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/*
* static char *rcsid_monster_c =
* "$Id: monster.c 7568 2007-11-24 21:17:09Z akirschbaum $";
*/
/*
CrossFire, A Multiplayer game for X-windows
Copyright (C) 2002,2007 Mark Wedel & Crossfire Development Team
Copyright (C) 1992 Frank Tore Johansen
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
The authors can be reached via e-mail at crossfire-devel@real-time.com
*/
#include <global.h>
#ifndef __CEXTRACT__
#include <sproto.h>
#include <spells.h>
#include <skills.h>
#endif
static int can_hit(object *ob1, object *ob2, rv_vector *rv);
static int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv);
static int monster_use_scroll(object *head, object *part, object *pl, int dir, rv_vector *rv);
static int monster_use_skill(object *head, object *part, object *pl, int dir);
static int monster_use_range(object *head, object *part, object *pl, int dir);
static int monster_use_bow(object *head, object *part, object *pl, int dir);
static void monster_check_pickup(object *monster);
static int monster_can_pick(object *monster, object *item);
static void monster_apply_below(object *monster);
static int dist_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);
static int run_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);
static int hitrun_att(int dir, object *ob, object *enemy);
static int wait_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);
static int disthit_att(int dir, object *ob, object *enemy, object *part, rv_vector *rv);
static int wait_att2(int dir, object *ob, object *enemy, object *part, rv_vector *rv);
static void circ1_move(object *ob);
static void circ2_move(object *ob);
static void pace_movev(object *ob);
static void pace_moveh(object *ob);
static void pace2_movev(object *ob);
static void pace2_moveh(object *ob);
static void rand_move(object *ob);
static int talk_to_npc(object *op, object *npc, const char *txt);
static int talk_to_wall(object *pl, object *npc, const char *txt);
#define MIN_MON_RADIUS 3 /* minimum monster detection radius */
/* checks npc->enemy and returns that enemy if still valid,
* NULL otherwise.
* this is map tile aware.
* If this returns an enemy, the range vector rv should also be
* set to sane values.
*/
object *check_enemy(object *npc, rv_vector *rv) {
/* if this is pet, let him attack the same enemy as his owner
* TODO: when there is no ower enemy, try to find a target,
* which CAN attack the owner. */
if ((npc->attack_movement & HI4) == PETMOVE)
{
if (npc->owner == NULL)
npc->enemy = NULL;
else if (npc->enemy == NULL)
npc->enemy = npc->owner->enemy;
}
/* periodically, a monster mayu change its target. Also, if the object
* has been destroyed, etc, clear the enemy.
* TODO: this should be changed, because it invokes to attack forced or
* attacked monsters to leave the attacker alone, before it is destroyed
*/
/* i had removed the random target leave, this invokes problems with friendly
* objects, getting attacked and defending herself - they don't try to attack
* again then but perhaps get attack on and on
* If we include a aggravated flag in , we can handle evil vs evil and good vs good
* too. */
if(npc->enemy)
{
/* I broke these if's apart to better be able to see what
* the grouping checks are. Code is the same.
*/
if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) ||
QUERY_FLAG(npc->enemy,FLAG_FREED) ||
!on_same_map(npc, npc->enemy) ||
npc == npc->enemy ||
QUERY_FLAG(npc, FLAG_NEUTRAL) ||
QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
npc->enemy = NULL;
else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
(QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
|| npc->enemy == npc->owner))
npc->enemy = NULL;
else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
(!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
npc->enemy=NULL;
/* I've noticed that pets could sometimes get an arrow as the
* target enemy - this code below makes sure the enemy is something
* that should be attacked. My guess is that the arrow hits
* the creature/owner, and so the creature then takes that
* as the enemy to attack.
*/
else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) &&
!QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM)
npc->enemy=NULL;
}
return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL;
}
/* Returns the nearest living creature (monster or generator).
* Modified to deal with tiled maps properly.
* Also fixed logic so that monsters in the lower directions were more
* likely to be skipped - instead of just skipping the 'start' number
* of direction, revisit them after looking at all the other spaces.
*
* Note that being this may skip some number of spaces, it will
* not necessarily find the nearest living creature - it basically
* chooses one from within a 3 space radius, and since it skips
* the first few directions, it could very well choose something
* 3 spaces away even though something directly north is closer.
*
* this function is map tile aware.
*/
object *find_nearest_living_creature(object *npc) {
int i,mflags;
sint16 nx,ny;
mapstruct *m;
object *tmp;
int search_arr[SIZEOFFREE];
get_search_arr(search_arr);
for(i=0;i<SIZEOFFREE;i++) {
/* modified to implement smart searching using search_arr
* guidance array to determine direction of search order
*/
nx = npc->x + freearr_x[search_arr[i]];
ny = npc->y + freearr_y[search_arr[i]];
m = npc->map;
mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
if (mflags & P_OUT_OF_MAP) continue;
if (mflags & P_IS_ALIVE) {
tmp=get_map_ob(m,nx,ny);
while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&&
!QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER)
tmp=tmp->above;
if (!tmp) {
LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
m->path, nx, ny);
}
else {
if(can_see_monsterP(m,nx,ny,i))
return tmp;
}
} /* is something living on this space */
}
return NULL; /* nothing found */
}
/* Tries to find an enmy for npc. We pass the range vector since
* our caller will find the information useful.
* Currently, only move_monster calls this function.
* Fix function so that we always make calls to get_rangevector
* if we have a valid target - function as not doing so in
* many cases.
*/
static object *find_enemy(object *npc, rv_vector *rv)
{
object *attacker, *tmp=NULL;
attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
npc->attacked_by = NULL; /* always clear the attacker entry */
/* if we berserk, we don't care about others - we attack all we can find */
if(QUERY_FLAG(npc,FLAG_BERSERK)) {
tmp = find_nearest_living_creature(npc);
if (tmp) get_rangevector(npc, tmp, rv, 0);
return tmp;
}
/* Here is the main enemy selection.
* We want this: if there is an enemy, attack him until its not possible or
* one of both is dead.
* If we have no enemy and we are...
* a monster: try to find a player, a pet or a friendly monster
* a friendly: only target a monster which is targeting you first or targeting a player
* a neutral: fight a attacker (but there should be none), then do nothing
* a pet: attack player enemy or a monster
*/
/* pet move */
if ((npc->attack_movement & HI4) == PETMOVE) {
tmp= get_pet_enemy(npc,rv);
if (tmp) get_rangevector(npc, tmp, rv, 0);
return tmp;
}
/* we check our old enemy. */
if((tmp=check_enemy(npc, rv))==NULL)
{
if(attacker) /* if we have an attacker, check him */
{
/* we want be sure this is the right one! */
if(attacker->count == npc->attacked_by_count)
{
/* TODO: thats not finished */
/* we don't want a fight evil vs evil or good against non evil */
if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
(QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
(!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
(!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
{
CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */
npc->enemy = attacker;
return attacker; /* yes, we face our attacker! */
}
}
}
/* we have no legal enemy or attacker, so we try to target a new one */
if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) &&
!QUERY_FLAG(npc, FLAG_NEUTRAL))
{
npc->enemy = get_nearest_player(npc);
if (npc->enemy)
tmp = check_enemy(npc,rv);
}
}
return tmp;
}
/* Sees if this monster should wake up.
* Currently, this is only called from move_monster, and
* if enemy is set, then so should be rv.
* returns 1 if the monster should wake up, 0 otherwise.
*/
static int check_wakeup(object *op, object *enemy, rv_vector *rv) {
int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
/* Trim work - if no enemy, no need to do anything below */
if (!enemy) return 0;
/* blinded monsters can only find nearby objects to attack */
if(QUERY_FLAG(op, FLAG_BLIND))
radius = MIN_MON_RADIUS;
/* This covers the situation where the monster is in the dark
* and has an enemy. If the enemy has no carried light (or isnt
* glowing!) then the monster has trouble finding the enemy.
* Remember we already checked to see if the monster can see in
* the dark. */
else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible &&
!stand_in_light(enemy) &&
(!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
int dark = radius/(op->map->darkness);
radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
}
else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
/* enemy should already be on this map, so don't really need to check
* for that.
*/
if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) {
CLEAR_FLAG(op,FLAG_SLEEP);
return 1;
}
return 0;
}
static int move_randomly(object *op) {
int i;
/* Give up to 15 chances for a monster to move randomly */
for(i=0;i<15;i++) {
if(move_object(op,RANDOM()%8+1))
return 1;
}
return 0;
}
/*
* Move-monster returns 1 if the object has been freed, otherwise 0.
*/
int move_monster(object *op) {
int dir, diff;
object *owner, *enemy, *part, *oph=op;
rv_vector rv;
/* Monsters not on maps don't do anything. These monsters are things
* Like royal guards in city dwellers inventories.
*/
if (!op->map) return 0;
/* for target facing, we copy this value here for fast access */
if(oph->head) /* force update the head - one arch one pic */
oph = oph->head;
if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
enemy = op->enemy = NULL;
else if((enemy= find_enemy(op, &rv)))
{
/* we have an enemy, just tell him we want him dead */
enemy->attacked_by = op; /* our ptr */
enemy->attacked_by_count = op->count; /* our tag */
}
if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
!QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
if(!check_wakeup(op,enemy,&rv))
return 0;
}
/* check if monster pops out of hidden spot */
if(op->hide) do_hidden_move(op);
if(op->pick_up)
monster_check_pickup(op);
if(op->will_apply)
monster_apply_below(op); /* Check for items to apply below */
/* generate hp, if applicable */
if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
/* last heal is in funny units. Dividing by speed puts
* the regeneration rate on a basis of time instead of
* #moves the monster makes. The scaling by 8 is
* to capture 8th's of a hp fraction regens
*
* Cast to sint32 before comparing to maxhp since otherwise an (sint16)
* overflow might produce monsters with negative hp.
*/
op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
op->last_heal%=32;
/* So if the monster has gained enough HP that they are no longer afraid */
if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
(float)op->stats.maxhp))
CLEAR_FLAG(op, FLAG_RUN_AWAY);
if(op->stats.hp>op->stats.maxhp)
op->stats.hp=op->stats.maxhp;
}
/* generate sp, if applicable */
if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
/* last_sp is in funny units. Dividing by speed puts
* the regeneration rate on a basis of time instead of
* #moves the monster makes. The scaling by 8 is
* to capture 8th's of a sp fraction regens
*
* Cast to sint32 before comparing to maxhp since otherwise an (sint16)
* overflow might produce monsters with negative sp.
*/
op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed));
op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */
op->last_sp%=128;
}
/* this should probably get modified by many more values.
* (eg, creatures resistance to fear, level, etc. )
*/
if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) {
CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
}
/* If we don't have an enemy, do special movement or the like */
if(!enemy) {
if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
remove_ob(op);
free_object(op);
return 1;
}
/* Probably really a bug for a creature to have both
* stand still and a movement type set.
*/
if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
if (op->attack_movement & HI4)
{
switch (op->attack_movement & HI4) {
case (PETMOVE):
pet_move (op);
break;
case (CIRCLE1):
circ1_move (op);
break;
case (CIRCLE2):
circ2_move (op);
break;
case (PACEV):
pace_movev(op);
break;
case (PACEH):
pace_moveh(op);
break;
case (PACEV2):
pace2_movev (op);
break;
case (PACEH2):
pace2_moveh (op);
break;
case (RANDO):
rand_move (op);
break;
case (RANDO2):
move_randomly (op);
break;
}
return 0;
}
else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
(void) move_randomly(op);
} /* stand still */
return 0;
} /* no enemy */
/* We have an enemy. Block immediately below is for pets */
if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
{
follow_owner(op, owner);
/* If the pet was unable to follow the owner, free it */
if(QUERY_FLAG(op, FLAG_REMOVED) && FABS(op->speed) > MIN_ACTIVE_SPEED) {
remove_friendly_object(op);
free_object(op);
return 1;
}
return 0;
}
/* doppleganger code to change monster facing to that of the nearest
* player. Hmm. The code is here, but no monster in the current
* arch set uses it.
*/
if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
{
op->face = enemy->face;
if (op->name)
free_string(op->name);
add_refcount(op->name = enemy->name);
}
/* Calculate range information for closest body part - this
* is used for the 'skill' code, which isn't that smart when
* it comes to figuring it out - otherwise, giants throw boulders
* into themselves.
*/
get_rangevector(op, enemy, &rv, 0);
if ( op->direction != rv.direction )
{
op->direction = rv.direction;
op->facing = op->direction;
if (op->animation_id)
animate_object(op, op->direction);
}
/* Move the check for scared up here - if the monster was scared,
* we were not doing any of the logic below, so might as well save
* a few cpu cycles.
*/
if (!QUERY_FLAG(op, FLAG_SCARED))
{
rv_vector rv1;
/* now we test every part of an object .... this is a real ugly piece of code */
for (part=op; part!=NULL; part=part->more) {
get_rangevector(part, enemy, &rv1, 0x1);
dir=rv1.direction;
/* hm, not sure about this part - in original was a scared flag here too
* but that we test above... so can be old code here
*/
if(QUERY_FLAG(op,FLAG_RUN_AWAY))
dir=absdir(dir+4);
if(QUERY_FLAG(op,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
if(monster_cast_spell(op,part,enemy,dir,&rv1))
return 0;
}
if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
if(monster_use_scroll(op,part,enemy,dir,&rv1))
return 0;
}
if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
if(monster_use_range(op,part,enemy,dir))
return 0;
}
if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
if(monster_use_skill(op,rv.part,enemy,rv.direction))
return 0;
}
if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
if(monster_use_bow(op,part,enemy,dir))
return 0;
}
} /* for processing of all parts */
} /* If not scared */
part = rv.part;
dir=rv.direction;
if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
dir=absdir(dir+4);
if(QUERY_FLAG(op,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
{
switch (op->attack_movement & LO4) {
case DISTATT:
dir = dist_att (dir,op,enemy,part,&rv);
break;
case RUNATT:
dir = run_att (dir,op,enemy,part,&rv);
break;
case HITRUN:
dir = hitrun_att(dir,op,enemy);
break;
case WAITATT:
dir = wait_att (dir,op,enemy,part,&rv);
break;
case RUSH: /* default - monster normally moves towards player */
case ALLRUN:
break;
case DISTHIT:
dir = disthit_att (dir,op,enemy,part,&rv);
break;
case WAIT2:
dir = wait_att2 (dir,op,enemy,part,&rv);
break;
default:
LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
}
}
if (!dir)
return 0;
if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
if(move_object(op,dir)) /* Can the monster move directly toward player? */
return 0;
if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
|| QUERY_FLAG(op,FLAG_RUN_AWAY)) {
/* Try move around corners if !close */
int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
for(diff = 1; diff <= maxdiff; diff++) {
/* try different detours */
int m = 1-(RANDOM()&2); /* Try left or right first? */
if(move_object(op,absdir(dir + diff*m)) ||
move_object(op,absdir(dir - diff*m)))
return 0;
}
}
} /* if monster is not standing still */
/*
* Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
* direction if they can't move away.
*/
if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
if(move_randomly(op))
return 0;
/*
* Try giving the monster a new enemy - the player that is closest
* to it. In this way, it won't just keep trying to get to a target
* that is inaccessible.
* This could be more clever - it should go through a list of several
* enemies, as it is now, you could perhaps get situations where there
* are two players flanking the monster at close distance, but which
* the monster can't get to, and a third one at a far distance that
* the monster could get to - as it is, the monster won't look at that
* third one.
*/
if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
{
object *nearest_player = get_nearest_player(op);
if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
op->enemy = NULL;
enemy = nearest_player;
}
}
if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
{
/* The adjustement to wc that was here before looked totally bogus -
* since wc can in fact get negative, that would mean by adding
* the current wc, the creature gets better? Instead, just
* add a fixed amount - nasty creatures that are runny away should
* still be pretty nasty.
*/
if(QUERY_FLAG(op,FLAG_RUN_AWAY))
{
part->stats.wc+=10;
(void)skill_attack(enemy,part,0,NULL, NULL);
part->stats.wc-=10;
}
else
(void)skill_attack(enemy,part,0,NULL, NULL);
} /* if monster is in attack range */
if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
return 1;
if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
{
remove_ob(op);
free_object(op);
return 1;
}
return 0;
}
static int can_hit(object *ob1,object *ob2, rv_vector *rv) {
object *more;
rv_vector rv1;
if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
return 0;
if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
/* check all the parts of ob2 - just because we can't get to
* its head doesn't mean we don't want to pound its feet
*/
for (more = ob2->more; more!=NULL; more = more->more) {
get_rangevector(ob1, more, &rv1, 0);
if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
}
return 0;
}
/* Returns 1 is monster should cast spell sp at an enemy
* Returns 0 if the monster should not cast this spell.
*
* Note that this function does not check to see if the monster can
* in fact cast the spell (sp dependencies and what not.) That is because
* this function is also sued to see if the monster should use spell items
* (rod/horn/wand/scroll).
* Note that there are certainly other offensive spells that could be
* included, but I decided to leave out the spells that may kill more
* monsters than players (eg, disease).
*
* This could be a lot smarter - if there are few monsters around,
* then disease might not be as bad. Likewise, if the monster is damaged,
* the right type of healing spell could be useful.
*/
static int monster_should_cast_spell(object *monster, object *spell_ob)
{
if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
spell_ob->subtype == SP_INVISIBLE)
return 1;
return 0;
}
#define MAX_KNOWN_SPELLS 20
/* Returns a randomly selected spell. This logic is still
* less than ideal. This code also only seems to deal with
* wizard spells, as the check is against sp, and not grace.
* can mosnters know cleric spells?
*/
static object *monster_choose_random_spell(object *monster) {
object *altern[MAX_KNOWN_SPELLS];
object *tmp;
int i=0;
for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
/* Check and see if it's actually a useful spell.
* If its a spellbook, the spell is actually the inventory item.
* if it is a spell, then it is just the object itself.
*/
if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
altern[i++]=tmp;
if(i==MAX_KNOWN_SPELLS)
break;
}
}
if(!i)
return NULL;
return altern[RANDOM()%i];
}
/* This checks to see if the monster should cast a spell/ability.
* it returns true if the monster casts a spell, 0 if he doesn't.
* head is the head of the monster.
* part is the part of the monster we are checking against.
* pl is the target.
* dir is the direction to case.
* rv is the vector which describes where the enemy is.
*/
static int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
object *spell_item;
object *owner;
rv_vector rv1;
/* If you want monsters to cast spells over friends, this spell should
* be removed. It probably should be in most cases, since monsters still
* don't care about residual effects (ie, casting a cone which may have a
* clear path to the player, the side aspects of the code will still hit
* other monsters)
*/
if(!(dir=path_to_player(part,pl,0)))
return 0;
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
get_rangevector(head, owner, &rv1, 0x1);
if(dirdiff(dir,rv1.direction) < 2) {
return 0; /* Might hit owner with spell */
}
}
if(QUERY_FLAG(head,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
/* If the monster hasn't already chosen a spell, choose one
* I'm not sure if it really make sense to pre-select spells (events
* could be different by the time the monster goes again).
*/
if(head->spellitem==NULL) {
if((spell_item=monster_choose_random_spell(head))==NULL) {
LOG(llevMonster,"Turned off spells in %s\n",head->name);
CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
return 0;
}
if (spell_item->type == SPELLBOOK) {
if (!spell_item->inv) {
LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
return 0;
}
spell_item=spell_item->inv;
}
}
else
spell_item=head->spellitem;
if (!spell_item) return 0;
/* Best guess this is a defensive/healing spell */
if (spell_item->range<=1 || spell_item->stats.dam < 0)
dir = 0;
/* Monster doesn't have enough spell-points */
if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
return 0;
if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
return 0;
head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
/* set this to null, so next time monster will choose something different */
head->spellitem = NULL;
return cast_spell(part,part,dir, spell_item, NULL);
}
static int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
object *scroll;
object *owner;
rv_vector rv1;
/* If you want monsters to cast spells over friends, this spell should
* be removed. It probably should be in most cases, since monsters still
* don't care about residual effects (ie, casting a cone which may have a
* clear path to the player, the side aspects of the code will still hit
* other monsters)
*/
if(!(dir=path_to_player(part,pl,0)))
return 0;
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
get_rangevector(head, owner, &rv1, 0x1);
if(dirdiff(dir,rv1.direction) < 2) {
return 0; /* Might hit owner with spell */
}
}
if(QUERY_FLAG(head,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
for (scroll=head->inv; scroll; scroll=scroll->below)
if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
/* Used up all his scrolls, so nothing do to */
if (!scroll) {
CLEAR_FLAG(head, FLAG_READY_SCROLL);
return 0;
}
/* Spell should be cast on caster (ie, heal, strength) */
if (scroll->inv->range==0)
dir = 0;
apply_scroll(part, scroll, dir);
return 1;
}
/* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
* Note that monsters do not need the skills SK_MELEE_WEAPON and
* SK_MISSILE_WEAPON to make those respective attacks, if we
* required that we would drastically increase the memory
* requirements of CF!!
*
* The skills we are treating here are all but those. -b.t.
*
* At the moment this is only useful for throwing, perhaps for
* stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
*/
static int monster_use_skill(object *head, object *part, object *pl,int dir) {
object *skill, *owner;
if(!(dir=path_to_player(part,pl,0)))
return 0;
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
if(dirdiff(dir,dir2) < 1)
return 0; /* Might hit owner with skill -thrown rocks for example ?*/
}
if(QUERY_FLAG(head,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
/* skill selection - monster will use the next unused skill.
* well...the following scenario will allow the monster to
* toggle between 2 skills. One day it would be nice to make
* more skills available to monsters.
*/
for(skill=head->inv;skill!=NULL;skill=skill->below)
if(skill->type==SKILL && skill!=head->chosen_skill) {
head->chosen_skill=skill;
break;
}
if(!skill && !head->chosen_skill) {
LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
head->name,head->count);
CLEAR_FLAG(head, FLAG_READY_SKILL);
return 0;
}
/* use skill */
return do_skill(head, part, head->chosen_skill,dir,NULL);
}
/* Monster will use a ranged spell attack. */
static int monster_use_range(object *head,object *part,object *pl,int dir)
{
object *wand, *owner;
int at_least_one = 0;
if(!(dir=path_to_player(part,pl,0)))
return 0;
if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
if(dirdiff(dir,dir2) < 2)
return 0; /* Might hit owner with spell */
}
if(QUERY_FLAG(head,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
for(wand=head->inv;wand!=NULL;wand=wand->below)
{
if (wand->type == WAND)
{
/* Found a wand, let's see if it has charges left */
at_least_one = 1;
if( wand->stats.food<=0 )
continue;
cast_spell( head, wand, dir, wand->inv, NULL );
if ( !( --wand->stats.food ) )
{
if ( wand->arch )
{
CLEAR_FLAG(wand, FLAG_ANIMATE);
wand->face = wand->arch->clone.face;
wand->speed = 0;
update_ob_speed(wand);
}
}
/* Success */
return 1;
}
else if ( wand->type == ROD || wand->type==HORN ) {
/* Found rod/horn, let's use it if possible */
at_least_one = 1;
if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
continue;
/* drain charge before casting spell - can be a case where the
* spell destroys the monster, and rod, so if done after, results
* in crash.
*/
drain_rod_charge( wand );
cast_spell( head, wand, dir, wand->inv, NULL );
/* Success */
return 1;
}
}
if ( at_least_one )
return 0;
LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
head->name,head->count);
CLEAR_FLAG(head, FLAG_READY_RANGE);
return 0;
}
/**
* Tries to make a (part of a) monster fire a bow.
*
* Handles confusion effect.
*
* @param head
* head of the monster.
* @param part
* part of the monster that we use to cast.
* @param pl
* target.
* @param dir
* direction to cast.
* @return
* 1 if monster fired something, 0 else.
*/
static int monster_use_bow(object *head, object *part, object *pl, int dir) {
object *owner;
rv_vector rv;
sint16 x, y;
mapstruct* map;
get_rangevector(part, pl, &rv, 1);
if (rv.distance > 100)
/* Too far */
return 0;
if (rv.distance_x != 0 && rv.distance_y != 0 && abs(rv.distance_x) != abs(rv.distance_y))
/* Player must be on same horizontal, vertical or diagonal line. */
return 0;
dir = absdir(find_dir_2(rv.distance_x, rv.distance_y) + 4);
if (QUERY_FLAG(head,FLAG_FRIENDLY))
owner = get_owner(head);
else
owner = NULL;
/* The monster can possibly fire, let's see if the path is ok for an arrow. */
x = part->x;
y = part->y;
map = part->map;
while (x != pl->x || y != pl->y || map != pl->map) {
x += freearr_x[dir];
y += freearr_y[dir];
map = get_map_from_coord(map, &x, &y);
if (!map) {
LOG(llevError, "monster_use_bow: no map but still path exists??\n");
return 0;
}
if ((GET_MAP_MOVE_BLOCK(map, x, y) & MOVE_FLY_LOW) == MOVE_FLY_LOW)
return 0;
if (owner && owner->x == x && owner->y == y && owner->map == map)
/* Don't hit owner! */
return 0;
}
/* Finally, path is clear, can fire. */
if(QUERY_FLAG(head,FLAG_CONFUSED))
dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
/* in server/player.c */
return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
}
/* Checks if putting on 'item' will make 'who' do more
* damage. This is a very simplistic check - also checking things
* like speed and ac are also relevant.
*
* return true if item is a better object.
*/
static int check_good_weapon(object *who, object *item) {
object *other_weap;
int val=0, i;
for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
break;
if(other_weap==NULL) /* No other weapons */
return 1;
/* Rather than go through and apply the new one, and see if it is
* better, just do some simple checks
* Put some multipliers for things that hvae several effects,
* eg, magic affects both damage and wc, so it has more weight
*/
val = item->stats.dam - other_weap->stats.dam;
val += (item->magic - other_weap->magic) * 3;
/* Monsters don't really get benefits from things like regen rates
* from items. But the bonus for their stats are very important.
*/
for (i=0; i<NUM_STATS; i++)
val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
if (val > 0) return 1;
else return 0;
}
static int check_good_armour(object *who, object *item) {
object *other_armour;
int val=0,i;
for (other_armour = who->inv; other_armour != NULL;
other_armour = other_armour->below)
if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
break;
if (other_armour == NULL) /* No other armour, use the new */
return 1;
/* Like above function , see which is better */
val = item->stats.ac - other_armour->stats.ac;
val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
val += (item->magic - other_armour->magic) * 3;
/* for the other protections, do weigh them very much in the equation -
* it is the armor protection which is most important, because there is
* no good way to know what the player may attack the monster with.
* So if the new item has better protection than the old, give that higher
* value. If the reverse, then decrease the value of this item some.
*/
for (i=1; i <NROFATTACKS; i++) {
if (item->resist[i] > other_armour->resist[i]) val++;
else if (item->resist[i] < other_armour->resist[i]) val--;
}
/* Very few armours have stats, so not much need to worry about those. */
if (val > 0) return 1;
else return 0;
}
/*
* monster_check_pickup(): checks for items that monster can pick up.
*
* Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
* Each time the blob passes over some treasure, it will
* grab it a.s.a.p.
*
* Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
* to handle this.
*
* This function was seen be continueing looping at one point (tmp->below
* became a recursive loop. It may be better to call monster_check_apply
* after we pick everything up, since that function may call others which
* affect stacking on this space.
*/
static void monster_check_pickup(object *monster) {
object *tmp,*next;
int next_tag;
for(tmp=monster->below;tmp!=NULL;tmp=next) {
next=tmp->below;
next_tag = next ? next->count : 0;
if (monster_can_pick(monster,tmp)) {
remove_ob(tmp);
tmp = insert_ob_in_ob(tmp,monster);
(void) monster_check_apply(monster,tmp);
}
/* We could try to re-establish the cycling, of the space, but probably
* not a big deal to just bail out.
*/
if (next && was_destroyed(next, next_tag)) return;
}
}
/*
* monster_can_pick(): If the monster is interested in picking up
* the item, then return 0. Otherwise 0.
* Instead of pick_up, flags for "greed", etc, should be used.
* I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
*/
static int monster_can_pick(object *monster, object *item) {
int flag=0;
int i;
if(!can_pick(monster,item))
return 0;
if(QUERY_FLAG(item,FLAG_UNPAID))
return 0;
if (monster->pick_up&64) /* All */
flag=1;
else {
if (IS_WEAPON(item))
flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
else if (IS_ARMOR(item))
flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
else if (IS_SHIELD(item))
flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_SHIELD);
else switch(item->type) {
case MONEY:
case GEM:
flag=monster->pick_up&2;
break;
case FOOD:
flag=monster->pick_up&4;
break;
case SKILL:
flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
break;
case RING:
flag=QUERY_FLAG(monster,FLAG_USE_RING);
break;
case WAND:
case HORN:
case ROD:
flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
break;
case SPELLBOOK:
flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
break;
case SCROLL:
flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
break;
case BOW:
case ARROW:
flag=QUERY_FLAG(monster,FLAG_USE_BOW);
break;
}
/* Simplistic check - if the monster has a location to equip it, he will
* pick it up. Note that this doesn't handle cases where an item may
* use several locations.
*/
for (i=0; i < NUM_BODY_LOCATIONS; i++) {
if (monster->body_info[i] && item->body_info[i]) {
flag=1;
break;
}
}
}
if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
return 1;
return 0;
}
/*
* monster_apply_below():
* Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
* eager to apply things, encounters something apply-able,
* then make him apply it
*/
static void monster_apply_below(object *monster) {
object *tmp, *next;
for(tmp=monster->below;tmp!=NULL;tmp=next) {
next=tmp->below;
switch (tmp->type) {
case CF_HANDLE:
case TRIGGER:
if (monster->will_apply&1)
manual_apply(monster,tmp,0);
break;
case TREASURE:
if (monster->will_apply&2)
manual_apply(monster,tmp,0);
break;
}
if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
break;
}
}
/*
* monster_check_apply() is meant to be called after an item is
* inserted in a monster.
* If an item becomes outdated (monster found a better item),
* a pointer to that object is returned, so it can be dropped.
* (so that other monsters can pick it up and use it)
* Note that as things are now, monsters never drop something -
* they can pick up all that they can use.
*/
/* Sept 96, fixed this so skills will be readied -b.t.*/
void monster_check_apply(object *mon, object *item) {
int flag = 0;
if(item->type==SPELLBOOK&&
mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
SET_FLAG(mon, FLAG_CAST_SPELL);
return;
}
/* If for some reason, this item is already applied, no more work to do */
if(QUERY_FLAG(item,FLAG_APPLIED)) return;
/* Might be better not to do this - if the monster can fire a bow,
* it is possible in his wanderings, he will find one to use. In
* which case, it would be nice to have ammo for it.
*/
if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
/* Check for the right kind of bow */
object *bow;
for(bow=mon->inv;bow!=NULL;bow=bow->below)
if(bow->type==BOW && bow->race==item->race) {
SET_FLAG(mon, FLAG_READY_BOW);
LOG(llevMonster,"Found correct bow for arrows.\n");
return; /* nothing more to do for arrows */
}
}
if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
/* Eating food gets hp back */
else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
if (!item->inv)
LOG(llevDebug,"Monster %d having scroll %d with empty inventory!\n", mon->count, item->count);
else if (monster_should_cast_spell(mon, item->inv))
SET_FLAG(mon, FLAG_READY_SCROLL);
/* Don't use it right now */
return;
}
else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
else if (IS_ARMOR(item) || IS_SHIELD(item)) flag = check_good_armour(mon,item);
/* Should do something more, like make sure this is a better item */
else if (item->type == RING)
flag=1;
else if ( item->type==WAND || item->type == ROD || item->type==HORN )
{
/* We never really 'ready' the wand/rod/horn, because that would mean the
* weapon would get undone.
*/
if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
{
SET_FLAG(mon, FLAG_READY_RANGE);
SET_FLAG(item, FLAG_APPLIED);
}
return;
}
else if (item->type == BOW) {
/* We never really 'ready' the bow, because that would mean the
* weapon would get undone.
*/
if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
SET_FLAG(mon, FLAG_READY_BOW);
return;
}
else if ( item->type == SKILL )
{
/*
* skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
* else they can't use the skill...
* Skills also don't need to get applied, so return now.
*/
SET_FLAG(mon, FLAG_READY_SKILL);
return;
}
/* if we don't match one of the above types, return now.
* can_apply_object will say that we can apply things like flesh,
* bolts, and whatever else, because it only checks against the
* body_info locations.
*/
if (!flag) return;
/* Check to see if the monster can use this item. If not, no need
* to do further processing. Note that can_apply_object already checks
* for the CAN_USE flags.
*/
if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
/* should only be applying this item, not unapplying it.
* also, ignore status of curse so they can take off old armour.
* monsters have some advantages after all.
*/
manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
return;
}
void npc_call_help(object *op) {
int x,y, mflags;
object *npc;
sint16 sx, sy;
mapstruct *m;
for(x = -3; x < 4; x++)
for(y = -3; y < 4; y++) {
m = op->map;
sx = op->x + x;
sy = op->y + y;
mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
/* If nothing alive on this space, no need to search the space. */
if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
continue;
for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
npc->enemy = op->enemy;
}
}
static int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
if (can_hit(part,enemy,rv))
return dir;
if (rv->distance < 10)
return absdir(dir+4);
else if (rv->distance>18)
return dir;
return 0;
}
static int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
ob->move_status++;
return (dir);
}
else if (ob->move_status >20)
ob->move_status = 0;
return absdir (dir+4);
}
static int hitrun_att (int dir, object *ob,object *enemy) {
if (ob->move_status ++ < 25)
return dir;
else if (ob->move_status <50)
return absdir (dir+4);
else
ob->move_status = 0;
return absdir(dir+4);
}
static int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
int inrange = can_hit (part, enemy,rv);
if (ob->move_status || inrange)
ob->move_status++;
if (ob->move_status == 0)
return 0;
else if (ob->move_status <10)
return dir;
else if (ob->move_status <15)
return absdir(dir+4);
ob->move_status = 0;
return 0;
}
static int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
/* The logic below here looked plain wrong before. Basically, what should
* happen is that if the creatures hp percentage falls below run_away,
* the creature should run away (dir+4)
* I think its wrong for a creature to have a zero maxhp value, but
* at least one map has this set, and whatever the map contains, the
* server should try to be resilant enough to avoid the problem
*/
if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
return absdir(dir+4);
return dist_att (dir,ob,enemy,part,rv);
}
static int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
if (rv->distance < 9)
return absdir (dir+4);
return 0;
}
static void circ1_move (object *ob) {
static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
if(++ob->move_status > 11)
ob->move_status = 0;
if (!(move_object(ob,circle[ob->move_status])))
(void) move_object(ob,RANDOM()%8+1);
}
static void circ2_move (object *ob) {
static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
if(++ob->move_status > 19)
ob->move_status = 0;
if(!(move_object(ob,circle[ob->move_status])))
(void) move_object(ob,RANDOM()%8+1);
}
static void pace_movev(object *ob) {
if (ob->move_status++ > 6)
ob->move_status = 0;
if (ob->move_status < 4)
(void) move_object (ob,5);
else
(void) move_object(ob,1);
}
static void pace_moveh (object *ob) {
if (ob->move_status++ > 6)
ob->move_status = 0;
if (ob->move_status < 4)
(void) move_object(ob,3);
else
(void) move_object(ob,7);
}
static void pace2_movev (object *ob) {
if (ob->move_status ++ > 16)
ob->move_status = 0;
if (ob->move_status <6)
(void) move_object (ob,5);
else if (ob->move_status < 8)
return;
else if (ob->move_status <13)
(void) move_object (ob,1);
else return;
}
static void pace2_moveh (object *ob) {
if (ob->move_status ++ > 16)
ob->move_status = 0;
if (ob->move_status <6)
(void) move_object (ob,3);
else if (ob->move_status < 8)
return;
else if (ob->move_status <13)
(void) move_object (ob,7);
else return;
}
static void rand_move (object *ob) {
int i;
if (ob->move_status <1 || ob->move_status >8 ||
!(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
for (i = 0; i < 5; i++)
if (move_object(ob,ob->move_status = RANDOM()%8+1))
return;
}
void check_earthwalls(object *op, mapstruct *m, int x, int y) {
object *tmp;
for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
if (tmp->type == EARTHWALL) {
hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
return;
}
}
}
void check_doors(object *op, mapstruct *m, int x, int y) {
object *tmp;
for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
if (tmp->type == DOOR) {
hit_player(tmp,1000,op,AT_PHYSICAL,1);
return;
}
}
}
/* This replaces all the msglang stuff about which seems to be a lot of
* unneeded complication - since the setup of that data is never re-used
* (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
* it seems to me to make more sense to just have simple function that returns
* the 'text' portion of the message that it matches - this saves us a bunch
* of malloc's and free's, as well as that setup.
* This function takes the message to be parsed in 'msg', the text to
* match in 'match', and returns the portion of the message. This
* returned portion is in a malloc'd buf that should be freed.
* Returns NULL if no match is found.
* The player is passed too, so that quest-related messages can be checked too.
*/
static char *find_matching_message(object* pl, const char *msg, const char *match)
{
const char *cp=msg, *cp1, *cp2;
char *cp3, regex[MAX_BUF], gotmatch=0;
while (1) {
if (strncmp(cp, "@match ", 7)) {
LOG(llevDebug,"find_matching_message: Invalid message %s\n", msg);
return NULL;
}
else {
/* Find the end of the line, and copy the regex portion into it */
cp2 = strchr(cp+7, '\n');
strncpy(regex, cp+7, (cp2 - cp -7 ));
regex[cp2 - cp -7] = 0;
/* Find the next match command */
cp1 = strstr(cp+6, "\n@match");
/* Got a match - handle * as special case - proper regex would be .*,
* but lots of messages don't use that form.
*/
if (regex[0] == '*') gotmatch=1;
else {
char *pipe, *pnext=NULL;
/* need to parse all the | seperators. Our re_cmp isn't
* realy a fully blown regex parser.
*/
for (pipe=regex; pipe != NULL; pipe = pnext) {
pnext = strchr(pipe, '|');
if (pnext) {
*pnext = 0;
pnext ++;
}
if (re_cmp(match, pipe)) {
gotmatch = 1;
break;
}
}
}
if (gotmatch) {
if (cp1) {
cp3 = malloc(cp1 - cp2 + 1);
strncpy(cp3, cp2+1, cp1 - cp2);
cp3[cp1 - cp2] = 0;
}
else { /* if no next match, just want the rest of the string */
cp3 = strdup_local(cp2+1);
}
return cp3;
}
gotmatch = 0;
if (cp1) cp = cp1 + 1;
else return NULL;
}
}
/* Should never get reached */
}
/* This function looks for an object or creature that is listening.
* I've disabled the bit that has only the first npc monster listen -
* we'll see how this works out. only the first npc listens, which
* is sort of bogus since it uses the free_arr which has a preference
* to certain directions.
*
* There is a rare even that the orig_map is used for - basically, if
* a player says the magic word that gets him teleported off the map,
* it can result in the new map putting the object count too high,
* which forces the swap out of some other map. In some cases, the
* map the player was just on now gets swapped out - thus, the
* object on that map are no longer in memory. So check to see if the
* players map changes, and if so, don't process any further.
* If it does change, most likely we don't care about the results
* of further conversation. Also, depending on the value of i,
* the conversation would continue on the new map, which probably isn't
* what is really wanted either.
*/
void communicate(object *op, const char *txt) {
object *npc;
int i, mflags;
sint16 x, y;
mapstruct *mp, *orig_map = op->map;
int flag=1; /*hasn't spoken to a NPC yet*/
for(i = 0; i <= SIZEOFFREE2; i++) {
mp = op->map;
x = op->x + freearr_x[i];
y = op->y + freearr_y[i];
mflags = get_map_flags(mp, &mp, x, y, &x, &y);
if (mflags & P_OUT_OF_MAP) continue;
for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
if (npc->type == MAGIC_EAR) {
(void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
if (orig_map != op->map) {
LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
return;
}
}
else if (flag) {
#if 0
if (talk_to_npc(op, npc,txt))
flag=0; /* Can be crowded */
#else
talk_to_npc(op, npc,txt);
#endif
if (orig_map != op->map) {
LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
return;
}
}
}
}
}
static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
{
char* cp;
if(override->msg == NULL || *override->msg != '@')
return 0;
cp = find_matching_message(op, override->msg, txt);
if (cp) {
npc_say(npc, cp);
quest_apply_items(override,op->contr);
free(cp);
return 1;
}
return 0;
}
void npc_say(object *npc, char *cp) {
char buf[HUGE_BUF];
snprintf(buf, sizeof(buf), "%s says: %s", query_name(npc), cp);
new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map, buf);
}
static int talk_to_npc(object *op, object *npc, const char *txt) {
object *cobj;
/* Move this commone area up here - shouldn't cost much extra cpu
* time, and makes the function more readable */
/* Lauwenmark: Handle for plugin say event */
if (op==npc) return 0;
if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
return 0;
/* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
/* This allows the existence of "intelligent" weapons you can discuss with */
for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
{
if (execute_event(cobj, EVENT_SAY,npc,NULL,txt,SCRIPT_FIX_ALL)!=0)
return 0;
}
for ( cobj = npc->inv; cobj; cobj = cobj->below )
if ( quest_is_override_compatible( cobj, op ) )
if ( do_talk_npc( op, npc, cobj, txt ) )
return 1;
return do_talk_npc( op, npc, npc, txt );
}
static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
{
char* cp;
if(override->msg == NULL || *override->msg != '@')
return 0;
cp = find_matching_message(pl, override->msg, txt);
if (!cp)
return 0;
new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
use_trigger(npc);
quest_apply_items(npc, pl->contr);
free(cp);
return 1;
}
static int talk_to_wall(object* pl, object *npc, const char *txt) {
object* inv;
for ( inv = npc->inv; inv; inv = inv->below)
if ( quest_is_override_compatible(inv, pl ) )
if ( do_talk_wall( pl, npc, inv, txt ) )
return 1;
return do_talk_wall( pl, npc, npc, txt );;
}
/* find_mon_throw_ob() - modeled on find_throw_ob
* This is probably overly simplistic as it is now - We want
* monsters to throw things like chairs and other pieces of
* furniture, even if they are not good throwable objects.
* Probably better to have the monster throw a throwable object
* first, then throw any non equipped weapon.
*/
object *find_mon_throw_ob(object *op) {
object *tmp = NULL;
if(op->head) tmp=op->head; else tmp=op;
/* New throw code: look through the inventory. Grap the first legal is_thrown
* marked item and throw it to the enemy.
*/
for(tmp=op->inv;tmp;tmp=tmp->below) {
/* Can't throw invisible objects or items that are applied */
if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
break;
}
#ifdef DEBUG_THROW
LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
!(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
#endif
return tmp;
}
/* determine if we can 'detect' the enemy. Check for walls blocking the
* los. Also, just because its hidden/invisible, we may be sensitive/smart
* enough (based on Wis & Int) to figure out where the enemy is. -b.t.
* modified by MSW to use the get_rangevector so that map tiling works
* properly. I also so odd code in place that checked for x distance
* OR y distance being within some range - that seemed wrong - both should
* be within the valid range. MSW 2001-08-05
* Returns 0 if enemy can not be detected, 1 if it is detected
*/
int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
int radius = MIN_MON_RADIUS, hide_discovery;
/* null detection for any of these condtions always */
if(!op || !enemy || !op->map || !enemy->map)
return 0;
/* If the monster (op) has no way to get to the enemy, do nothing */
if (!on_same_map(op, enemy))
return 0;
get_rangevector(op, enemy, rv, 0);
/* Monsters always ignore the DM */
if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
return 0;
/* simple check. Should probably put some range checks in here. */
if(can_see_enemy(op,enemy)) return 1;
/* The rest of this is for monsters. Players are on their own for
* finding enemies!
*/
if(op->type==PLAYER) return 0;
/* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
* flag (which was already checked) in can_see_enmy (). Lets get out of here
*/
if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
return 0;
/* use this for invis also */
hide_discovery = op->stats.Int/5;
/* Determine Detection radii */
if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
else { /* a level/INT/Dex adjustment for hiding */
object *sk_hide;
int bonus = (op->level/2) + (op->stats.Int/5);
if(enemy->type==PLAYER) {
if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
bonus -= sk_hide->level;
else {
LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
make_visible(enemy);
radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
}
}
else /* enemy is not a player */
bonus -= enemy->level;
radius += bonus/5;
hide_discovery += bonus*5;
} /* else creature has modifiers for hiding */
/* Radii stealth adjustment. Only if you are stealthy
* will you be able to sneak up closer to creatures */
if(QUERY_FLAG(enemy,FLAG_STEALTH))
radius = radius/2, hide_discovery = hide_discovery/3;
/* Radii adjustment for enemy standing in the dark */
if(op->map->darkness>0 && !stand_in_light(enemy)) {
/* on dark maps body heat can help indicate location with infravision
* undead don't have body heat, so no benefit detecting them.
*/
if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
radius += op->map->darkness/2;
else
radius -= op->map->darkness/2;
/* op next to a monster (and not in complete darkness)
* the monster should have a chance to see you.
*/
if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
radius = MIN_MON_RADIUS;
} /* if on dark map */
/* Lets not worry about monsters that have incredible detection
* radii, we only need to worry here about things the player can
* (potentially) see. This is 13, as that is the maximum size the player
* may have for their map - in that way, creatures at the edge will
* do something. Note that the distance field in the
* vector is real distance, so in theory this should be 18 to
* find that.
*/
if(radius>13) radius = 13;
/* Enemy in range! Now test for detection */
if ((int) rv->distance <= radius) {
/* ah, we are within range, detected? take cases */
if(!enemy->invisible) /* enemy in dark squares... are seen! */
return 1;
/* hidden or low-quality invisible */
if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
make_visible(enemy);
/* inform players of new status */
if(enemy->type==PLAYER && player_can_view(enemy,op))
new_draw_info_format(NDI_UNIQUE,0, enemy,
"You are discovered by %s!",op->name);
return 1; /* detected enemy */
}
else if (enemy->invisible) {
/* Change this around - instead of negating the invisible, just
* return true so that the mosnter that managed to detect you can
* do something to you. Decreasing the duration of invisible
* doesn't make a lot of sense IMO, as a bunch of stupid creatures
* can then basically negate the spell. The spell isn't negated -
* they just know where you are!
*/
if ((RANDOM() % 50) <= hide_discovery) {
if (enemy->type == PLAYER) {
new_draw_info_format(NDI_UNIQUE,0, enemy,
"You see %s noticing your position.", query_name(op));
}
return 1;
}
}
} /* within range */
/* Wasn't detected above, so still hidden */
return 0;
}
/* determine if op stands in a lighted square. This is not a very
* intellegent algorithm. For one thing, we ignore los here, SO it
* is possible for a bright light to illuminate a player on the
* other side of a wall (!).
*/
int stand_in_light( object *op) {
sint16 nx,ny;
mapstruct *m;
if(!op) return 0;
if(op->glow_radius > 0) return 1;
if(op->map) {
int x, y, x1, y1;
/* Check the spaces with the max light radius to see if any of them
* have lights, and if any of them light the player enough, then return 1.
*/
for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
m = op->map;
nx = x;
ny = y;
if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
x1 = abs(x - op->x)*abs(x - op->x);
y1 = abs(y - op->y)*abs(y - op->y);
if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
}
}
}
return 0;
}
/* assuming no walls/barriers, lets check to see if its *possible*
* to see an enemy. Note, "detection" is different from "seeing".
* See can_detect_enemy() for more details. -b.t.
* return 0 if can't be seen, 1 if can be
*/
int can_see_enemy (object *op, object *enemy) {
object *looker = op->head?op->head:op;
/* safety */
if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
return 0;
/* we dont give a full treatment of xrays here (shorter range than normal,
* see through walls). Should we change the code elsewhere to make you
* blind even if you can xray?
*/
if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
return 0;
/* checking for invisible things */
if(enemy->invisible) {
/* HIDDEN ENEMY. by definition, you can't see hidden stuff!
* However,if you carry any source of light, then the hidden
* creature is seeable (and stupid) */
if(has_carried_lights(enemy)) {
if(enemy->hide) {
make_visible(enemy);
new_draw_info(NDI_UNIQUE,0, enemy,
"Your light reveals your hiding spot!");
}
return 1;
} else if (enemy->hide) return 0;
/* Invisible enemy. Break apart the check for invis undead/invis looker
* into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
* and making it a conditional makes the code pretty ugly.
*/
if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
if (makes_invisible_to(enemy, looker)) return 0;
}
} else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
if(player_can_view(looker,enemy)) return 1;
/* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
* unless they carry a light or stand in light. Darkness doesnt
* inhibit the undead per se (but we should give their archs
* CAN_SEE_IN_DARK, this is just a safety
* we care about the enemy maps status, not the looker.
* only relevant for tiled maps, but it is possible that the
* enemy is on a bright map and the looker on a dark - in that
* case, the looker can still see the enemy
*/
if(enemy->map->darkness>0&&!stand_in_light(enemy)
&&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
!is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
return 0;
return 1;
}
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