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/* |
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* static char *rcsid_monster_c = |
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* "$Id: monster.c,v 1.97 2006/03/14 15:33:28 ryo_saeba Exp $"; |
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*/ |
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|
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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your 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 GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire-devel@real-time.com |
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*/ |
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|
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#include <global.h> |
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#ifndef __CEXTRACT__ |
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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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#endif |
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|
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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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|
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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 *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 mayu 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 ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) || |
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QUERY_FLAG(npc->enemy,FLAG_FREED) || |
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!on_same_map(npc, npc->enemy) || |
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npc == npc->enemy || |
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QUERY_FLAG(npc, FLAG_NEUTRAL) || |
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QUERY_FLAG(npc->enemy, FLAG_NEUTRAL)) |
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npc->enemy = NULL; |
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|
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else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && ( |
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(QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(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 = NULL; |
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|
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|
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else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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(!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER)) |
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npc->enemy=NULL; |
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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 (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) && |
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!QUERY_FLAG(npc->enemy,FLAG_GENERATOR) && |
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npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM) |
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npc->enemy=NULL; |
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|
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} |
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return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL; |
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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. |
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*/ |
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object *find_nearest_living_creature(object *npc) { |
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int i,mflags; |
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sint16 nx,ny; |
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mapstruct *m; |
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object *tmp; |
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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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for(i=0;i<SIZEOFFREE;i++) { |
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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 + freearr_x[search_arr[i]]; |
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ny = npc->y + freearr_y[search_arr[i]]; |
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m = npc->map; |
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|
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mflags = get_map_flags(m, &m, nx, ny, &nx, &ny); |
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if (mflags & P_OUT_OF_MAP) continue; |
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|
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if (mflags & P_IS_ALIVE) { |
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tmp=get_map_ob(m,nx,ny); |
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while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&& |
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!QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER) |
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tmp=tmp->above; |
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|
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if (!tmp) { |
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LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n", |
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m->path, nx, ny); |
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} |
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else { |
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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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} /* is something living on this space */ |
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} |
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return NULL; /* nothing found */ |
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} |
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|
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|
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/* Tries to find an enmy 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. |
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* 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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*/ |
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|
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object *find_enemy(object *npc, rv_vector *rv) |
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{ |
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object *attacker, *tmp=NULL; |
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|
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attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */ |
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npc->attacked_by = NULL; /* 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(QUERY_FLAG(npc,FLAG_BERSERK)) { |
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tmp = find_nearest_living_creature(npc); |
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if (tmp) get_rangevector(npc, tmp, rv, 0); |
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return tmp; |
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} |
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|
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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 |
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* a pet: attack player enemy or a monster |
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*/ |
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|
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/* pet move */ |
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if ((npc->attack_movement & HI4) == PETMOVE) { |
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tmp= get_pet_enemy(npc,rv); |
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if (tmp) get_rangevector(npc, tmp, rv, 0); |
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return tmp; |
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} |
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|
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/* we check our old enemy. */ |
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if((tmp=check_enemy(npc, rv))==NULL) |
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{ |
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if(attacker) /* if we have an attacker, check him */ |
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{ |
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/* we want be sure this is the right one! */ |
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if(attacker->count == npc->attacked_by_count) |
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{ |
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/* TODO: thats not finished */ |
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/* we don't want a fight evil vs evil or good against non evil */ |
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|
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if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */ |
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(QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) || |
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(!QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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(!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) ) |
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CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */ |
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else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */ |
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{ |
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CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */ |
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npc->enemy = attacker; |
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return attacker; /* yes, we face our attacker! */ |
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} |
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} |
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} |
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|
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/* we have no legal enemy or attacker, so we try to target a new one */ |
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if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) && |
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!QUERY_FLAG(npc, FLAG_NEUTRAL)) |
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{ |
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npc->enemy = get_nearest_player(npc); |
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if (npc->enemy) |
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tmp = check_enemy(npc,rv); |
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} |
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|
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} |
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|
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return tmp; |
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} |
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|
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/* Sees if this monster should wake up. |
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* Currently, this is only called from move_monster, and |
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* if enemy is set, then so should be rv. |
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* returns 1 if the monster should wake up, 0 otherwise. |
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*/ |
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|
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int check_wakeup(object *op, object *enemy, rv_vector *rv) { |
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int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS; |
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|
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/* Trim work - if no enemy, no need to do anything below */ |
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if (!enemy) return 0; |
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|
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/* blinded monsters can only find nearby objects to attack */ |
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if(QUERY_FLAG(op, FLAG_BLIND)) |
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radius = MIN_MON_RADIUS; |
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|
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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. */ |
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|
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else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible && |
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!stand_in_light(enemy) && |
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(!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
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int dark = radius/(op->map->darkness); |
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radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS; |
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} |
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else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1; |
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|
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/* enemy should already be on this map, so don't really need to check |
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* for that. |
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*/ |
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if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) { |
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CLEAR_FLAG(op,FLAG_SLEEP); |
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return 1; |
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} |
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return 0; |
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} |
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|
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int move_randomly(object *op) { |
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int i; |
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|
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/* Give up to 15 chances for a monster to move randomly */ |
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for(i=0;i<15;i++) { |
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if(move_object(op,RANDOM()%8+1)) |
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return 1; |
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} |
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return 0; |
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} |
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|
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/* |
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* Move-monster returns 1 if the object has been freed, otherwise 0. |
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*/ |
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|
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int move_monster(object *op) { |
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int dir, diff; |
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object *owner, *enemy, *part, *oph=op; |
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rv_vector rv; |
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|
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/* Monsters not on maps don't do anything. These monsters are things |
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* Like royal guards in city dwellers inventories. |
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*/ |
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if (!op->map) return 0; |
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|
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/* for target facing, we copy this value here for fast access */ |
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if(oph->head) /* force update the head - one arch one pic */ |
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oph = oph->head; |
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|
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if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */ |
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enemy = op->enemy = NULL; |
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else if((enemy= find_enemy(op, &rv))) |
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{ |
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/* we have an enemy, just tell him we want him dead */ |
314 |
enemy->attacked_by = op; /* our ptr */ |
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enemy->attacked_by_count = op->count; /* our tag */ |
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} |
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|
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if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) || |
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((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) && |
320 |
!QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) { |
321 |
if(!check_wakeup(op,enemy,&rv)) |
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return 0; |
323 |
} |
324 |
|
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/* check if monster pops out of hidden spot */ |
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if(op->hide) do_hidden_move(op); |
327 |
|
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if(op->pick_up) |
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monster_check_pickup(op); |
330 |
|
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if(op->will_apply) |
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monster_apply_below(op); /* Check for items to apply below */ |
333 |
|
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/* generate hp, if applicable */ |
335 |
if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) { |
336 |
|
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/* last heal is in funny units. Dividing by speed puts |
338 |
* the regeneration rate on a basis of time instead of |
339 |
* #moves the monster makes. The scaling by 8 is |
340 |
* to capture 8th's of a hp fraction regens |
341 |
* |
342 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
343 |
* overflow might produce monsters with negative hp. |
344 |
*/ |
345 |
|
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op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed)); |
347 |
op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */ |
348 |
op->last_heal%=32; |
349 |
|
350 |
/* So if the monster has gained enough HP that they are no longer afraid */ |
351 |
if (QUERY_FLAG(op,FLAG_RUN_AWAY) && |
352 |
op->stats.hp >= (signed short)(((float)op->run_away/(float)100)* |
353 |
(float)op->stats.maxhp)) |
354 |
CLEAR_FLAG(op, FLAG_RUN_AWAY); |
355 |
|
356 |
if(op->stats.hp>op->stats.maxhp) |
357 |
op->stats.hp=op->stats.maxhp; |
358 |
} |
359 |
|
360 |
/* generate sp, if applicable */ |
361 |
if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) { |
362 |
|
363 |
/* last_sp is in funny units. Dividing by speed puts |
364 |
* the regeneration rate on a basis of time instead of |
365 |
* #moves the monster makes. The scaling by 8 is |
366 |
* to capture 8th's of a sp fraction regens |
367 |
* |
368 |
* Cast to sint32 before comparing to maxhp since otherwise an (sint16) |
369 |
* overflow might produce monsters with negative sp. |
370 |
*/ |
371 |
|
372 |
op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed)); |
373 |
op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */ |
374 |
op->last_sp%=128; |
375 |
} |
376 |
|
377 |
/* this should probably get modified by many more values. |
378 |
* (eg, creatures resistance to fear, level, etc. ) |
379 |
*/ |
380 |
if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) { |
381 |
CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */ |
382 |
} |
383 |
|
384 |
/* If we don't have an enemy, do special movement or the like */ |
385 |
if(!enemy) { |
386 |
if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) { |
387 |
remove_ob(op); |
388 |
free_object(op); |
389 |
return 1; |
390 |
} |
391 |
|
392 |
/* Probably really a bug for a creature to have both |
393 |
* stand still and a movement type set. |
394 |
*/ |
395 |
if(!QUERY_FLAG(op, FLAG_STAND_STILL)) { |
396 |
if (op->attack_movement & HI4) |
397 |
{ |
398 |
switch (op->attack_movement & HI4) { |
399 |
case (PETMOVE): |
400 |
pet_move (op); |
401 |
break; |
402 |
|
403 |
case (CIRCLE1): |
404 |
circ1_move (op); |
405 |
break; |
406 |
|
407 |
case (CIRCLE2): |
408 |
circ2_move (op); |
409 |
break; |
410 |
|
411 |
case (PACEV): |
412 |
pace_movev(op); |
413 |
break; |
414 |
|
415 |
case (PACEH): |
416 |
pace_moveh(op); |
417 |
break; |
418 |
|
419 |
case (PACEV2): |
420 |
pace2_movev (op); |
421 |
break; |
422 |
|
423 |
case (PACEH2): |
424 |
pace2_moveh (op); |
425 |
break; |
426 |
|
427 |
case (RANDO): |
428 |
rand_move (op); |
429 |
break; |
430 |
|
431 |
case (RANDO2): |
432 |
move_randomly (op); |
433 |
break; |
434 |
} |
435 |
return 0; |
436 |
} |
437 |
else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE)) |
438 |
(void) move_randomly(op); |
439 |
|
440 |
} /* stand still */ |
441 |
return 0; |
442 |
} /* no enemy */ |
443 |
|
444 |
/* We have an enemy. Block immediately below is for pets */ |
445 |
if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner)) |
446 |
{ |
447 |
follow_owner(op, owner); |
448 |
/* If the pet was unable to follow the owner, free it */ |
449 |
if(QUERY_FLAG(op, FLAG_REMOVED) && FABS(op->speed) > MIN_ACTIVE_SPEED) { |
450 |
remove_friendly_object(op); |
451 |
free_object(op); |
452 |
return 1; |
453 |
} |
454 |
return 0; |
455 |
} |
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 |
if (op->name) |
465 |
free_string(op->name); |
466 |
add_refcount(op->name = enemy->name); |
467 |
} |
468 |
|
469 |
/* Calculate range information for closest body part - this |
470 |
* is used for the 'skill' code, which isn't that smart when |
471 |
* it comes to figuring it out - otherwise, giants throw boulders |
472 |
* into themselves. |
473 |
*/ |
474 |
get_rangevector(op, enemy, &rv, 0); |
475 |
|
476 |
/* Move the check for scared up here - if the monster was scared, |
477 |
* we were not doing any of the logic below, so might as well save |
478 |
* a few cpu cycles. |
479 |
*/ |
480 |
if (!QUERY_FLAG(op, FLAG_SCARED)) |
481 |
{ |
482 |
rv_vector rv1; |
483 |
|
484 |
/* now we test every part of an object .... this is a real ugly piece of code */ |
485 |
for (part=op; part!=NULL; part=part->more) { |
486 |
get_rangevector(part, enemy, &rv1, 0x1); |
487 |
dir=rv1.direction; |
488 |
|
489 |
/* hm, not sure about this part - in original was a scared flag here too |
490 |
* but that we test above... so can be old code here |
491 |
*/ |
492 |
if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
493 |
dir=absdir(dir+4); |
494 |
if(QUERY_FLAG(op,FLAG_CONFUSED)) |
495 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
496 |
|
497 |
if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) { |
498 |
if(monster_cast_spell(op,part,enemy,dir,&rv1)) |
499 |
return 0; |
500 |
} |
501 |
|
502 |
if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) { |
503 |
if(monster_use_scroll(op,part,enemy,dir,&rv1)) |
504 |
return 0; |
505 |
} |
506 |
|
507 |
if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) { |
508 |
if(monster_use_range(op,part,enemy,dir)) |
509 |
return 0; |
510 |
} |
511 |
if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) { |
512 |
if(monster_use_skill(op,rv.part,enemy,rv.direction)) |
513 |
return 0; |
514 |
} |
515 |
if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) { |
516 |
if(monster_use_bow(op,part,enemy,dir)) |
517 |
return 0; |
518 |
} |
519 |
} /* for processing of all parts */ |
520 |
} /* If not scared */ |
521 |
|
522 |
|
523 |
part = rv.part; |
524 |
dir=rv.direction; |
525 |
|
526 |
if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY)) |
527 |
dir=absdir(dir+4); |
528 |
|
529 |
if(QUERY_FLAG(op,FLAG_CONFUSED)) |
530 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
531 |
|
532 |
if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED)) |
533 |
{ |
534 |
switch (op->attack_movement & LO4) { |
535 |
case DISTATT: |
536 |
dir = dist_att (dir,op,enemy,part,&rv); |
537 |
break; |
538 |
|
539 |
case RUNATT: |
540 |
dir = run_att (dir,op,enemy,part,&rv); |
541 |
break; |
542 |
|
543 |
case HITRUN: |
544 |
dir = hitrun_att(dir,op,enemy); |
545 |
break; |
546 |
|
547 |
case WAITATT: |
548 |
dir = wait_att (dir,op,enemy,part,&rv); |
549 |
break; |
550 |
|
551 |
case RUSH: /* default - monster normally moves towards player */ |
552 |
case ALLRUN: |
553 |
break; |
554 |
|
555 |
case DISTHIT: |
556 |
dir = disthit_att (dir,op,enemy,part,&rv); |
557 |
break; |
558 |
|
559 |
case WAIT2: |
560 |
dir = wait_att2 (dir,op,enemy,part,&rv); |
561 |
break; |
562 |
|
563 |
default: |
564 |
LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4); |
565 |
} |
566 |
} |
567 |
|
568 |
if (!dir) |
569 |
return 0; |
570 |
|
571 |
if (!QUERY_FLAG(op,FLAG_STAND_STILL)) { |
572 |
if(move_object(op,dir)) /* Can the monster move directly toward player? */ |
573 |
return 0; |
574 |
|
575 |
if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv) |
576 |
|| QUERY_FLAG(op,FLAG_RUN_AWAY)) { |
577 |
|
578 |
/* Try move around corners if !close */ |
579 |
int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2; |
580 |
for(diff = 1; diff <= maxdiff; diff++) { |
581 |
/* try different detours */ |
582 |
int m = 1-(RANDOM()&2); /* Try left or right first? */ |
583 |
if(move_object(op,absdir(dir + diff*m)) || |
584 |
move_object(op,absdir(dir - diff*m))) |
585 |
return 0; |
586 |
} |
587 |
} |
588 |
} /* if monster is not standing still */ |
589 |
|
590 |
/* |
591 |
* Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random |
592 |
* direction if they can't move away. |
593 |
*/ |
594 |
if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED))) |
595 |
if(move_randomly(op)) |
596 |
return 0; |
597 |
|
598 |
/* |
599 |
* Try giving the monster a new enemy - the player that is closest |
600 |
* to it. In this way, it won't just keep trying to get to a target |
601 |
* that is inaccessible. |
602 |
* This could be more clever - it should go through a list of several |
603 |
* enemies, as it is now, you could perhaps get situations where there |
604 |
* are two players flanking the monster at close distance, but which |
605 |
* the monster can't get to, and a third one at a far distance that |
606 |
* the monster could get to - as it is, the monster won't look at that |
607 |
* third one. |
608 |
*/ |
609 |
if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy) |
610 |
{ |
611 |
object *nearest_player = get_nearest_player(op); |
612 |
if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) { |
613 |
op->enemy = NULL; |
614 |
enemy = nearest_player; |
615 |
} |
616 |
} |
617 |
|
618 |
if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv)) |
619 |
{ |
620 |
/* The adjustement to wc that was here before looked totally bogus - |
621 |
* since wc can in fact get negative, that would mean by adding |
622 |
* the current wc, the creature gets better? Instead, just |
623 |
* add a fixed amount - nasty creatures that are runny away should |
624 |
* still be pretty nasty. |
625 |
*/ |
626 |
if(QUERY_FLAG(op,FLAG_RUN_AWAY)) |
627 |
{ |
628 |
part->stats.wc+=10; |
629 |
(void)skill_attack(enemy,part,0,NULL, NULL); |
630 |
part->stats.wc-=10; |
631 |
} |
632 |
else |
633 |
(void)skill_attack(enemy,part,0,NULL, NULL); |
634 |
} /* if monster is in attack range */ |
635 |
|
636 |
if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */ |
637 |
return 1; |
638 |
|
639 |
if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) |
640 |
{ |
641 |
remove_ob(op); |
642 |
free_object(op); |
643 |
return 1; |
644 |
} |
645 |
return 0; |
646 |
} |
647 |
int can_hit(object *ob1,object *ob2, rv_vector *rv) { |
648 |
object *more; |
649 |
rv_vector rv1; |
650 |
|
651 |
if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3)) |
652 |
return 0; |
653 |
|
654 |
if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1; |
655 |
|
656 |
/* check all the parts of ob2 - just because we can't get to |
657 |
* its head doesn't mean we don't want to pound its feet |
658 |
*/ |
659 |
for (more = ob2->more; more!=NULL; more = more->more) { |
660 |
get_rangevector(ob1, more, &rv1, 0); |
661 |
if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1; |
662 |
} |
663 |
return 0; |
664 |
|
665 |
} |
666 |
|
667 |
/* Returns 1 is monster should cast spell sp at an enemy |
668 |
* Returns 0 if the monster should not cast this spell. |
669 |
* |
670 |
* Note that this function does not check to see if the monster can |
671 |
* in fact cast the spell (sp dependencies and what not.) That is because |
672 |
* this function is also sued to see if the monster should use spell items |
673 |
* (rod/horn/wand/scroll). |
674 |
* Note that there are certainly other offensive spells that could be |
675 |
* included, but I decided to leave out the spells that may kill more |
676 |
* monsters than players (eg, disease). |
677 |
* |
678 |
* This could be a lot smarter - if there are few monsters around, |
679 |
* then disease might not be as bad. Likewise, if the monster is damaged, |
680 |
* the right type of healing spell could be useful. |
681 |
*/ |
682 |
|
683 |
static int monster_should_cast_spell(object *monster, object *spell_ob) |
684 |
{ |
685 |
if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET || |
686 |
spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE || |
687 |
spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE || |
688 |
spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM || |
689 |
spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER || |
690 |
spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || |
691 |
spell_ob->subtype == SP_INVISIBLE) |
692 |
|
693 |
return 1; |
694 |
|
695 |
return 0; |
696 |
} |
697 |
|
698 |
|
699 |
#define MAX_KNOWN_SPELLS 20 |
700 |
|
701 |
/* Returns a randomly selected spell. This logic is still |
702 |
* less than ideal. This code also only seems to deal with |
703 |
* wizard spells, as the check is against sp, and not grace. |
704 |
* can mosnters know cleric spells? |
705 |
*/ |
706 |
object *monster_choose_random_spell(object *monster) { |
707 |
object *altern[MAX_KNOWN_SPELLS]; |
708 |
object *tmp; |
709 |
int i=0; |
710 |
|
711 |
for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below) |
712 |
if (tmp->type==SPELLBOOK || tmp->type==SPELL) { |
713 |
/* Check and see if it's actually a useful spell. |
714 |
* If its a spellbook, the spell is actually the inventory item. |
715 |
* if it is a spell, then it is just the object itself. |
716 |
*/ |
717 |
if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) { |
718 |
altern[i++]=tmp; |
719 |
if(i==MAX_KNOWN_SPELLS) |
720 |
break; |
721 |
} |
722 |
} |
723 |
if(!i) |
724 |
return NULL; |
725 |
return altern[RANDOM()%i]; |
726 |
} |
727 |
|
728 |
/* This checks to see if the monster should cast a spell/ability. |
729 |
* it returns true if the monster casts a spell, 0 if he doesn't. |
730 |
* head is the head of the monster. |
731 |
* part is the part of the monster we are checking against. |
732 |
* pl is the target. |
733 |
* dir is the direction to case. |
734 |
* rv is the vector which describes where the enemy is. |
735 |
*/ |
736 |
|
737 |
int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
738 |
object *spell_item; |
739 |
object *owner; |
740 |
rv_vector rv1; |
741 |
|
742 |
/* If you want monsters to cast spells over friends, this spell should |
743 |
* be removed. It probably should be in most cases, since monsters still |
744 |
* don't care about residual effects (ie, casting a cone which may have a |
745 |
* clear path to the player, the side aspects of the code will still hit |
746 |
* other monsters) |
747 |
*/ |
748 |
if(!(dir=path_to_player(part,pl,0))) |
749 |
return 0; |
750 |
|
751 |
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
752 |
get_rangevector(head, owner, &rv1, 0x1); |
753 |
if(dirdiff(dir,rv1.direction) < 2) { |
754 |
return 0; /* Might hit owner with spell */ |
755 |
} |
756 |
} |
757 |
|
758 |
if(QUERY_FLAG(head,FLAG_CONFUSED)) |
759 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
760 |
|
761 |
/* If the monster hasn't already chosen a spell, choose one |
762 |
* I'm not sure if it really make sense to pre-select spells (events |
763 |
* could be different by the time the monster goes again). |
764 |
*/ |
765 |
if(head->spellitem==NULL) { |
766 |
if((spell_item=monster_choose_random_spell(head))==NULL) { |
767 |
LOG(llevMonster,"Turned off spells in %s\n",head->name); |
768 |
CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */ |
769 |
return 0; |
770 |
} |
771 |
if (spell_item->type == SPELLBOOK) { |
772 |
if (!spell_item->inv) { |
773 |
LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name); |
774 |
return 0; |
775 |
} |
776 |
spell_item=spell_item->inv; |
777 |
} |
778 |
} |
779 |
else |
780 |
spell_item=head->spellitem; |
781 |
|
782 |
if (!spell_item) return 0; |
783 |
|
784 |
/* Best guess this is a defensive/healing spell */ |
785 |
if (spell_item->range<=1 || spell_item->stats.dam < 0) |
786 |
dir = 0; |
787 |
|
788 |
/* Monster doesn't have enough spell-points */ |
789 |
if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA)) |
790 |
return 0; |
791 |
|
792 |
if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE)) |
793 |
return 0; |
794 |
|
795 |
head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA); |
796 |
head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE); |
797 |
|
798 |
/* set this to null, so next time monster will choose something different */ |
799 |
head->spellitem = NULL; |
800 |
|
801 |
return cast_spell(part,part,dir, spell_item, NULL); |
802 |
} |
803 |
|
804 |
|
805 |
int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) { |
806 |
object *scroll; |
807 |
object *owner; |
808 |
rv_vector rv1; |
809 |
|
810 |
/* If you want monsters to cast spells over friends, this spell should |
811 |
* be removed. It probably should be in most cases, since monsters still |
812 |
* don't care about residual effects (ie, casting a cone which may have a |
813 |
* clear path to the player, the side aspects of the code will still hit |
814 |
* other monsters) |
815 |
*/ |
816 |
if(!(dir=path_to_player(part,pl,0))) |
817 |
return 0; |
818 |
|
819 |
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
820 |
get_rangevector(head, owner, &rv1, 0x1); |
821 |
if(dirdiff(dir,rv1.direction) < 2) { |
822 |
return 0; /* Might hit owner with spell */ |
823 |
} |
824 |
} |
825 |
|
826 |
if(QUERY_FLAG(head,FLAG_CONFUSED)) |
827 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
828 |
|
829 |
for (scroll=head->inv; scroll; scroll=scroll->below) |
830 |
if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break; |
831 |
|
832 |
/* Used up all his scrolls, so nothing do to */ |
833 |
if (!scroll) { |
834 |
CLEAR_FLAG(head, FLAG_READY_SCROLL); |
835 |
return 0; |
836 |
} |
837 |
|
838 |
/* Spell should be cast on caster (ie, heal, strength) */ |
839 |
if (scroll->inv->range==0) |
840 |
dir = 0; |
841 |
|
842 |
apply_scroll(part, scroll, dir); |
843 |
return 1; |
844 |
} |
845 |
|
846 |
/* monster_use_skill()-implemented 95-04-28 to allow monster skill use. |
847 |
* Note that monsters do not need the skills SK_MELEE_WEAPON and |
848 |
* SK_MISSILE_WEAPON to make those respective attacks, if we |
849 |
* required that we would drastically increase the memory |
850 |
* requirements of CF!! |
851 |
* |
852 |
* The skills we are treating here are all but those. -b.t. |
853 |
* |
854 |
* At the moment this is only useful for throwing, perhaps for |
855 |
* stealing. TODO: This should be more integrated in the game. -MT, 25.11.01 |
856 |
*/ |
857 |
|
858 |
int monster_use_skill(object *head, object *part, object *pl,int dir) { |
859 |
object *skill, *owner; |
860 |
|
861 |
if(!(dir=path_to_player(part,pl,0))) |
862 |
return 0; |
863 |
|
864 |
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
865 |
int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
866 |
if(dirdiff(dir,dir2) < 1) |
867 |
return 0; /* Might hit owner with skill -thrown rocks for example ?*/ |
868 |
} |
869 |
if(QUERY_FLAG(head,FLAG_CONFUSED)) |
870 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
871 |
|
872 |
/* skill selection - monster will use the next unused skill. |
873 |
* well...the following scenario will allow the monster to |
874 |
* toggle between 2 skills. One day it would be nice to make |
875 |
* more skills available to monsters. |
876 |
*/ |
877 |
|
878 |
for(skill=head->inv;skill!=NULL;skill=skill->below) |
879 |
if(skill->type==SKILL && skill!=head->chosen_skill) { |
880 |
head->chosen_skill=skill; |
881 |
break; |
882 |
} |
883 |
|
884 |
if(!skill && !head->chosen_skill) { |
885 |
LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", |
886 |
head->name,head->count); |
887 |
CLEAR_FLAG(head, FLAG_READY_SKILL); |
888 |
return 0; |
889 |
} |
890 |
/* use skill */ |
891 |
return do_skill(head, part, head->chosen_skill,dir,NULL); |
892 |
} |
893 |
|
894 |
/* Monster will use a ranged spell attack. */ |
895 |
|
896 |
int monster_use_range(object *head,object *part,object *pl,int dir) |
897 |
{ |
898 |
object *wand, *owner; |
899 |
int at_least_one = 0; |
900 |
|
901 |
if(!(dir=path_to_player(part,pl,0))) |
902 |
return 0; |
903 |
|
904 |
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
905 |
int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
906 |
if(dirdiff(dir,dir2) < 2) |
907 |
return 0; /* Might hit owner with spell */ |
908 |
} |
909 |
if(QUERY_FLAG(head,FLAG_CONFUSED)) |
910 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
911 |
|
912 |
for(wand=head->inv;wand!=NULL;wand=wand->below) |
913 |
{ |
914 |
if (wand->type == WAND) |
915 |
{ |
916 |
/* Found a wand, let's see if it has charges left */ |
917 |
at_least_one = 1; |
918 |
if( wand->stats.food<=0 ) |
919 |
continue; |
920 |
|
921 |
cast_spell( head, wand, dir, wand->inv, NULL ); |
922 |
|
923 |
if ( !( --wand->stats.food ) ) |
924 |
{ |
925 |
if ( wand->arch ) |
926 |
{ |
927 |
CLEAR_FLAG(wand, FLAG_ANIMATE); |
928 |
wand->face = wand->arch->clone.face; |
929 |
wand->speed = 0; |
930 |
update_ob_speed(wand); |
931 |
} |
932 |
} |
933 |
/* Success */ |
934 |
return 1; |
935 |
} |
936 |
else if ( wand->type == ROD || wand->type==HORN ) { |
937 |
/* Found rod/horn, let's use it if possible */ |
938 |
at_least_one = 1; |
939 |
if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) ) |
940 |
continue; |
941 |
|
942 |
/* drain charge before casting spell - can be a case where the |
943 |
* spell destroys the monster, and rod, so if done after, results |
944 |
* in crash. |
945 |
*/ |
946 |
drain_rod_charge( wand ); |
947 |
cast_spell( head, wand, dir, wand->inv, NULL ); |
948 |
|
949 |
/* Success */ |
950 |
return 1; |
951 |
} |
952 |
} |
953 |
|
954 |
if ( at_least_one ) |
955 |
return 0; |
956 |
|
957 |
LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", |
958 |
head->name,head->count); |
959 |
CLEAR_FLAG(head, FLAG_READY_RANGE); |
960 |
return 0; |
961 |
} |
962 |
|
963 |
int monster_use_bow(object *head, object *part, object *pl, int dir) { |
964 |
object *owner; |
965 |
|
966 |
if(!(dir=path_to_player(part,pl,0))) |
967 |
return 0; |
968 |
if(QUERY_FLAG(head,FLAG_CONFUSED)) |
969 |
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2); |
970 |
|
971 |
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) { |
972 |
int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y); |
973 |
if(dirdiff(dir,dir2) < 1) |
974 |
return 0; /* Might hit owner with arrow */ |
975 |
} |
976 |
|
977 |
/* in server/player.c */ |
978 |
return fire_bow(head, part, NULL, dir, 0, part->x, part->y); |
979 |
|
980 |
} |
981 |
|
982 |
/* Checks if putting on 'item' will make 'who' do more |
983 |
* damage. This is a very simplistic check - also checking things |
984 |
* like speed and ac are also relevant. |
985 |
* |
986 |
* return true if item is a better object. |
987 |
*/ |
988 |
|
989 |
int check_good_weapon(object *who, object *item) { |
990 |
object *other_weap; |
991 |
int val=0, i; |
992 |
|
993 |
for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below) |
994 |
if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED)) |
995 |
break; |
996 |
|
997 |
if(other_weap==NULL) /* No other weapons */ |
998 |
return 1; |
999 |
|
1000 |
/* Rather than go through and apply the new one, and see if it is |
1001 |
* better, just do some simple checks |
1002 |
* Put some multipliers for things that hvae several effects, |
1003 |
* eg, magic affects both damage and wc, so it has more weight |
1004 |
*/ |
1005 |
|
1006 |
val = item->stats.dam - other_weap->stats.dam; |
1007 |
val += (item->magic - other_weap->magic) * 3; |
1008 |
/* Monsters don't really get benefits from things like regen rates |
1009 |
* from items. But the bonus for their stats are very important. |
1010 |
*/ |
1011 |
for (i=0; i<NUM_STATS; i++) |
1012 |
val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2; |
1013 |
|
1014 |
if (val > 0) return 1; |
1015 |
else return 0; |
1016 |
|
1017 |
} |
1018 |
|
1019 |
int check_good_armour(object *who, object *item) { |
1020 |
object *other_armour; |
1021 |
int val=0,i; |
1022 |
|
1023 |
for (other_armour = who->inv; other_armour != NULL; |
1024 |
other_armour = other_armour->below) |
1025 |
if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED)) |
1026 |
break; |
1027 |
|
1028 |
if (other_armour == NULL) /* No other armour, use the new */ |
1029 |
return 1; |
1030 |
|
1031 |
/* Like above function , see which is better */ |
1032 |
val = item->stats.ac - other_armour->stats.ac; |
1033 |
val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5; |
1034 |
val += (item->magic - other_armour->magic) * 3; |
1035 |
|
1036 |
/* for the other protections, do weigh them very much in the equation - |
1037 |
* it is the armor protection which is most important, because there is |
1038 |
* no good way to know what the player may attack the monster with. |
1039 |
* So if the new item has better protection than the old, give that higher |
1040 |
* value. If the reverse, then decrease the value of this item some. |
1041 |
*/ |
1042 |
for (i=1; i <NROFATTACKS; i++) { |
1043 |
if (item->resist[i] > other_armour->resist[i]) val++; |
1044 |
else if (item->resist[i] < other_armour->resist[i]) val--; |
1045 |
} |
1046 |
|
1047 |
/* Very few armours have stats, so not much need to worry about those. */ |
1048 |
|
1049 |
if (val > 0) return 1; |
1050 |
else return 0; |
1051 |
|
1052 |
} |
1053 |
|
1054 |
/* |
1055 |
* monster_check_pickup(): checks for items that monster can pick up. |
1056 |
* |
1057 |
* Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob. |
1058 |
* Each time the blob passes over some treasure, it will |
1059 |
* grab it a.s.a.p. |
1060 |
* |
1061 |
* Eneq(@csd.uu.se): This can now be defined in the archetypes, added code |
1062 |
* to handle this. |
1063 |
* |
1064 |
* This function was seen be continueing looping at one point (tmp->below |
1065 |
* became a recursive loop. It may be better to call monster_check_apply |
1066 |
* after we pick everything up, since that function may call others which |
1067 |
* affect stacking on this space. |
1068 |
*/ |
1069 |
|
1070 |
void monster_check_pickup(object *monster) { |
1071 |
object *tmp,*next; |
1072 |
int next_tag; |
1073 |
|
1074 |
for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1075 |
next=tmp->below; |
1076 |
next_tag = next ? next->count : 0; |
1077 |
if (monster_can_pick(monster,tmp)) { |
1078 |
remove_ob(tmp); |
1079 |
tmp = insert_ob_in_ob(tmp,monster); |
1080 |
(void) monster_check_apply(monster,tmp); |
1081 |
} |
1082 |
/* We could try to re-establish the cycling, of the space, but probably |
1083 |
* not a big deal to just bail out. |
1084 |
*/ |
1085 |
if (next && was_destroyed(next, next_tag)) return; |
1086 |
} |
1087 |
} |
1088 |
|
1089 |
/* |
1090 |
* monster_can_pick(): If the monster is interested in picking up |
1091 |
* the item, then return 0. Otherwise 0. |
1092 |
* Instead of pick_up, flags for "greed", etc, should be used. |
1093 |
* I've already utilized flags for bows, wands, rings, etc, etc. -Frank. |
1094 |
*/ |
1095 |
|
1096 |
int monster_can_pick(object *monster, object *item) { |
1097 |
int flag=0; |
1098 |
int i; |
1099 |
|
1100 |
if(!can_pick(monster,item)) |
1101 |
return 0; |
1102 |
|
1103 |
if(QUERY_FLAG(item,FLAG_UNPAID)) |
1104 |
return 0; |
1105 |
|
1106 |
if (monster->pick_up&64) /* All */ |
1107 |
flag=1; |
1108 |
|
1109 |
else switch(item->type) { |
1110 |
case MONEY: |
1111 |
case GEM: |
1112 |
flag=monster->pick_up&2; |
1113 |
break; |
1114 |
|
1115 |
case FOOD: |
1116 |
flag=monster->pick_up&4; |
1117 |
break; |
1118 |
|
1119 |
case WEAPON: |
1120 |
flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON); |
1121 |
break; |
1122 |
|
1123 |
case ARMOUR: |
1124 |
case SHIELD: |
1125 |
case HELMET: |
1126 |
case BOOTS: |
1127 |
case GLOVES: |
1128 |
case GIRDLE: |
1129 |
flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR); |
1130 |
break; |
1131 |
|
1132 |
case SKILL: |
1133 |
flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL); |
1134 |
break; |
1135 |
|
1136 |
case RING: |
1137 |
flag=QUERY_FLAG(monster,FLAG_USE_RING); |
1138 |
break; |
1139 |
|
1140 |
case WAND: |
1141 |
case HORN: |
1142 |
case ROD: |
1143 |
flag=QUERY_FLAG(monster,FLAG_USE_RANGE); |
1144 |
break; |
1145 |
|
1146 |
case SPELLBOOK: |
1147 |
flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL)); |
1148 |
break; |
1149 |
|
1150 |
case SCROLL: |
1151 |
flag = QUERY_FLAG(monster,FLAG_USE_SCROLL); |
1152 |
break; |
1153 |
|
1154 |
case BOW: |
1155 |
case ARROW: |
1156 |
flag=QUERY_FLAG(monster,FLAG_USE_BOW); |
1157 |
break; |
1158 |
} |
1159 |
/* Simplistic check - if the monster has a location to equip it, he will |
1160 |
* pick it up. Note that this doesn't handle cases where an item may |
1161 |
* use several locations. |
1162 |
*/ |
1163 |
for (i=0; i < NUM_BODY_LOCATIONS; i++) { |
1164 |
if (monster->body_info[i] && item->body_info[i]) { |
1165 |
flag=1; |
1166 |
break; |
1167 |
} |
1168 |
} |
1169 |
|
1170 |
if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag))) |
1171 |
return 1; |
1172 |
return 0; |
1173 |
} |
1174 |
|
1175 |
/* |
1176 |
* monster_apply_below(): |
1177 |
* Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's |
1178 |
* eager to apply things, encounters something apply-able, |
1179 |
* then make him apply it |
1180 |
*/ |
1181 |
|
1182 |
void monster_apply_below(object *monster) { |
1183 |
object *tmp, *next; |
1184 |
|
1185 |
for(tmp=monster->below;tmp!=NULL;tmp=next) { |
1186 |
next=tmp->below; |
1187 |
switch (tmp->type) { |
1188 |
case CF_HANDLE: |
1189 |
case TRIGGER: |
1190 |
if (monster->will_apply&1) |
1191 |
manual_apply(monster,tmp,0); |
1192 |
break; |
1193 |
|
1194 |
case TREASURE: |
1195 |
if (monster->will_apply&2) |
1196 |
manual_apply(monster,tmp,0); |
1197 |
break; |
1198 |
|
1199 |
} |
1200 |
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) |
1201 |
break; |
1202 |
} |
1203 |
} |
1204 |
|
1205 |
/* |
1206 |
* monster_check_apply() is meant to be called after an item is |
1207 |
* inserted in a monster. |
1208 |
* If an item becomes outdated (monster found a better item), |
1209 |
* a pointer to that object is returned, so it can be dropped. |
1210 |
* (so that other monsters can pick it up and use it) |
1211 |
* Note that as things are now, monsters never drop something - |
1212 |
* they can pick up all that they can use. |
1213 |
*/ |
1214 |
|
1215 |
/* Sept 96, fixed this so skills will be readied -b.t.*/ |
1216 |
|
1217 |
void monster_check_apply(object *mon, object *item) { |
1218 |
|
1219 |
int flag = 0; |
1220 |
|
1221 |
if(item->type==SPELLBOOK&& |
1222 |
mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) { |
1223 |
SET_FLAG(mon, FLAG_CAST_SPELL); |
1224 |
return; |
1225 |
} |
1226 |
|
1227 |
/* If for some reason, this item is already applied, no more work to do */ |
1228 |
if(QUERY_FLAG(item,FLAG_APPLIED)) return; |
1229 |
|
1230 |
/* Might be better not to do this - if the monster can fire a bow, |
1231 |
* it is possible in his wanderings, he will find one to use. In |
1232 |
* which case, it would be nice to have ammo for it. |
1233 |
*/ |
1234 |
if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) { |
1235 |
/* Check for the right kind of bow */ |
1236 |
object *bow; |
1237 |
for(bow=mon->inv;bow!=NULL;bow=bow->below) |
1238 |
if(bow->type==BOW && bow->race==item->race) { |
1239 |
SET_FLAG(mon, FLAG_READY_BOW); |
1240 |
LOG(llevMonster,"Found correct bow for arrows.\n"); |
1241 |
return; /* nothing more to do for arrows */ |
1242 |
} |
1243 |
} |
1244 |
|
1245 |
if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1; |
1246 |
/* Eating food gets hp back */ |
1247 |
else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1; |
1248 |
else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) { |
1249 |
if (!item->inv) |
1250 |
LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count); |
1251 |
else if (monster_should_cast_spell(mon, item->inv)) |
1252 |
SET_FLAG(mon, FLAG_READY_SCROLL); |
1253 |
/* Don't use it right now */ |
1254 |
return; |
1255 |
} |
1256 |
else if (item->type == WEAPON) flag = check_good_weapon(mon,item); |
1257 |
else if (IS_ARMOR(item)) flag = check_good_armour(mon,item); |
1258 |
/* Should do something more, like make sure this is a better item */ |
1259 |
else if (item->type == RING) |
1260 |
flag=1; |
1261 |
else if ( item->type==WAND || item->type == ROD || item->type==HORN ) |
1262 |
{ |
1263 |
/* We never really 'ready' the wand/rod/horn, because that would mean the |
1264 |
* weapon would get undone. |
1265 |
*/ |
1266 |
if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1267 |
{ |
1268 |
SET_FLAG(mon, FLAG_READY_RANGE); |
1269 |
SET_FLAG(item, FLAG_APPLIED); |
1270 |
} |
1271 |
return; |
1272 |
} |
1273 |
else if (item->type == BOW) { |
1274 |
/* We never really 'ready' the bow, because that would mean the |
1275 |
* weapon would get undone. |
1276 |
*/ |
1277 |
if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK)) |
1278 |
SET_FLAG(mon, FLAG_READY_BOW); |
1279 |
return; |
1280 |
} |
1281 |
else if ( item->type == SKILL ) |
1282 |
{ |
1283 |
/* |
1284 |
* skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set, |
1285 |
* else they can't use the skill... |
1286 |
* Skills also don't need to get applied, so return now. |
1287 |
*/ |
1288 |
SET_FLAG(mon, FLAG_READY_SKILL); |
1289 |
return; |
1290 |
} |
1291 |
|
1292 |
|
1293 |
/* if we don't match one of the above types, return now. |
1294 |
* can_apply_object will say that we can apply things like flesh, |
1295 |
* bolts, and whatever else, because it only checks against the |
1296 |
* body_info locations. |
1297 |
*/ |
1298 |
if (!flag) return; |
1299 |
|
1300 |
/* Check to see if the monster can use this item. If not, no need |
1301 |
* to do further processing. Note that can_apply_object already checks |
1302 |
* for the CAN_USE flags. |
1303 |
*/ |
1304 |
if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return; |
1305 |
|
1306 |
/* should only be applying this item, not unapplying it. |
1307 |
* also, ignore status of curse so they can take off old armour. |
1308 |
* monsters have some advantages after all. |
1309 |
*/ |
1310 |
manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE); |
1311 |
|
1312 |
return; |
1313 |
} |
1314 |
|
1315 |
void npc_call_help(object *op) { |
1316 |
int x,y, mflags; |
1317 |
object *npc; |
1318 |
sint16 sx, sy; |
1319 |
mapstruct *m; |
1320 |
|
1321 |
for(x = -3; x < 4; x++) |
1322 |
for(y = -3; y < 4; y++) { |
1323 |
m = op->map; |
1324 |
sx = op->x + x; |
1325 |
sy = op->y + y; |
1326 |
mflags = get_map_flags(m, &m, sx, sy, &sx, &sy); |
1327 |
/* If nothing alive on this space, no need to search the space. */ |
1328 |
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE)) |
1329 |
continue; |
1330 |
|
1331 |
for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above) |
1332 |
if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE)) |
1333 |
npc->enemy = op->enemy; |
1334 |
} |
1335 |
} |
1336 |
|
1337 |
|
1338 |
int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) { |
1339 |
|
1340 |
if (can_hit(part,enemy,rv)) |
1341 |
return dir; |
1342 |
if (rv->distance < 10) |
1343 |
return absdir(dir+4); |
1344 |
else if (rv->distance>18) |
1345 |
return dir; |
1346 |
return 0; |
1347 |
} |
1348 |
|
1349 |
int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) { |
1350 |
|
1351 |
if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) { |
1352 |
ob->move_status++; |
1353 |
return (dir); |
1354 |
} |
1355 |
else if (ob->move_status >20) |
1356 |
ob->move_status = 0; |
1357 |
return absdir (dir+4); |
1358 |
} |
1359 |
|
1360 |
int hitrun_att (int dir, object *ob,object *enemy) { |
1361 |
if (ob->move_status ++ < 25) |
1362 |
return dir; |
1363 |
else if (ob->move_status <50) |
1364 |
return absdir (dir+4); |
1365 |
else |
1366 |
ob->move_status = 0; |
1367 |
return absdir(dir+4); |
1368 |
} |
1369 |
|
1370 |
int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) { |
1371 |
|
1372 |
int inrange = can_hit (part, enemy,rv); |
1373 |
|
1374 |
if (ob->move_status || inrange) |
1375 |
ob->move_status++; |
1376 |
|
1377 |
if (ob->move_status == 0) |
1378 |
return 0; |
1379 |
else if (ob->move_status <10) |
1380 |
return dir; |
1381 |
else if (ob->move_status <15) |
1382 |
return absdir(dir+4); |
1383 |
ob->move_status = 0; |
1384 |
return 0; |
1385 |
} |
1386 |
|
1387 |
int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) { |
1388 |
|
1389 |
/* The logic below here looked plain wrong before. Basically, what should |
1390 |
* happen is that if the creatures hp percentage falls below run_away, |
1391 |
* the creature should run away (dir+4) |
1392 |
* I think its wrong for a creature to have a zero maxhp value, but |
1393 |
* at least one map has this set, and whatever the map contains, the |
1394 |
* server should try to be resilant enough to avoid the problem |
1395 |
*/ |
1396 |
if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away) |
1397 |
return absdir(dir+4); |
1398 |
return dist_att (dir,ob,enemy,part,rv); |
1399 |
} |
1400 |
|
1401 |
int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) { |
1402 |
if (rv->distance < 9) |
1403 |
return absdir (dir+4); |
1404 |
return 0; |
1405 |
} |
1406 |
|
1407 |
void circ1_move (object *ob) { |
1408 |
static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2}; |
1409 |
if(++ob->move_status > 11) |
1410 |
ob->move_status = 0; |
1411 |
if (!(move_object(ob,circle[ob->move_status]))) |
1412 |
(void) move_object(ob,RANDOM()%8+1); |
1413 |
} |
1414 |
|
1415 |
void circ2_move (object *ob) { |
1416 |
static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2}; |
1417 |
if(++ob->move_status > 19) |
1418 |
ob->move_status = 0; |
1419 |
if(!(move_object(ob,circle[ob->move_status]))) |
1420 |
(void) move_object(ob,RANDOM()%8+1); |
1421 |
} |
1422 |
|
1423 |
void pace_movev(object *ob) { |
1424 |
if (ob->move_status++ > 6) |
1425 |
ob->move_status = 0; |
1426 |
if (ob->move_status < 4) |
1427 |
(void) move_object (ob,5); |
1428 |
else |
1429 |
(void) move_object(ob,1); |
1430 |
} |
1431 |
|
1432 |
void pace_moveh (object *ob) { |
1433 |
if (ob->move_status++ > 6) |
1434 |
ob->move_status = 0; |
1435 |
if (ob->move_status < 4) |
1436 |
(void) move_object(ob,3); |
1437 |
else |
1438 |
(void) move_object(ob,7); |
1439 |
} |
1440 |
|
1441 |
void pace2_movev (object *ob) { |
1442 |
if (ob->move_status ++ > 16) |
1443 |
ob->move_status = 0; |
1444 |
if (ob->move_status <6) |
1445 |
(void) move_object (ob,5); |
1446 |
else if (ob->move_status < 8) |
1447 |
return; |
1448 |
else if (ob->move_status <13) |
1449 |
(void) move_object (ob,1); |
1450 |
else return; |
1451 |
} |
1452 |
|
1453 |
void pace2_moveh (object *ob) { |
1454 |
if (ob->move_status ++ > 16) |
1455 |
ob->move_status = 0; |
1456 |
if (ob->move_status <6) |
1457 |
(void) move_object (ob,3); |
1458 |
else if (ob->move_status < 8) |
1459 |
return; |
1460 |
else if (ob->move_status <13) |
1461 |
(void) move_object (ob,7); |
1462 |
else return; |
1463 |
} |
1464 |
|
1465 |
void rand_move (object *ob) { |
1466 |
int i; |
1467 |
if (ob->move_status <1 || ob->move_status >8 || |
1468 |
!(move_object(ob,ob->move_status|| ! (RANDOM()% 9)))) |
1469 |
for (i = 0; i < 5; i++) |
1470 |
if (move_object(ob,ob->move_status = RANDOM()%8+1)) |
1471 |
return; |
1472 |
} |
1473 |
|
1474 |
void check_earthwalls(object *op, mapstruct *m, int x, int y) { |
1475 |
object *tmp; |
1476 |
for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1477 |
if (tmp->type == EARTHWALL) { |
1478 |
hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1); |
1479 |
return; |
1480 |
} |
1481 |
} |
1482 |
} |
1483 |
|
1484 |
void check_doors(object *op, mapstruct *m, int x, int y) { |
1485 |
object *tmp; |
1486 |
for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) { |
1487 |
if (tmp->type == DOOR) { |
1488 |
hit_player(tmp,1000,op,AT_PHYSICAL,1); |
1489 |
return; |
1490 |
} |
1491 |
} |
1492 |
} |
1493 |
|
1494 |
/* This replaces all the msglang stuff about which seems to be a lot of |
1495 |
* unneeded complication - since the setup of that data is never re-used |
1496 |
* (say 'hi' to monster, then 'yes', it would re-do the entire parse-message) |
1497 |
* it seems to me to make more sense to just have simple function that returns |
1498 |
* the 'text' portion of the message that it matches - this savees us a bunch |
1499 |
* of malloc's and free's, as well as that setup. |
1500 |
* This function takes the message to be parsed in 'msg', the text to |
1501 |
* match in 'match', and returns the portion of the message. This |
1502 |
* returned portion is in a malloc'd buf that should be freed. |
1503 |
* Returns NULL if no match is found. |
1504 |
* The player is passed too, so that quest-related messages can be checked too. |
1505 |
*/ |
1506 |
static char *find_matching_message(object* pl, const char *msg, const char *match) |
1507 |
{ |
1508 |
const char *cp=msg, *cp1, *cp2; |
1509 |
char *cp3, regex[MAX_BUF], gotmatch=0; |
1510 |
|
1511 |
while (1) { |
1512 |
if (strncmp(cp, "@match ", 7)) { |
1513 |
LOG(llevDebug,"find_matching_message: Invalid message %s", msg); |
1514 |
return NULL; |
1515 |
} |
1516 |
else { |
1517 |
/* Find the end of the line, and copy the regex portion into it */ |
1518 |
cp2 = strchr(cp+7, '\n'); |
1519 |
strncpy(regex, cp+7, (cp2 - cp -7 )); |
1520 |
regex[cp2 - cp -7] = 0; |
1521 |
|
1522 |
/* Find the next match command */ |
1523 |
cp1 = strstr(cp+6, "\n@match"); |
1524 |
|
1525 |
/* Got a match - handle * as special case - proper regex would be .*, |
1526 |
* but lots of messages don't use that form. |
1527 |
*/ |
1528 |
if (regex[0] == '*') gotmatch=1; |
1529 |
else { |
1530 |
char *pipe, *pnext=NULL; |
1531 |
/* need to parse all the | seperators. Our re_cmp isn't |
1532 |
* realy a fully blown regex parser. |
1533 |
*/ |
1534 |
for (pipe=regex; pipe != NULL; pipe = pnext) { |
1535 |
pnext = strchr(pipe, '|'); |
1536 |
if (pnext) { |
1537 |
*pnext = 0; |
1538 |
pnext ++; |
1539 |
} |
1540 |
if (re_cmp(match, pipe)) { |
1541 |
gotmatch = 1; |
1542 |
break; |
1543 |
} |
1544 |
} |
1545 |
} |
1546 |
if (gotmatch) { |
1547 |
if (cp1) { |
1548 |
cp3 = malloc(cp1 - cp2 + 1); |
1549 |
strncpy(cp3, cp2+1, cp1 - cp2); |
1550 |
cp3[cp1 - cp2] = 0; |
1551 |
} |
1552 |
else { /* if no next match, just want the rest of the string */ |
1553 |
cp3 = strdup_local(cp2+1); |
1554 |
} |
1555 |
return cp3; |
1556 |
} |
1557 |
gotmatch = 0; |
1558 |
if (cp1) cp = cp1 + 1; |
1559 |
else return NULL; |
1560 |
} |
1561 |
} |
1562 |
/* Should never get reached */ |
1563 |
} |
1564 |
|
1565 |
/* This function looks for an object or creature that is listening. |
1566 |
* I've disabled the bit that has only the first npc monster listen - |
1567 |
* we'll see how this works out. only the first npc listens, which |
1568 |
* is sort of bogus since it uses the free_arr which has a preference |
1569 |
* to certain directions. |
1570 |
* |
1571 |
* There is a rare even that the orig_map is used for - basically, if |
1572 |
* a player says the magic word that gets him teleported off the map, |
1573 |
* it can result in the new map putting the object count too high, |
1574 |
* which forces the swap out of some other map. In some cases, the |
1575 |
* map the player was just on now gets swapped out - thus, the |
1576 |
* object on that map are no longer in memory. So check to see if the |
1577 |
* players map changes, and if so, don't process any further. |
1578 |
* If it does change, most likely we don't care about the results |
1579 |
* of further conversation. Also, depending on the value of i, |
1580 |
* the conversation would continue on the new map, which probably isn't |
1581 |
* what is really wanted either. |
1582 |
*/ |
1583 |
void communicate(object *op, const char *txt) { |
1584 |
object *npc; |
1585 |
int i, mflags; |
1586 |
sint16 x, y; |
1587 |
mapstruct *mp, *orig_map = op->map; |
1588 |
|
1589 |
int flag=1; /*hasn't spoken to a NPC yet*/ |
1590 |
for(i = 0; i <= SIZEOFFREE2; i++) { |
1591 |
|
1592 |
mp = op->map; |
1593 |
x = op->x + freearr_x[i]; |
1594 |
y = op->y + freearr_y[i]; |
1595 |
|
1596 |
mflags = get_map_flags(mp, &mp, x, y, &x, &y); |
1597 |
if (mflags & P_OUT_OF_MAP) continue; |
1598 |
|
1599 |
for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) { |
1600 |
if (npc->type == MAGIC_EAR) { |
1601 |
(void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */ |
1602 |
if (orig_map != op->map) { |
1603 |
LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n"); |
1604 |
return; |
1605 |
} |
1606 |
} |
1607 |
else if (flag) { |
1608 |
#if 0 |
1609 |
if (talk_to_npc(op, npc,txt)) |
1610 |
flag=0; /* Can be crowded */ |
1611 |
#else |
1612 |
talk_to_npc(op, npc,txt); |
1613 |
#endif |
1614 |
if (orig_map != op->map) { |
1615 |
LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n"); |
1616 |
return; |
1617 |
} |
1618 |
} |
1619 |
} |
1620 |
} |
1621 |
} |
1622 |
|
1623 |
static int do_talk_npc(object* op, object* npc, object* override, const char* txt) |
1624 |
{ |
1625 |
char* cp; |
1626 |
char buf[MAX_BUF]; |
1627 |
|
1628 |
if(override->msg == NULL || *override->msg != '@') |
1629 |
return 0; |
1630 |
|
1631 |
cp = find_matching_message(op, override->msg, txt); |
1632 |
if (cp) { |
1633 |
sprintf(buf,"%s says:",query_name(npc)); |
1634 |
new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf); |
1635 |
new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp); |
1636 |
quest_apply_items(override,op->contr); |
1637 |
free(cp); |
1638 |
return 1; |
1639 |
} |
1640 |
return 0; |
1641 |
} |
1642 |
|
1643 |
int talk_to_npc(object *op, object *npc, const char *txt) { |
1644 |
object *cobj; |
1645 |
|
1646 |
/* Move this commone area up here - shouldn't cost much extra cpu |
1647 |
* time, and makes the function more readable */ |
1648 |
/* Lauwenmark: Handle for plugin say event */ |
1649 |
if (op==npc) return 0; |
1650 |
if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0) |
1651 |
return 0; |
1652 |
/* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */ |
1653 |
/* This allows the existence of "intelligent" weapons you can discuss with */ |
1654 |
for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below) |
1655 |
{ |
1656 |
if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0) |
1657 |
return 0; |
1658 |
} |
1659 |
for ( cobj = npc->inv; cobj; cobj = cobj->below ) |
1660 |
if ( quest_is_override_compatible( cobj, op ) ) |
1661 |
if ( do_talk_npc( op, npc, cobj, txt ) ) |
1662 |
return 1; |
1663 |
return do_talk_npc( op, npc, npc, txt ); |
1664 |
} |
1665 |
|
1666 |
static int do_talk_wall(object* pl, object* npc, object* override, const char* txt) |
1667 |
{ |
1668 |
char* cp; |
1669 |
if(override->msg == NULL || *override->msg != '@') |
1670 |
return 0; |
1671 |
|
1672 |
cp = find_matching_message(pl, override->msg, txt); |
1673 |
if (!cp) |
1674 |
return 0; |
1675 |
|
1676 |
new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp); |
1677 |
use_trigger(npc); |
1678 |
quest_apply_items(npc, pl->contr); |
1679 |
free(cp); |
1680 |
|
1681 |
return 1; |
1682 |
} |
1683 |
|
1684 |
int talk_to_wall(object* pl, object *npc, const char *txt) { |
1685 |
|
1686 |
object* inv; |
1687 |
|
1688 |
for ( inv = npc->inv; inv; inv = inv->below) |
1689 |
if ( quest_is_override_compatible(inv, pl ) ) |
1690 |
if ( do_talk_wall( pl, npc, inv, txt ) ) |
1691 |
return 1; |
1692 |
|
1693 |
return do_talk_wall( pl, npc, npc, txt );; |
1694 |
} |
1695 |
|
1696 |
/* find_mon_throw_ob() - modeled on find_throw_ob |
1697 |
* This is probably overly simplistic as it is now - We want |
1698 |
* monsters to throw things like chairs and other pieces of |
1699 |
* furniture, even if they are not good throwable objects. |
1700 |
* Probably better to have the monster throw a throwable object |
1701 |
* first, then throw any non equipped weapon. |
1702 |
*/ |
1703 |
|
1704 |
object *find_mon_throw_ob( object *op ) { |
1705 |
object *tmp = NULL; |
1706 |
|
1707 |
if(op->head) tmp=op->head; else tmp=op; |
1708 |
|
1709 |
/* New throw code: look through the inventory. Grap the first legal is_thrown |
1710 |
* marked item and throw it to the enemy. |
1711 |
*/ |
1712 |
|
1713 |
for(tmp=op->inv;tmp;tmp=tmp->below) { |
1714 |
|
1715 |
/* Can't throw invisible objects or items that are applied */ |
1716 |
if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue; |
1717 |
|
1718 |
if(QUERY_FLAG(tmp,FLAG_IS_THROWN)) |
1719 |
break; |
1720 |
|
1721 |
} |
1722 |
|
1723 |
#ifdef DEBUG_THROW |
1724 |
LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name, |
1725 |
!(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1); |
1726 |
#endif |
1727 |
|
1728 |
return tmp; |
1729 |
} |
1730 |
|
1731 |
/* determine if we can 'detect' the enemy. Check for walls blocking the |
1732 |
* los. Also, just because its hidden/invisible, we may be sensitive/smart |
1733 |
* enough (based on Wis & Int) to figure out where the enemy is. -b.t. |
1734 |
* modified by MSW to use the get_rangevector so that map tiling works |
1735 |
* properly. I also so odd code in place that checked for x distance |
1736 |
* OR y distance being within some range - that seemed wrong - both should |
1737 |
* be within the valid range. MSW 2001-08-05 |
1738 |
* Returns 0 if enemy can not be detected, 1 if it is detected |
1739 |
*/ |
1740 |
|
1741 |
int can_detect_enemy (object *op, object *enemy, rv_vector *rv) { |
1742 |
int radius = MIN_MON_RADIUS, hide_discovery; |
1743 |
|
1744 |
/* null detection for any of these condtions always */ |
1745 |
if(!op || !enemy || !op->map || !enemy->map) |
1746 |
return 0; |
1747 |
|
1748 |
/* If the monster (op) has no way to get to the enemy, do nothing */ |
1749 |
if (!on_same_map(op, enemy)) |
1750 |
return 0; |
1751 |
|
1752 |
get_rangevector(op, enemy, rv, 0); |
1753 |
|
1754 |
/* Monsters always ignore the DM */ |
1755 |
if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) ) |
1756 |
return 0; |
1757 |
|
1758 |
/* simple check. Should probably put some range checks in here. */ |
1759 |
if(can_see_enemy(op,enemy)) return 1; |
1760 |
|
1761 |
/* The rest of this is for monsters. Players are on their own for |
1762 |
* finding enemies! |
1763 |
*/ |
1764 |
if(op->type==PLAYER) return 0; |
1765 |
|
1766 |
/* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE |
1767 |
* flag (which was already checked) in can_see_enmy (). Lets get out of here |
1768 |
*/ |
1769 |
if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden))) |
1770 |
return 0; |
1771 |
|
1772 |
/* use this for invis also */ |
1773 |
hide_discovery = op->stats.Int/5; |
1774 |
|
1775 |
/* Determine Detection radii */ |
1776 |
if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */ |
1777 |
radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS; |
1778 |
else { /* a level/INT/Dex adjustment for hiding */ |
1779 |
object *sk_hide; |
1780 |
int bonus = (op->level/2) + (op->stats.Int/5); |
1781 |
|
1782 |
if(enemy->type==PLAYER) { |
1783 |
if((sk_hide = find_skill_by_number(enemy,SK_HIDING))) |
1784 |
bonus -= sk_hide->level; |
1785 |
else { |
1786 |
LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n"); |
1787 |
make_visible(enemy); |
1788 |
radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius; |
1789 |
} |
1790 |
} |
1791 |
else /* enemy is not a player */ |
1792 |
bonus -= enemy->level; |
1793 |
|
1794 |
radius += bonus/5; |
1795 |
hide_discovery += bonus*5; |
1796 |
} /* else creature has modifiers for hiding */ |
1797 |
|
1798 |
/* Radii stealth adjustment. Only if you are stealthy |
1799 |
* will you be able to sneak up closer to creatures */ |
1800 |
if(QUERY_FLAG(enemy,FLAG_STEALTH)) |
1801 |
radius = radius/2, hide_discovery = hide_discovery/3; |
1802 |
|
1803 |
/* Radii adjustment for enemy standing in the dark */ |
1804 |
if(op->map->darkness>0 && !stand_in_light(enemy)) { |
1805 |
/* on dark maps body heat can help indicate location with infravision |
1806 |
* undead don't have body heat, so no benefit detecting them. |
1807 |
*/ |
1808 |
if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy)) |
1809 |
radius += op->map->darkness/2; |
1810 |
else |
1811 |
radius -= op->map->darkness/2; |
1812 |
|
1813 |
/* op next to a monster (and not in complete darkness) |
1814 |
* the monster should have a chance to see you. |
1815 |
*/ |
1816 |
if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1) |
1817 |
radius = MIN_MON_RADIUS; |
1818 |
} /* if on dark map */ |
1819 |
|
1820 |
/* Lets not worry about monsters that have incredible detection |
1821 |
* radii, we only need to worry here about things the player can |
1822 |
* (potentially) see. This is 13, as that is the maximum size the player |
1823 |
* may have for their map - in that way, creatures at the edge will |
1824 |
* do something. Note that the distance field in the |
1825 |
* vector is real distance, so in theory this should be 18 to |
1826 |
* find that. |
1827 |
*/ |
1828 |
if(radius>13) radius = 13; |
1829 |
|
1830 |
/* Enemy in range! Now test for detection */ |
1831 |
if ((int) rv->distance <= radius) { |
1832 |
/* ah, we are within range, detected? take cases */ |
1833 |
if(!enemy->invisible) /* enemy in dark squares... are seen! */ |
1834 |
return 1; |
1835 |
|
1836 |
/* hidden or low-quality invisible */ |
1837 |
if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) { |
1838 |
make_visible(enemy); |
1839 |
/* inform players of new status */ |
1840 |
if(enemy->type==PLAYER && player_can_view(enemy,op)) |
1841 |
new_draw_info_format(NDI_UNIQUE,0, enemy, |
1842 |
"You are discovered by %s!",op->name); |
1843 |
return 1; /* detected enemy */ |
1844 |
} |
1845 |
else if (enemy->invisible) { |
1846 |
/* Change this around - instead of negating the invisible, just |
1847 |
* return true so that the mosnter that managed to detect you can |
1848 |
* do something to you. Decreasing the duration of invisible |
1849 |
* doesn't make a lot of sense IMO, as a bunch of stupid creatures |
1850 |
* can then basically negate the spell. The spell isn't negated - |
1851 |
* they just know where you are! |
1852 |
*/ |
1853 |
if ((RANDOM() % 50) <= hide_discovery) { |
1854 |
if (enemy->type == PLAYER) { |
1855 |
new_draw_info_format(NDI_UNIQUE,0, enemy, |
1856 |
"You see %s noticing your position.", query_name(op)); |
1857 |
} |
1858 |
return 1; |
1859 |
} |
1860 |
} |
1861 |
} /* within range */ |
1862 |
|
1863 |
/* Wasn't detected above, so still hidden */ |
1864 |
return 0; |
1865 |
} |
1866 |
|
1867 |
/* determine if op stands in a lighted square. This is not a very |
1868 |
* intellegent algorithm. For one thing, we ignore los here, SO it |
1869 |
* is possible for a bright light to illuminate a player on the |
1870 |
* other side of a wall (!). |
1871 |
*/ |
1872 |
|
1873 |
int stand_in_light( object *op) { |
1874 |
sint16 nx,ny; |
1875 |
mapstruct *m; |
1876 |
|
1877 |
|
1878 |
if(!op) return 0; |
1879 |
if(op->glow_radius > 0) return 1; |
1880 |
|
1881 |
if(op->map) { |
1882 |
int x, y, x1, y1; |
1883 |
|
1884 |
|
1885 |
|
1886 |
/* Check the spaces with the max light radius to see if any of them |
1887 |
* have lights, and if any of them light the player enough, then return 1. |
1888 |
*/ |
1889 |
for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) { |
1890 |
for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) { |
1891 |
m = op->map; |
1892 |
nx = x; |
1893 |
ny = y; |
1894 |
|
1895 |
if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue; |
1896 |
|
1897 |
x1 = abs(x - op->x)*abs(x - op->x); |
1898 |
y1 = abs(y - op->y)*abs(y - op->y); |
1899 |
if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1; |
1900 |
} |
1901 |
} |
1902 |
} |
1903 |
return 0; |
1904 |
} |
1905 |
|
1906 |
|
1907 |
/* assuming no walls/barriers, lets check to see if its *possible* |
1908 |
* to see an enemy. Note, "detection" is different from "seeing". |
1909 |
* See can_detect_enemy() for more details. -b.t. |
1910 |
* return 0 if can't be seen, 1 if can be |
1911 |
*/ |
1912 |
|
1913 |
int can_see_enemy (object *op, object *enemy) { |
1914 |
object *looker = op->head?op->head:op; |
1915 |
|
1916 |
/* safety */ |
1917 |
if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE)) |
1918 |
return 0; |
1919 |
|
1920 |
/* we dont give a full treatment of xrays here (shorter range than normal, |
1921 |
* see through walls). Should we change the code elsewhere to make you |
1922 |
* blind even if you can xray? |
1923 |
*/ |
1924 |
if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS)) |
1925 |
return 0; |
1926 |
|
1927 |
/* checking for invisible things */ |
1928 |
if(enemy->invisible) { |
1929 |
/* HIDDEN ENEMY. by definition, you can't see hidden stuff! |
1930 |
* However,if you carry any source of light, then the hidden |
1931 |
* creature is seeable (and stupid) */ |
1932 |
|
1933 |
if(has_carried_lights(enemy)) { |
1934 |
if(enemy->hide) { |
1935 |
make_visible(enemy); |
1936 |
new_draw_info(NDI_UNIQUE,0, enemy, |
1937 |
"Your light reveals your hiding spot!"); |
1938 |
} |
1939 |
return 1; |
1940 |
} else if (enemy->hide) return 0; |
1941 |
|
1942 |
/* Invisible enemy. Break apart the check for invis undead/invis looker |
1943 |
* into more simple checks - the QUERY_FLAG doesn't return 1/0 values, |
1944 |
* and making it a conditional makes the code pretty ugly. |
1945 |
*/ |
1946 |
if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) { |
1947 |
if (makes_invisible_to(enemy, looker)) return 0; |
1948 |
} |
1949 |
} else if(looker->type==PLAYER) /* for players, a (possible) shortcut */ |
1950 |
if(player_can_view(looker,enemy)) return 1; |
1951 |
|
1952 |
/* ENEMY IN DARK MAP. Without infravision, the enemy is not seen |
1953 |
* unless they carry a light or stand in light. Darkness doesnt |
1954 |
* inhibit the undead per se (but we should give their archs |
1955 |
* CAN_SEE_IN_DARK, this is just a safety |
1956 |
* we care about the enemy maps status, not the looker. |
1957 |
* only relevant for tiled maps, but it is possible that the |
1958 |
* enemy is on a bright map and the looker on a dark - in that |
1959 |
* case, the looker can still see the enemy |
1960 |
*/ |
1961 |
if(enemy->map->darkness>0&&!stand_in_light(enemy) |
1962 |
&&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)|| |
1963 |
!is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS))) |
1964 |
return 0; |
1965 |
|
1966 |
return 1; |
1967 |
} |
1968 |
|