Almost 1500 lines of compiler warnings remain, and the GCC developers are already working on a new version with even more warnings turned on by default.
987 lines
26 KiB
C
987 lines
26 KiB
C
/*
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* actions.c - functions for dealing with monster actions
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*
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* Advanced Rogue
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* Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
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* All rights reserved.
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*
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* Based on "Rogue: Exploring the Dungeons of Doom"
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* Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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* All rights reserved.
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*
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* See the file LICENSE.TXT for full copyright and licensing information.
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*/
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#include <ctype.h>
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#include <limits.h>
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#include "curses.h"
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#include "rogue.h"
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#define MAXINT INT_MAX
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#define MININT INT_MIN
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void m_breathe(struct thing *tp);
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void m_select(struct thing *th, bool flee);
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void m_sonic(struct thing *tp);
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void m_spell(struct thing *tp);
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void m_summon(struct thing *tp);
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bool m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree);
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bool m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
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int dist, coord *shoot_dir);
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/*
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* Did we disrupt a spell?
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*/
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void
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dsrpt_monster(struct thing *tp, bool always, bool see_him)
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{
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switch (tp->t_action) {
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case A_SUMMON:
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case A_MISSILE:
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case A_SLOW:
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tp->t_action = A_NIL; /* Just make the old fellow start over again */
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tp->t_no_move = movement(tp);
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tp->t_using = NULL;/* Just to be on the safe side */
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turn_on(*tp, WASDISRUPTED);
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if (see_him)
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msg("%s's spell has been disrupted.",prname(monster_name(tp),TRUE));
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/*
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* maybe choose something else to do next time since player
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* is disrupting us
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*/
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tp->t_summon *= 2;
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tp->t_cast /= 2;
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return;
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}
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/* We may want to disrupt other actions, too */
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if (always) {
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tp->t_action = A_NIL; /* Just make the old fellow start over again */
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tp->t_no_move = movement(tp);
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tp->t_using = NULL;/* Just to be on the safe side */
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}
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}
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void
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dsrpt_player(void)
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{
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int which, action;
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struct linked_list *item;
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struct object *obj;
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action = player.t_action;
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which = player.t_selection;
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switch (action) {
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case C_CAST: /* Did we disrupt a spell? */
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case C_PRAY:
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case C_CHANT:
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{
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msg("Your %s was disrupted!", action == C_CAST ? "spell" : "prayer");
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/* Charge him anyway */
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if (action == C_CAST)
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spell_power += magic_spells[which].s_cost;
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else if (action == C_PRAY)
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pray_time += cleric_spells[which].s_cost;
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else if (action == C_CHANT)
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chant_time += druid_spells[which].s_cost;
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}
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when C_COUNT: /* counting of gold? */
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{
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if (purse > 0) {
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msg("Your gold goes flying everywhere!");
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do {
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item = spec_item(GOLD, 0, 0, 0);
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obj = OBJPTR(item);
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obj->o_count = min(purse, rnd(10)+1);
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purse -= obj->o_count;
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obj->o_pos = hero;
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fall(item, FALSE);
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} while (purse > 0 && rnd(10) != 1);
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}
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}
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when C_EAT:
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msg("You gag on your food for a moment.");
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del_pack(player.t_using);
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when A_PICKUP:
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msg("You drop what you are picking up!");
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when C_SEARCH: /* searching for traps and secret doors... */
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msg("Oww....You decide to stop searching.");
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count = 0; /* don't search again */
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when C_SETTRAP:
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msg("Oww....You can't get a trap set.");
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when A_NIL:
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default:
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return;
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}
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player.t_no_move = movement(&player); /* disoriented for a while */
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player.t_action = A_NIL;
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player.t_selection = 0;
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player.t_using = NULL;
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}
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/*
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* m_act:
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* If the critter isn't doing anything, choose an action for it.
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* Otherwise, let it perform its chosen action.
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*/
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void
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m_act(struct thing *tp)
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{
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struct object *obj;
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bool flee; /* Are we scared? */
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/* What are we planning to do? */
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switch (tp->t_action) {
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default:
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/* An unknown action! */
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msg("Unknown monster action (%d)", tp->t_action);
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/* Fall through */
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case A_NIL:
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/* If the monster is fairly intelligent and about to die, it
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* may turn tail and run. But if we are a FRIENDLY creature
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* in the hero's service, don't run.
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*/
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if (off(*tp, ISFLEE) &&
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tp->t_stats.s_hpt < tp->maxstats.s_hpt &&
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tp->t_stats.s_hpt < max(10, tp->maxstats.s_hpt/6) &&
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(off(*tp, ISFRIENDLY) || tp->t_dest != &hero) &&
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rnd(25) < tp->t_stats.s_intel) {
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turn_on(*tp, ISFLEE);
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/* It is okay to turn tail */
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tp->t_oldpos = tp->t_pos;
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}
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/* Should the monster run away? */
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flee = on(*tp, ISFLEE) ||
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((tp->t_dest == &hero) && on(player, ISINWALL) &&
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off(*tp, CANINWALL));
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m_select(tp, flee); /* Select an action */
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return;
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when A_ATTACK:
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/*
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* We're trying to attack the player or monster at t_newpos
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* if the prey moved, do nothing
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*/
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obj = tp->t_using ? OBJPTR(tp->t_using) : NULL;
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if (ce(tp->t_newpos, hero)) {
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attack(tp, obj, FALSE);
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}
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else if (mvwinch(mw, tp->t_newpos.y, tp->t_newpos.x) &&
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step_ok(tp->t_newpos.y, tp->t_newpos.x, FIGHTOK, tp)) {
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skirmish(tp, &tp->t_newpos, obj, FALSE);
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}
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when A_SELL:
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/* Is the player still next to us? */
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if (ce(tp->t_newpos, hero)) sell(tp);
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/* The darned player moved away */
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else if (off(player, ISBLIND) &&
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cansee(unc(tp->t_pos)) &&
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(off(*tp, ISINVIS) || on(player, CANSEE)) &&
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(off(*tp, ISSHADOW) || on(player, CANSEE)) &&
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(off(*tp, CANSURPRISE) || ISWEARING(R_ALERT)))
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msg("%s grunts with frustration",prname(monster_name(tp),TRUE));
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when A_MOVE:
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/* Let's try to move */
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do_chase(tp);
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/* If t_no_move > 0, we found that we have to fight! */
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if (tp->t_no_move > 0) return;
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when A_BREATHE:
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/* Breathe on the critter */
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m_breathe(tp);
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when A_SLOW:
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/* make him move slower */
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add_slow();
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turn_off(*tp, CANSLOW);
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when A_MISSILE:
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/* Start up a magic missile spell */
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m_spell(tp);
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when A_SONIC:
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/* Let out a sonic blast! */
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m_sonic(tp);
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when A_THROW:
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/* We're throwing something (like an arrow) */
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missile(tp->t_newpos.y, tp->t_newpos.x, tp->t_using, tp);
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when A_SUMMON:
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/* We're summoning help */
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m_summon(tp);
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when A_USERELIC:
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/* Use our relic */
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m_use_relic(tp);
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when A_USEWAND:
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/* use the wand we have */
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m_use_wand(tp);
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}
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/* No action now */
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tp->t_action = A_NIL;
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tp->t_using = NULL;
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}
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/*
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* m_breathe:
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* Breathe in the chosen direction.
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*/
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void
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m_breathe(struct thing *tp)
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{
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register int damage;
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register char *breath = "";
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damage = tp->t_stats.s_hpt;
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turn_off(*tp, CANSURPRISE);
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/* Will it breathe at random */
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if (on(*tp, CANBRANDOM)) {
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/* Turn off random breath */
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turn_off(*tp, CANBRANDOM);
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/* Select type of breath */
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switch (rnd(10)) {
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case 0: breath = "acid";
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turn_on(*tp, NOACID);
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when 1: breath = "flame";
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turn_on(*tp, NOFIRE);
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when 2: breath = "lightning bolt";
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turn_on(*tp, NOBOLT);
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when 3: breath = "chlorine gas";
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turn_on(*tp, NOGAS);
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when 4: breath = "ice";
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turn_on(*tp, NOCOLD);
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when 5: breath = "nerve gas";
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turn_on(*tp, NOPARALYZE);
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when 6: breath = "sleeping gas";
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turn_on(*tp, NOSLEEP);
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when 7: breath = "slow gas";
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turn_on(*tp, NOSLOW);
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when 8: breath = "confusion gas";
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turn_on(*tp, ISCLEAR);
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when 9: breath = "fear gas";
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turn_on(*tp, NOFEAR);
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}
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}
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/* Or can it breathe acid? */
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else if (on(*tp, CANBACID)) {
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turn_off(*tp, CANBACID);
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breath = "acid";
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}
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/* Or can it breathe fire */
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else if (on(*tp, CANBFIRE)) {
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turn_off(*tp, CANBFIRE);
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breath = "flame";
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}
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/* Or can it breathe electricity? */
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else if (on(*tp, CANBBOLT)) {
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turn_off(*tp, CANBBOLT);
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breath = "lightning bolt";
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}
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/* Or can it breathe gas? */
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else if (on(*tp, CANBGAS)) {
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turn_off(*tp, CANBGAS);
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breath = "chlorine gas";
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}
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/* Or can it breathe ice? */
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else if (on(*tp, CANBICE)) {
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turn_off(*tp, CANBICE);
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breath = "ice";
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}
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else if (on(*tp, CANBPGAS)) {
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turn_off(*tp, CANBPGAS);
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breath = "nerve gas";
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}
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/* can it breathe sleeping gas */
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else if (on(*tp, CANBSGAS)) {
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turn_off(*tp, CANBSGAS);
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breath = "sleeping gas";
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}
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/* can it breathe slow gas */
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else if (on(*tp, CANBSLGAS)) {
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turn_off(*tp, CANBSLGAS);
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breath = "slow gas";
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}
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/* can it breathe confusion gas */
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else if (on(*tp, CANBCGAS)) {
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turn_off(*tp, CANBCGAS);
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breath = "confusion gas";
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}
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/* can it breathe fear gas */
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else {
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turn_off(*tp, CANBFGAS);
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breath = "fear gas";
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}
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/* Now breathe -- sets "monst_dead" if it kills someone */
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shoot_bolt(tp, tp->t_pos, tp->t_newpos, FALSE,
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tp->t_index, breath, damage);
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running = FALSE;
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if (fight_flush) md_flushinp();
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}
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/*
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* m_select:
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* Select an action for the monster.
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* flee: True if running away or player is inaccessible in wall
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*/
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void
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m_select(struct thing *th, bool flee)
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{
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register struct room *rer, *ree; /* room of chaser, room of chasee */
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int dist = MININT;
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int mindist = MAXINT, maxdist = MININT;
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bool rundoor; /* TRUE means run to a door */
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char sch;
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coord *last_door=0, /* Door we just came from */
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this; /* Temporary destination for chaser */
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rer = roomin(&th->t_pos); /* Find room of chaser */
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ree = roomin(th->t_dest); /* Find room of chasee */
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/* First see if we want to use an ability or weapon */
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if (m_use_it(th, flee, rer, ree)) return;
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/*
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* We don't count monsters on doors as inside rooms here because when
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* a monster is in a room and the player is not in that room, the
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* monster looks for the best door out. If we counted doors as part
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* of the room, the monster would already be on the best door out;
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* so he would never move.
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*/
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if ((sch = CCHAR( mvwinch(stdscr, th->t_pos.y, th->t_pos.x) )) == DOOR ||
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sch == SECRETDOOR || sch == PASSAGE) {
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rer = NULL;
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}
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this = *th->t_dest;
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/*
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* If we are in a room heading for the player and the player is not
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* in the room with us, we run to the "best" door.
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* If we are in a room fleeing from the player, then we run to the
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* "best" door if he IS in the same room.
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*
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* Note: We don't bother with doors in mazes or if we can walk
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* through walls.
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*/
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if (rer != NULL && levtype != MAZELEV && off(*th, CANINWALL)) {
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if (flee) rundoor = (rer == ree);
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else rundoor = (rer != ree);
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}
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else rundoor = FALSE;
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if (rundoor) {
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register struct linked_list *exitptr; /* For looping through exits */
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coord *exit, /* A particular door */
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*entrance; /* Place just inside doorway */
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int exity, exitx; /* Door's coordinates */
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char dch='\0'; /* Door character */
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if (th->t_doorgoal)
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dch = CCHAR( mvwinch(stdscr, th->t_doorgoal->y, th->t_doorgoal->x) );
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/* Do we have a valid goal? */
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if ((dch == PASSAGE || dch == DOOR) && /* A real door */
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(!flee || !ce(*th->t_doorgoal, *th->t_dest))) { /* Prey should not
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* be at door if
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* we are running
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* away
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*/
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/* Make sure the player is not in the doorway, either */
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entrance = doorway(rer, th->t_doorgoal);
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if (!flee || entrance == NULL || !ce(*entrance, *th->t_dest)) {
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this = *th->t_doorgoal;
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dist = 0; /* Indicate that we have our door */
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}
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}
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/* Go through all the doors */
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else for (exitptr = rer->r_exit; exitptr; exitptr = next(exitptr)) {
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exit = DOORPTR(exitptr);
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exity = exit->y;
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exitx = exit->x;
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/* Make sure it is a real door */
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dch = CCHAR( mvwinch(stdscr, exity, exitx) );
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if (dch == PASSAGE || dch == DOOR) {
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/* Don't count a door if we are fleeing from someone and
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* he is standing on it. Also, don't count it if he is
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* standing in the doorway.
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*/
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if (flee) {
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if (ce(*exit, *th->t_dest)) continue;
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entrance = doorway(rer, exit);
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if (entrance != NULL && ce(*entrance, *th->t_dest))
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continue;
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}
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/* Were we just on this door? */
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if (ce(*exit, th->t_oldpos)) last_door = exit;
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else {
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dist = DISTANCE(th->t_dest->y, th->t_dest->x, exity, exitx);
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/* If fleeing, we want to maximize distance from door to
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* what we flee, and minimize distance from door to us.
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*/
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if (flee)
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dist -= DISTANCE(th->t_pos.y, th->t_pos.x, exity, exitx);
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/* Maximize distance if fleeing, otherwise minimize it */
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if ((flee && (dist > maxdist)) ||
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(!flee && (dist < mindist))) {
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th->t_doorgoal = exit; /* Use this door */
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this = *exit;
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mindist = maxdist = dist;
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}
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}
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}
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}
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/* Could we not find a door? */
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if (dist == MININT) {
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/* If we were on a door, go ahead and use it */
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if (last_door) {
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th->t_doorgoal = last_door;
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this = th->t_oldpos;
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dist = 0; /* Indicate that we found a door */
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}
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else th->t_doorgoal = NULL; /* No more door goal */
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}
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/* Indicate that we do not want to flee from the door */
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if (dist != MININT) flee = FALSE;
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}
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else th->t_doorgoal = 0; /* Not going to any door */
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/* Now select someplace to go and start the action */
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chase(th, &this, rer, ree, flee);
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}
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/*
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* m_sonic:
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* The monster is sounding a sonic blast.
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*/
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void
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m_sonic(struct thing *tp)
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{
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register int damage;
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static struct object blast =
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{
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MISSILE, {0, 0}, "", 0, "", "150" , NULL, 0, 0, 0, 0
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};
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turn_off(*tp, CANSONIC);
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turn_off(*tp, CANSURPRISE);
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do_motion(&blast, tp->t_newpos.y, tp->t_newpos.x, tp);
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damage = 150;
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if (save(VS_BREATH, &player, -3))
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damage /= 2;
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msg ("%s's sonic blast hits you", prname(monster_name(tp), TRUE));
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if ((pstats.s_hpt -= damage) <= 0)
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death(tp->t_index);
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running = FALSE;
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if (fight_flush) md_flushinp();
|
||
dsrpt_player();
|
||
}
|
||
|
||
/*
|
||
* m_spell:
|
||
* The monster casts a spell. Currently this is limited to
|
||
* magic missile.
|
||
*/
|
||
void
|
||
m_spell(struct thing *tp)
|
||
{
|
||
static struct object missile =
|
||
{
|
||
MISSILE, {0, 0}, "", 0, "", "0d4 " , NULL, 0, WS_MISSILE, 100, 1
|
||
};
|
||
|
||
sprintf(missile.o_hurldmg, "%dd4", tp->t_stats.s_lvl);
|
||
do_motion(&missile, tp->t_newpos.y, tp->t_newpos.x, tp);
|
||
hit_monster(unc(missile.o_pos), &missile, tp);
|
||
turn_off(*tp, CANMISSILE);
|
||
turn_off(*tp, CANSURPRISE);
|
||
|
||
running = FALSE;
|
||
if (fight_flush) md_flushinp();
|
||
}
|
||
|
||
/*
|
||
* m_summon:
|
||
* Summon aid.
|
||
*/
|
||
|
||
void
|
||
m_summon(struct thing *tp)
|
||
{
|
||
register char *helpname, *mname;
|
||
int fail, numsum;
|
||
register int which, i;
|
||
|
||
/* Let's make sure our prey is still here */
|
||
if (!cansee(unc(tp->t_pos)) || fallpos(&hero, FALSE, 2) == NULL) return;
|
||
|
||
/*
|
||
* Non-uniques can only summon once. Uniques get fewer
|
||
* creatures with each successive summoning. Also, the
|
||
* probability of summoning goes down
|
||
*/
|
||
if (off(*tp, ISUNIQUE))
|
||
turn_off(*tp, CANSUMMON);
|
||
|
||
turn_off(*tp, CANSURPRISE);
|
||
mname = monster_name(tp);
|
||
helpname = monsters[tp->t_index].m_typesum;
|
||
which = findmindex(helpname);
|
||
|
||
if ((off(*tp, ISINVIS) || on(player, CANSEE)) &&
|
||
(off(*tp, ISSHADOW) || on(player, CANSEE)) &&
|
||
(off(*tp, CANSURPRISE) || ISWEARING(R_ALERT))) {
|
||
if (monsters[which].m_normal == FALSE) { /* genocided? */
|
||
msg("%s appears dismayed", prname(mname, TRUE));
|
||
monsters[tp->t_index].m_numsum = 0;
|
||
}
|
||
else {
|
||
msg("%s summons %ss for help", prname(mname, TRUE), helpname);
|
||
}
|
||
}
|
||
else {
|
||
if (monsters[which].m_normal == FALSE) /* genocided? */
|
||
monsters[tp->t_index].m_numsum = 0;
|
||
else {
|
||
msg("%ss seem to appear from nowhere!", helpname);
|
||
}
|
||
}
|
||
numsum = monsters[tp->t_index].m_numsum;
|
||
if (numsum && on(*tp, ISUNIQUE)) { /* UNIQUEs summon less each time */
|
||
monsters[tp->t_index].m_numsum--;
|
||
tp->t_summon *= 2; /* cut probability in half */
|
||
}
|
||
|
||
/*
|
||
* try to make all the creatures around player but remember
|
||
* if unsuccessful
|
||
*/
|
||
for (i=0, fail=0; i<numsum; i++) {
|
||
if (!creat_mons(&player, which, FALSE))
|
||
fail++; /* remember the failures */
|
||
}
|
||
|
||
/*
|
||
* try once again to make the buggers
|
||
*/
|
||
for (i=0; i<fail; i++)
|
||
creat_mons(tp, which, FALSE);
|
||
|
||
/* Now let the poor fellow see all the trouble */
|
||
light(&hero);
|
||
turn_on(*tp, HASSUMMONED);
|
||
}
|
||
|
||
/*
|
||
* m_use_it:
|
||
* See if the monster (tp) has anything useful it can do
|
||
* (ie. an ability or a weapon) other than just move.
|
||
*/
|
||
|
||
bool
|
||
m_use_it(struct thing *tp, bool flee, struct room *rer, struct room *ree)
|
||
{
|
||
int dist;
|
||
register coord *ee = tp->t_dest, *er = &tp->t_pos;
|
||
coord *shoot_dir;
|
||
struct linked_list *weapon;
|
||
struct thing *prey;
|
||
bool dest_player; /* Are we after the player? */
|
||
|
||
/*
|
||
* If we are fleeing, there's a chance, depending on our
|
||
* intelligence, that we'll just run in terror.
|
||
*/
|
||
if (flee && rnd(25) >= tp->t_stats.s_intel) return(FALSE);
|
||
|
||
/*
|
||
* Make sure that we have a living destination, and record whether
|
||
* it is the player.
|
||
*/
|
||
if (ee != NULL) {
|
||
if (ce(*ee, hero)) {
|
||
dest_player = TRUE;
|
||
prey = &player;
|
||
}
|
||
else {
|
||
struct linked_list *item;
|
||
|
||
dest_player = FALSE;
|
||
|
||
/* What is the monster we're chasing? */
|
||
item = find_mons(ee->y, ee->x);
|
||
if (item != NULL) prey = THINGPTR(item);
|
||
else return(FALSE);
|
||
}
|
||
}
|
||
else return(FALSE);
|
||
|
||
/*
|
||
* If we are friendly to the hero, we don't do anything.
|
||
*/
|
||
if (on(*tp, ISFRIENDLY) && dest_player) return(FALSE);
|
||
|
||
/*
|
||
* Also, for now, if our prey is in a wall, we won't do
|
||
* anything. The prey must be in the same room as we are OR
|
||
* we must have a straight shot at him. Note that
|
||
* shoot_dir must get set before rer is checked so
|
||
* that we get a valid value.
|
||
*/
|
||
if (on(*prey, ISINWALL) ||
|
||
((shoot_dir = can_shoot(er, ee)) == NULL &&
|
||
(rer == NULL || rer != ree)))
|
||
return(FALSE);
|
||
|
||
/*
|
||
* If we can't see the prey then forget it
|
||
*/
|
||
if (on(*prey, ISINVIS) && off(*tp, CANSEE))
|
||
return(FALSE);
|
||
|
||
/* How far are we from our prey? */
|
||
dist = DISTANCE(er->y, er->x, ee->y, ee->x);
|
||
|
||
/*
|
||
* Shall we summon aid so we don't have to get our hands dirty?
|
||
* For now, we will only summon aid against the player.
|
||
* We'll wait until he's within 2 dots of a missile length.
|
||
*/
|
||
if (on(*tp, CANSUMMON) && dest_player &&
|
||
dist < (BOLT_LENGTH+2)*(BOLT_LENGTH+2) &&
|
||
rnd(tp->t_summon) < tp->t_stats.s_lvl &&
|
||
monsters[tp->t_index].m_numsum > 0 &&
|
||
fallpos(&hero, FALSE, 2) != NULL) {
|
||
tp->t_action = A_SUMMON; /* We're going to summon help */
|
||
tp->t_no_move = movement(tp); /* It takes time! */
|
||
return(TRUE);
|
||
}
|
||
|
||
/*
|
||
* If the creature can cast a slow spell and if the prey is within
|
||
* 2 dots of a missile fire, then see whether we will cast it.
|
||
* if next to player, lessen chance because we don't like being
|
||
* disrupted
|
||
*/
|
||
if (on(*tp, CANSLOW) && dest_player &&
|
||
dist < (BOLT_LENGTH+5)*(BOLT_LENGTH+5) &&
|
||
rnd(100) < (dist > 3 ? tp->t_cast : tp->t_cast/2)) {
|
||
tp->t_action = A_SLOW; /* We're going to slow him */
|
||
tp->t_no_move = 3 * movement(tp); /* Takes time! */
|
||
debug("casting slow spell!");
|
||
return(TRUE);
|
||
}
|
||
|
||
/*
|
||
* If we have a special magic item, we might use it. We will restrict
|
||
* this options to uniques with relics and creatures with wands for now.
|
||
* Also check for the quartermaster. Don't want him shooting wands....
|
||
*/
|
||
if ((on(*tp, ISUNIQUE) || on(*tp, CARRYSTICK)) &&
|
||
off(*tp, CANSELL) && dest_player &&
|
||
m_use_pack(tp, er, ee, dist, shoot_dir)) {
|
||
return(TRUE);
|
||
}
|
||
|
||
/* From now on, we must have a direct shot at the prey */
|
||
if (shoot_dir == NULL) return(FALSE);
|
||
|
||
/* We may use a sonic blast if we can, only on the player */
|
||
if (on(*tp, CANSONIC) &&
|
||
dest_player &&
|
||
(dist < BOLT_LENGTH*2) &&
|
||
(rnd(100) < tp->t_breathe)) {
|
||
tp->t_newpos = *shoot_dir; /* Save the direction */
|
||
tp->t_action = A_SONIC; /* We're going to sonic blast */
|
||
tp->t_no_move = 2 * movement(tp); /* Takes 2 movement periods */
|
||
}
|
||
|
||
/* If we can breathe, we may do so */
|
||
else if (on(*tp, CANBREATHE) &&
|
||
(dist < BOLT_LENGTH*BOLT_LENGTH) &&
|
||
(rnd(100) < tp->t_breathe)) {
|
||
tp->t_newpos = *shoot_dir; /* Save the direction */
|
||
tp->t_action = A_BREATHE; /* We're going to breathe */
|
||
tp->t_no_move = movement(tp); /* It takes 1 movement period */
|
||
}
|
||
|
||
/*
|
||
* We may shoot missiles if we can
|
||
* if next to player, lessen chance so we don't get disrupted as often
|
||
*/
|
||
else if (on(*tp,CANMISSILE) &&
|
||
rnd(100) < (dist > 3 ? tp->t_cast : tp->t_cast/2)){
|
||
tp->t_newpos = *shoot_dir; /* Save the direction */
|
||
tp->t_action = A_MISSILE; /* We're going to shoot MM's */
|
||
tp->t_no_move = 3 * movement(tp); /* Takes time! */
|
||
}
|
||
|
||
/*
|
||
* If we can shoot or throw something, we might do so.
|
||
* If next to player, then forget it
|
||
*/
|
||
else if ((on(*tp,CANSHOOT) || on(*tp,CARRYWEAPON) ||
|
||
on(*tp,CARRYDAGGER) || on(*tp, CARRYAXE)) &&
|
||
dist > 3 &&
|
||
off(*tp, CANSELL) &&
|
||
(weapon = get_hurl(tp))) {
|
||
tp->t_newpos = *shoot_dir; /* Save the direction */
|
||
tp->t_action = A_THROW; /* We're going to throw something */
|
||
tp->t_using = weapon; /* Save our weapon */
|
||
tp->t_no_move = 2 * movement(tp); /* Takes 2 movement periods */
|
||
}
|
||
|
||
/* We couldn't find anything to do */
|
||
else return(FALSE);
|
||
|
||
return(TRUE);
|
||
|
||
}
|
||
|
||
/*
|
||
* runners:
|
||
* Make all the awake monsters try to do something.
|
||
* segments: Number of segments since last called
|
||
*/
|
||
|
||
int
|
||
runners(int segments)
|
||
{
|
||
register struct linked_list *item;
|
||
register struct thing *tp = NULL;
|
||
register int min_time = 20; /* Minimum time until a monster can act */
|
||
|
||
/*
|
||
* loop thru the list of running (wandering) monsters and see what
|
||
* each one will do this time.
|
||
*
|
||
* Note: the special case that one of this buggers kills another.
|
||
* if this happens than we have to see if the monster killed
|
||
* himself or someone else. In case its himself we have to get next
|
||
* one immediately. If it wasn't we have to get next one at very
|
||
* end in case he killed the next one.
|
||
*/
|
||
|
||
for (item = mlist; item != NULL; item = next(item)) {
|
||
tp = THINGPTR(item);
|
||
turn_on(*tp, ISREADY);
|
||
}
|
||
|
||
for (;;) {
|
||
|
||
for (item = mlist; item != NULL; item = next(item)) {
|
||
tp = THINGPTR(item);
|
||
|
||
if (on(*tp, ISREADY))
|
||
break;
|
||
}
|
||
|
||
if (item == NULL)
|
||
break;
|
||
|
||
turn_off(*tp, ISREADY);
|
||
|
||
/* If we are not awake, just skip us */
|
||
if (off(*tp, ISRUN) && off(*tp, ISHELD)) continue;
|
||
|
||
/* See if it's our turn */
|
||
tp->t_no_move -= segments;
|
||
if (tp->t_no_move > 0) {
|
||
if (tp->t_no_move < min_time) min_time = tp->t_no_move;
|
||
continue;
|
||
}
|
||
|
||
/* If we were frozen, we're moving now */
|
||
if (tp->t_action == A_FREEZE) tp->t_action = A_NIL;
|
||
|
||
if (on(*tp, ISHELD)) {
|
||
/* Make sure the action and using are nil */
|
||
tp->t_action = A_NIL;
|
||
tp->t_using = NULL;
|
||
|
||
/* Can we break free? */
|
||
if (rnd(tp->t_stats.s_lvl) > 11) {
|
||
turn_off(*tp, ISHELD);
|
||
runto(tp, &hero);
|
||
if (cansee(tp->t_pos.y, tp->t_pos.x))
|
||
msg("%s breaks free from the hold spell",
|
||
prname(monster_name(tp), TRUE));
|
||
}
|
||
|
||
/* Too bad -- try again later */
|
||
else tp->t_no_move = movement(tp);
|
||
}
|
||
|
||
/* Heal the creature if it's not in the middle of some action */
|
||
if (tp->t_action == A_NIL) doctor(tp);
|
||
|
||
while (off(*tp,ISELSEWHERE) &&
|
||
off(*tp,ISDEAD) &&
|
||
tp->t_no_move <= 0 && off(*tp, ISHELD) && on(*tp, ISRUN)) {
|
||
/* Let's act (or choose an action if t_action = A_NIL) */
|
||
m_act(tp);
|
||
}
|
||
|
||
if (off(*tp,ISELSEWHERE) && off(*tp,ISDEAD)) {
|
||
if (tp->t_no_move < min_time) min_time = tp->t_no_move;
|
||
if (tp->t_quiet < 0) tp->t_quiet = 0;
|
||
}
|
||
}
|
||
return(min_time);
|
||
}
|
||
|
||
/*
|
||
* See if a monster has some magic it can use. Return TRUE if so.
|
||
* Only care about relics and wands for now.
|
||
*/
|
||
bool
|
||
m_use_pack(struct thing *monster, coord *monst_pos, coord *defend_pos,
|
||
int dist, coord *shoot_dir)
|
||
{
|
||
register struct object *obj;
|
||
register struct linked_list *pitem, *relic, *stick;
|
||
register int units = -1;
|
||
|
||
relic = stick = NULL;
|
||
|
||
for (pitem=monster->t_pack; pitem; pitem=next(pitem)) {
|
||
obj = OBJPTR(pitem);
|
||
if (obj->o_flags & ISCURSED) continue;
|
||
if (obj->o_type == RELIC) {
|
||
switch (obj->o_which) {
|
||
case MING_STAFF:
|
||
if (shoot_dir != NULL) {
|
||
units = 2; /* Use 2 time units */
|
||
relic = pitem;
|
||
}
|
||
|
||
when EMORI_CLOAK:
|
||
if (obj->o_charges != 0 &&
|
||
shoot_dir != NULL) {
|
||
units = 2; /* Use 2 time units */
|
||
relic = pitem;
|
||
}
|
||
|
||
when ASMO_ROD:
|
||
/* The bolt must be able to reach the defendant */
|
||
if (shoot_dir != NULL &&
|
||
dist < BOLT_LENGTH * BOLT_LENGTH) {
|
||
units = 2; /* Use 2 time units */
|
||
relic = pitem;
|
||
}
|
||
|
||
when BRIAN_MANDOLIN:
|
||
/* The defendant must be the player and within 4 spaces */
|
||
if (ce(*defend_pos, hero) &&
|
||
dist < 25 &&
|
||
player.t_action != A_FREEZE) {
|
||
units = 4;
|
||
relic = pitem;
|
||
}
|
||
|
||
when GERYON_HORN:
|
||
/* The defendant must be the player and within 5 spaces */
|
||
if (ce(*defend_pos, hero) &&
|
||
dist < 25 &&
|
||
(off(player,ISFLEE)|| player.t_dest!=&monster->t_pos)) {
|
||
units = 3;
|
||
relic = pitem;
|
||
}
|
||
}
|
||
}
|
||
if (obj->o_type == STICK) {
|
||
if (obj->o_charges < 1) continue;
|
||
switch(obj->o_which) {
|
||
case WS_ELECT:
|
||
case WS_FIRE:
|
||
case WS_COLD:
|
||
/* The bolt must be able to reach the defendant */
|
||
if (shoot_dir != NULL &&
|
||
dist < BOLT_LENGTH * BOLT_LENGTH) {
|
||
units = 3;
|
||
stick = pitem;
|
||
}
|
||
|
||
when WS_MISSILE:
|
||
case WS_SLOW_M:
|
||
case WS_CONFMON:
|
||
case WS_PARALYZE:
|
||
case WS_MDEG:
|
||
case WS_FEAR:
|
||
if (shoot_dir != NULL) {
|
||
units = 3;
|
||
stick = pitem;
|
||
}
|
||
|
||
otherwise:
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
/* use relics in preference to all others */
|
||
if (relic) debug("chance to use relic = %d%%", monster->t_artifact);
|
||
if (stick) debug("chance to use stick = %d%%", monster->t_wand);
|
||
if (relic && rnd(100) < monster->t_artifact) {
|
||
monster->t_action = A_USERELIC;
|
||
pitem = relic;
|
||
}
|
||
else if (stick && rnd(100) < monster->t_wand) {
|
||
/*
|
||
* see if the monster will use the wand
|
||
*/
|
||
pitem = stick;
|
||
monster->t_action = A_USEWAND;
|
||
}
|
||
else {
|
||
return(FALSE);
|
||
}
|
||
|
||
monster->t_no_move = units * movement(monster);
|
||
monster->t_using = pitem;
|
||
monster->t_newpos = *shoot_dir;
|
||
return(TRUE);
|
||
}
|