |
case RUSH: /* default - monster normally moves towards player */ |
1550 |
case ALLRUN: |
1551 |
break; |
1552 |
|
1553 |
case DISTHIT: |
1554 |
dir = disthit_att (dir, op, enemy, part, &rv); |
1555 |
break; |
1556 |
|
1557 |
case WAIT2: |
1558 |
dir = wait_att2 (dir, op, enemy, part, &rv); |
1559 |
break; |
1560 |
|
1561 |
default: |
1562 |
LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4); |
1563 |
} |
1564 |
} |
1565 |
|
1566 |
if (!dir) |
1567 |
return 0; |
1568 |
|
1569 |
if (!op->flag [FLAG_STAND_STILL]) |
1570 |
{ |
1571 |
if (op->move (dir)) /* Can the monster move directly toward player? */ |
1572 |
{ |
1573 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1574 |
if ((op->attack_movement & LO4) == DISTATT) |
1575 |
op->direction = pre_att_dir; |
1576 |
|
1577 |
return 0; |
1578 |
} |
1579 |
|
1580 |
if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY]) |
1581 |
{ |
1582 |
/* Try move around corners if !close */ |
1583 |
int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2; |
1584 |
|
1585 |
for (diff = 1; diff <= maxdiff; diff++) |
1586 |
{ |
1587 |
/* try different detours */ |
1588 |
int m = 1 - rndm (2) * 2; /* Try left or right first? */ |
1589 |
|
1590 |
if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m))) |
1591 |
return 0; |
1592 |
} |
1593 |
} |
1594 |
} /* if monster is not standing still */ |
1595 |
|
1596 |
/* elmex: Turn our monster after it moved if it has DISTATT attack */ |
1597 |
if ((op->attack_movement & LO4) == DISTATT) |
1598 |
op->direction = pre_att_dir; |
1599 |
|
1600 |
/* |
1601 |
* Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
1602 |
* direction if they can't move away. |
1603 |
*/ |
1604 |
if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED])) |
1605 |
if (move_randomly (op)) |
1606 |
return 0; |
1607 |
|
1608 |
/* |
1609 |
* Try giving the monster a new enemy - the player that is closest |
1610 |
* to it. In this way, it won't just keep trying to get to a target |
1611 |
* that is inaccessible. |
1612 |
* This could be more clever - it should go through a list of several |
1613 |
* enemies, as it is now, you could perhaps get situations where there |
1614 |
* are two players flanking the monster at close distance, but which |
1615 |
* the monster can't get to, and a third one at a far distance that |
1616 |
* the monster could get to - as it is, the monster won't look at that |
1617 |
* third one. |
1618 |
*/ |
1619 |
if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy) |
1620 |
{ |
1621 |
object *nearest_player = get_nearest_player (op); |
1622 |
|
1623 |
if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv)) |
1624 |
{ |
1625 |
op->enemy = 0; |
1626 |
enemy = nearest_player; |
1627 |
} |
1628 |
} |
1629 |
|
1630 |
if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv)) |
1631 |
{ |
1632 |
/* The adjustement to wc that was here before looked totally bogus - |
1633 |
* since wc can in fact get negative, that would mean by adding |
1634 |
* the current wc, the creature gets better? Instead, just |
1635 |
* add a fixed amount - nasty creatures that are runny away should |
1636 |
* still be pretty nasty. |
1637 |
*/ |
1638 |
if (op->flag [FLAG_RUN_AWAY]) |
1639 |
{ |
1640 |
part->stats.wc += 10; |
1641 |
skill_attack (enemy, part, 0, NULL, NULL); |
1642 |
part->stats.wc -= 10; |
1643 |
} |
1644 |
else |
1645 |
skill_attack (enemy, part, 0, NULL, NULL); |
1646 |
} /* if monster is in attack range */ |
1647 |
|
1648 |
if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */ |
1649 |
return 1; |
1650 |
|
1651 |
if (op->flag [FLAG_ONLY_ATTACK]) |
1652 |
{ |
1653 |
op->drop_and_destroy (); |
1654 |
return 1; |
1655 |
} |
1656 |
|
1657 |
return 0; |
1658 |
} |
1659 |
|
1660 |
/* determine if we can 'detect' the enemy. Check for walls blocking the |
1661 |
* los. Also, just because its hidden/invisible, we may be sensitive/smart |
1662 |
* enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1663 |
* modified by MSW to use the get_rangevector so that map tiling works |
1664 |
* properly. I also so odd code in place that checked for x distance |
1665 |
* OR y distance being within some range - that seemed wrong - both should |
1666 |
* be within the valid range. MSW 2001-08-05 |
1667 |
* Returns 0 if enemy can not be detected, 1 if it is detected |
1668 |
*/ |
1669 |
int |
1670 |
can_detect_enemy (object *op, object *enemy, rv_vector * rv) |
1671 |
{ |
1672 |
/* null detection for any of these condtions always */ |
1673 |
if (!op || !enemy || !op->map || !enemy->map) |
1674 |
return 0; |
1675 |
|
1676 |
/* If the monster (op) has no way to get to the enemy, do nothing */ |
1677 |
if (!on_same_map (op, enemy)) |
1678 |
return 0; |
1679 |
|
1680 |
get_rangevector (op, enemy, rv, 0); |
1681 |
|
1682 |
/* Monsters always ignore the DM */ |
1683 |
if (!op->is_player () && enemy->flag [FLAG_WIZ]) |
1684 |
return 0; |
1685 |
|
1686 |
/* simple check. Should probably put some range checks in here. */ |
1687 |
if (can_see_enemy (op, enemy)) |
1688 |
return 1; |
1689 |
|
1690 |
/* The rest of this is for monsters. Players are on their own for |
1691 |
* finding enemies! |
1692 |
*/ |
1693 |
if (op->is_player ()) |
1694 |
return 0; |
1695 |
|
1696 |
/* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1697 |
* flag (which was already checked) in can_see_enemy (). Lets get out of here |
1698 |
*/ |
1699 |
if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1700 |
return 0; |
1701 |
|
1702 |
int radius = MIN_MON_RADIUS; |
1703 |
|
1704 |
/* use this for invis also */ |
1705 |
int hide_discovery = op->stats.Int / 5; |
1706 |
|
1707 |
/* Determine Detection radii */ |
1708 |
if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */ |
1709 |
radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1); |
1710 |
else |
1711 |
{ /* a level/INT/Dex adjustment for hiding */ |
1712 |
int bonus = op->level / 2 + op->stats.Int / 5; |
1713 |
|
1714 |
if (enemy->is_player ()) |
1715 |
{ |
1716 |
if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING)) |
1717 |
bonus -= sk_hide->level; |
1718 |
else |
1719 |
{ |
1720 |
LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1721 |
make_visible (enemy); |
1722 |
radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius; |
1723 |
} |
1724 |
} |
1725 |
else /* enemy is not a player */ |
1726 |
bonus -= enemy->level; |
1727 |
|
1728 |
radius += bonus / 5; |
1729 |
hide_discovery += bonus * 5; |
1730 |
} /* else creature has modifiers for hiding */ |
1731 |
|
1732 |
/* Radii stealth adjustment. Only if you are stealthy |
1733 |
* will you be able to sneak up closer to creatures */ |
1734 |
if (enemy->flag [FLAG_STEALTH]) |
1735 |
{ |
1736 |
radius /= 2; |
1737 |
hide_discovery /= 3; |
1738 |
} |
1739 |
|
1740 |
/* Radii adjustment for enemy standing in the dark */ |
1741 |
if (!stand_in_light (enemy)) |
1742 |
{ |
1743 |
/* on dark maps body heat can help indicate location with infravision |
1744 |
* undead don't have body heat, so no benefit detecting them. |
1745 |
*/ |
1746 |
if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy)) |
1747 |
radius += op->map->darklevel () / 2; |
1748 |
else |
1749 |
radius -= op->map->darklevel () / 2; |
1750 |
|
1751 |
/* op next to a monster (and not in complete darkness) |
1752 |
* the monster should have a chance to see you. |
1753 |
*/ |
1754 |
if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1) |
1755 |
radius = MIN_MON_RADIUS; |
1756 |
} /* if on dark map */ |
1757 |
|
1758 |
/* Lets not worry about monsters that have incredible detection |
1759 |
* radii, we only need to worry here about things the player can |
1760 |
* (potentially) see. This is 13, as that is the maximum size the player |
1761 |
* may have for their map - in that way, creatures at the edge will |
1762 |
* do something. Note that the distance field in the |
1763 |
* vector is real distance, so in theory this should be 18 to |
1764 |
* find that. |
1765 |
*/ |
1766 |
// note that the above reasoning was utter bullshit even at the time it was written |
1767 |
// we use 25, lets see if we have the cpu time for it |
1768 |
min_it (radius, 25); |
1769 |
|
1770 |
/* Enemy in range! Now test for detection */ |
1771 |
if (rv->distance <= radius) |
1772 |
{ |
1773 |
/* ah, we are within range, detected? take cases */ |
1774 |
if (!enemy->invisible) /* enemy in dark squares... are seen! */ |
1775 |
return 1; |
1776 |
|
1777 |
/* hidden or low-quality invisible */ |
1778 |
if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery) |
1779 |
{ |
1780 |
make_visible (enemy); |
1781 |
|
1782 |
/* inform players of new status */ |
1783 |
if (enemy->type == PLAYER && player_can_view (enemy, op)) |
1784 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name); |
1785 |
|
1786 |
return 1; /* detected enemy */ |
1787 |
} |
1788 |
else if (enemy->invisible) |
1789 |
{ |
1790 |
/* Change this around - instead of negating the invisible, just |
1791 |
* return true so that the monster that managed to detect you can |
1792 |
* do something to you. Decreasing the duration of invisible |
1793 |
* doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1794 |
* can then basically negate the spell. The spell isn't negated - |
1795 |
* they just know where you are! |
1796 |
*/ |
1797 |
if (rndm (50) <= hide_discovery) |
1798 |
{ |
1799 |
if (enemy->type == PLAYER) |
1800 |
new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op)); |
1801 |
|
1802 |
return 1; |
1803 |
} |
1804 |
} |
1805 |
} /* within range */ |
1806 |
|
1807 |
/* Wasn't detected above, so still hidden */ |
1808 |
return 0; |
1809 |
} |
1810 |
|
1811 |
/* determine if op stands in a lighted square. This is not a very |
1812 |
* intelligent algorithm. For one thing, we ignore los here, SO it |
1813 |
* is possible for a bright light to illuminate a player on the |
1814 |
* other side of a wall (!). |
1815 |
*/ |
1816 |
int |
1817 |
stand_in_light (object *op) |
1818 |
{ |
1819 |
if (op) |
1820 |
{ |
1821 |
if (!op->is_on_map ()) |
1822 |
return 0; |
1823 |
|
1824 |
if (op->map->darklevel () <= 0) |
1825 |
return 1; |
1826 |
|
1827 |
if (op->glow_radius > 0) |
1828 |
return 1; |
1829 |
|
1830 |
if (op->map) |
1831 |
unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS) |
1832 |
{ |
1833 |
mapspace &ms = m->at (nx, ny); |
1834 |
|
1835 |
ms.update (); |
1836 |
|
1837 |
/* Check the spaces with the max light radius to see if any of them |
1838 |
* have lights, and if any of them light the player enough, then return 1. |
1839 |
*/ |
1840 |
int light = ms.light; |
1841 |
|
1842 |
if (expect_false (light > 0) && idistance (dx, dy) <= light) |
1843 |
return 1; |
1844 |
} |
1845 |
} |
1846 |
|
1847 |
return 0; |
1848 |
} |
1849 |
|
1850 |
/* assuming no walls/barriers, lets check to see if its *possible* |
1851 |
* to see an enemy. Note, "detection" is different from "seeing". |
1852 |
* See can_detect_enemy() for more details. -b.t. |
1853 |
* return 0 if can't be seen, 1 if can be |
1854 |
*/ |
1855 |
int |
1856 |
can_see_enemy (object *op, object *enemy) |
1857 |
{ |
1858 |
object *looker = op->head ? op->head : op; |
1859 |
|
1860 |
/* safety */ |
1861 |
if (!looker || !enemy || !looker->flag [FLAG_ALIVE]) |
1862 |
return 0; |
1863 |
|
1864 |
/* we dont give a full treatment of xrays here (shorter range than normal, |
1865 |
* see through walls). Should we change the code elsewhere to make you |
1866 |
* blind even if you can xray? |
1867 |
*/ |
1868 |
if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS]) |
1869 |
return 0; |
1870 |
|
1871 |
/* checking for invisible things */ |
1872 |
if (enemy->invisible) |
1873 |
{ |
1874 |
/* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1875 |
* However,if you carry any source of light, then the hidden |
1876 |
* creature is seeable (and stupid) */ |
1877 |
|
1878 |
if (enemy->has_carried_lights ()) |
1879 |
{ |
1880 |
if (enemy->flag [FLAG_HIDDEN]) |
1881 |
{ |
1882 |
make_visible (enemy); |
1883 |
new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!"); |
1884 |
} |
1885 |
|
1886 |
return 1; |
1887 |
} |
1888 |
else if (enemy->flag [FLAG_HIDDEN]) |
1889 |
return 0; |
1890 |
|
1891 |
/* Invisible enemy. Break apart the check for invis undead/invis looker |
1892 |
* into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1893 |
* and making it a conditional makes the code pretty ugly. |
1894 |
*/ |
1895 |
if (!looker->flag [FLAG_SEE_INVISIBLE]) |
1896 |
if (makes_invisible_to (enemy, looker)) |
1897 |
return 0; |
1898 |
} |
1899 |
else if (looker->is_player ()) /* for players, a (possible) shortcut */ |
1900 |
if (player_can_view (looker, enemy)) |
1901 |
return 1; |
1902 |
|
1903 |
/* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1904 |
* unless they carry a light or stand in light. Darkness doesnt |
1905 |
* inhibit the undead per se (but we should give their archs |
1906 |
* CAN_SEE_IN_DARK, this is just a safety |
1907 |
* we care about the enemy maps status, not the looker. |
1908 |
* only relevant for tiled maps, but it is possible that the |
1909 |
* enemy is on a bright map and the looker on a dark - in that |
1910 |
* case, the looker can still see the enemy |
1911 |
*/ |
1912 |
if (!stand_in_light (enemy) |
1913 |
&& (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS])) |
1914 |
return 0; |
1915 |
|
1916 |
return 1; |
1917 |
} |
1918 |
|
1919 |
//-GPL |