// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move() { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if (wandf > 0) { wandf--; } //Hallucinations have a chance of disappearing each turn if (is_hallucination() && one_in(25)) { die(); return; } // First, use the special attack, if we can! if (sp_timeout > 0) { sp_timeout--; } //If this monster has the ability to heal in combat, do it now. if (has_flag(MF_REGENERATES_50)) { if (hp < type->hp) { if (one_in(2)) { g->add_msg(_("The %s is visibly regenerating!"), name().c_str()); } hp += 50; if(hp > type->hp) { hp = type->hp; } } } if (has_flag(MF_REGENERATES_10)) { if (hp < type->hp) { if (one_in(2)) { g->add_msg(_("The %s seems a little healthier."), name().c_str()); } hp += 10; if(hp > type->hp) { hp = type->hp; } } } // If this critter dies in sunlight, check & assess damage. if (g->is_in_sunlight(posx(), posy()) && has_flag(MF_SUNDEATH)) { g->add_msg(_("The %s burns horribly in the sunlight!"), name().c_str()); hp -= 100; if(hp < 0) { hp = 0 ; } } if (sp_timeout == 0 && (friendly == 0 || has_flag(MF_FRIENDLY_SPECIAL))) { mattack ma; if(!is_hallucination()) { (ma.*type->sp_attack)(this); } } if (moves < 0) { return; } if (has_flag(MF_IMMOBILE)) { moves = 0; return; } if (has_effect("stunned")) { stumble(false); moves = 0; return; } if (has_effect("downed")) { moves = 0; return; } if (has_effect("bouldering")) { moves -= 20; if (moves < 0) { return; } } if (friendly != 0) { if (friendly > 0) { friendly--; } friendly_move(); return; } bool moved = false; point next; int mondex = (plans.size() > 0 ? g->mon_at(plans[0].x, plans[0].y) : -1); monster_attitude current_attitude = attitude(); if (friendly == 0) { current_attitude = attitude(&(g->u)); } // If our plans end in a player, set our attitude to consider that player if (plans.size() > 0) { if (plans.back().x == g->u.posx && plans.back().y == g->u.posy) { current_attitude = attitude(&(g->u)); } else { for (int i = 0; i < g->active_npc.size(); i++) { if (plans.back().x == g->active_npc[i]->posx && plans.back().y == g->active_npc[i]->posy) { current_attitude = attitude((g->active_npc[i])); } } } } if (current_attitude == MATT_IGNORE || (current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST)) { moves -= 100; stumble(false); return; } if (plans.size() > 0 && (mondex == -1 || g->zombie(mondex).friendly != 0 || has_flag(MF_ATTACKMON)) && (can_move_to(plans[0].x, plans[0].y) || (plans[0].x == g->u.posx && plans[0].y == g->u.posy) || (g->m.has_flag("BASHABLE", plans[0].x, plans[0].y) && has_flag(MF_BASHES)))) { // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if (has_flag(MF_SMELLS)) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. plans.clear(); point tmp = scent_move(); if (tmp.x != -1) { next = tmp; moved = true; } } if (wandf > 0 && !moved) { // No LOS, no scent, so as a fall-back follow sound plans.clear(); point tmp = wander_next(); if (tmp.x != posx() || tmp.y != posy()) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if (moved) { // Actual effects of moving to the square we've chosen // Note: The below works because C++ in A() || B() won't call B() if A() is true int& x = next.x; int& y = next.y; // Define alias for x and y bool did_something = attack_at(x, y) || bash_at(x, y) || move_to(x, y); if(!did_something) { moves -= 100; // If we don't do this, we'll get infinite loops. } } else { moves -= 100; } // If we're close to our target, we get focused and don't stumble if ((has_flag(MF_STUMBLES) && (plans.size() > 3 || plans.size() == 0)) || !moved) { stumble(moved); } }
// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move(game *g) { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if (wandf > 0) wandf--; // First, use the special attack, if we can! if (sp_timeout > 0) sp_timeout--; if (sp_timeout == 0 && (friendly == 0 || has_flag(MF_FRIENDLY_SPECIAL))) { mattack ma; (ma.*type->sp_attack)(g, this); } if (moves < 0) return; if (has_flag(MF_IMMOBILE)) { moves = 0; return; } if (has_effect(ME_STUNNED)) { stumble(g, false); moves = 0; return; } if (has_effect(ME_DOWNED)) { moves = 0; return; } if (has_effect(ME_BOULDERING)){ moves -= 20; if (moves < 0) moves = 0; return; } if (friendly != 0) { if (friendly > 0) friendly--; friendly_move(g); return; } bool moved = false; point next; int mondex = (plans.size() > 0 ? g->mon_at(plans[0].x, plans[0].y) : -1); monster_attitude current_attitude = attitude(); if (friendly == 0) current_attitude = attitude(&(g->u)); // If our plans end in a player, set our attitude to consider that player if (plans.size() > 0) { if (plans.back().x == g->u.posx && plans.back().y == g->u.posy) current_attitude = attitude(&(g->u)); else { for (int i = 0; i < g->active_npc.size(); i++) { if (plans.back().x == g->active_npc[i]->posx && plans.back().y == g->active_npc[i]->posy) current_attitude = attitude((g->active_npc[i])); } } } if (current_attitude == MATT_IGNORE || (current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST)) { moves -= 100; stumble(g, false); return; } if (plans.size() > 0 && !is_fleeing(g->u) && (mondex == -1 || g->z[mondex].friendly != 0 || has_flag(MF_ATTACKMON)) && (can_move_to(g, plans[0].x, plans[0].y) || (plans[0].x == g->u.posx && plans[0].y == g->u.posy) || (g->m.has_flag(bashable, plans[0].x, plans[0].y) && has_flag(MF_BASHES)))){ // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if (has_flag(MF_SMELLS)) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. point tmp = scent_move(g); if (tmp.x != -1) { next = tmp; moved = true; } } if (wandf > 0 && !moved) { // No LOS, no scent, so as a fall-back follow sound point tmp = sound_move(g); if (tmp.x != posx || tmp.y != posy) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if (moved) { // Actual effects of moving to the square we've chosen mondex = g->mon_at(next.x, next.y); int npcdex = g->npc_at(next.x, next.y); if (next.x == g->u.posx && next.y == g->u.posy && type->melee_dice > 0) hit_player(g, g->u); else if (mondex != -1 && g->z[mondex].type->species == species_hallu) { g->kill_mon(mondex); moves -= 100; } else if (mondex != -1 && type->melee_dice > 0 && this != &(g->z[mondex]) && (g->z[mondex].friendly != 0 || has_flag(MF_ATTACKMON))) hit_monster(g, mondex); else if (npcdex != -1 && type->melee_dice > 0) hit_player(g, *g->active_npc[npcdex]); else if ((!can_move_to(g, next.x, next.y) || one_in(3)) && g->m.has_flag(bashable, next.x, next.y) && has_flag(MF_BASHES)) { std::string bashsound = "NOBASH"; // If we hear "NOBASH" it's time to debug! int bashskill = int(type->melee_dice * type->melee_sides); g->m.bash(next.x, next.y, bashskill, bashsound); g->sound(next.x, next.y, 18, bashsound); moves -= 100; } else if (g->m.move_cost(next.x, next.y) == 0 && has_flag(MF_DESTROYS)) { g->m.destroy(g, next.x, next.y, true); moves -= 250; } else if (can_move_to(g, next.x, next.y) && g->is_empty(next.x, next.y)) move_to(g, next.x, next.y); else moves -= 100; } else moves -= 100; // If we're close to our target, we get focused and don't stumble if ((has_flag(MF_STUMBLES) && (plans.size() > 3 || plans.size() == 0)) || !moved) stumble(g, moved); }
// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move(game *g) { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if (wandf > 0) wandf--; //Hallucinations have a chance of disappearing each turn if (is_hallucination() && one_in(25)) { die(g); return; } // First, use the special attack, if we can! if (sp_timeout > 0) { sp_timeout--; } if (sp_timeout == 0 && (friendly == 0 || has_flag(MF_FRIENDLY_SPECIAL))) { mattack ma; if(!is_hallucination()) { (ma.*type->sp_attack)(g, this); } } if (moves < 0) return; if (has_flag(MF_IMMOBILE)) { moves = 0; return; } if (has_effect(ME_STUNNED)) { stumble(g, false); moves = 0; return; } if (has_effect(ME_DOWNED)) { moves = 0; return; } if (has_effect(ME_BOULDERING)){ moves -= 20; if (moves < 0) { return; } } if (friendly != 0) { if (friendly > 0) friendly--; friendly_move(g); return; } bool moved = false; point next; int mondex = (plans.size() > 0 ? g->mon_at(plans[0].x, plans[0].y) : -1); monster_attitude current_attitude = attitude(); if (friendly == 0) current_attitude = attitude(&(g->u)); // If our plans end in a player, set our attitude to consider that player if (plans.size() > 0) { if (plans.back().x == g->u.posx && plans.back().y == g->u.posy) current_attitude = attitude(&(g->u)); else { for (int i = 0; i < g->active_npc.size(); i++) { if (plans.back().x == g->active_npc[i]->posx && plans.back().y == g->active_npc[i]->posy) current_attitude = attitude((g->active_npc[i])); } } } if (current_attitude == MATT_IGNORE || (current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST)) { moves -= 100; stumble(g, false); return; } if (plans.size() > 0 && !is_fleeing(g->u) && (mondex == -1 || g->zombie(mondex).friendly != 0 || has_flag(MF_ATTACKMON)) && (can_move_to(g, plans[0].x, plans[0].y) || (plans[0].x == g->u.posx && plans[0].y == g->u.posy) || (g->m.has_flag(bashable, plans[0].x, plans[0].y) && has_flag(MF_BASHES)))){ // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if (has_flag(MF_SMELLS)) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. plans.clear(); point tmp = scent_move(g); if (tmp.x != -1) { next = tmp; moved = true; } } if (wandf > 0 && !moved) { // No LOS, no scent, so as a fall-back follow sound plans.clear(); point tmp = wander_next(g); if (tmp.x != posx() || tmp.y != posy()) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if (moved) { // Actual effects of moving to the square we've chosen // Note: The below works because C++ in A() || B() won't call B() if A() is true int& x = next.x; int& y = next.y; // Define alias for x and y bool did_something = attack_at(x, y) || bash_at(x, y) || move_to(g, x, y); if(!did_something) { moves -= 100; // If we don't do this, we'll get infinite loops. } } else { moves -= 100; } // If we're close to our target, we get focused and don't stumble if ((has_flag(MF_STUMBLES) && (plans.size() > 3 || plans.size() == 0)) || !moved) stumble(g, moved); }
// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move() { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if (wandf > 0) { wandf--; } //Hallucinations have a chance of disappearing each turn if (is_hallucination() && one_in(25)) { die( nullptr ); return; } //The monster can consume objects it stands on. Check if there are any. //If there are. Consume them. if( !is_hallucination() && has_flag( MF_ABSORBS ) ) { if(!g->m.i_at(posx(), posy()).empty()) { add_msg(_("The %s flows around the objects on the floor and they are quickly dissolved!"), name().c_str()); for( auto &elem : g->m.i_at(posx(), posy()) ) { hp += elem.volume(); // Yeah this means it can get more HP than normal. } g->m.i_clear(posx(), posy()); } } // First, use the special attack, if we can! for (size_t i = 0; i < sp_timeout.size(); ++i) { if (sp_timeout[i] > 0) { sp_timeout[i]--; } if( sp_timeout[i] == 0 && !has_effect("pacified") && !is_hallucination() ) { type->sp_attack[i](this, i); } } if (moves < 0) { return; } if (!move_effects()) { moves = 0; return; } if (has_flag(MF_IMMOBILE)) { moves = 0; return; } if (has_effect("stunned")) { stumble(false); moves = 0; return; } if (friendly != 0) { if (friendly > 0) { friendly--; } friendly_move(); return; } bool moved = false; point next; // Set attitude to attitude to our current target monster_attitude current_attitude = attitude( nullptr ); if( !plans.empty() ) { if (plans.back().x == g->u.posx() && plans.back().y == g->u.posy()) { current_attitude = attitude( &(g->u) ); } else { for( auto &i : g->active_npc ) { if( plans.back().x == i->posx() && plans.back().y == i->posy() ) { current_attitude = attitude( i ); } } } } if( current_attitude == MATT_IGNORE || (current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST) ) { moves -= 100; stumble(false); return; } int mondex = !plans.empty() ? g->mon_at( plans[0].x, plans[0].y ) : -1; auto mon_att = mondex != -1 ? attitude_to( g->zombie( mondex ) ) : A_HOSTILE; if( !plans.empty() && ( mon_att == A_HOSTILE || has_flag(MF_ATTACKMON) ) && ( can_move_to( plans[0].x, plans[0].y ) || ( plans[0].x == g->u.posx() && plans[0].y == g->u.posy() ) || ( ( has_flag( MF_BASHES ) || has_flag( MF_BORES ) ) && g->m.bash_rating( bash_estimate(), plans[0].x, plans[0].y) >= 0 ) ) ) { // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if (has_flag(MF_SMELLS)) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. plans.clear(); point tmp = scent_move(); if (tmp.x != -1) { next = tmp; moved = true; } } if (wandf > 0 && !moved) { // No LOS, no scent, so as a fall-back follow sound plans.clear(); point tmp = wander_next(); if (tmp.x != posx() || tmp.y != posy()) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if (moved) { // Actual effects of moving to the square we've chosen // Note: The below works because C++ in A() || B() won't call B() if A() is true int& x = next.x; int& y = next.y; // Define alias for x and y bool did_something = attack_at(x, y) || bash_at(x, y) || move_to(x, y); if(!did_something) { moves -= 100; // If we don't do this, we'll get infinite loops. } } else { moves -= 100; } // If we're close to our target, we get focused and don't stumble if ((has_flag(MF_STUMBLES) && (plans.size() > 3 || plans.empty())) || !moved) { stumble(moved); } }
// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move() { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if (wandf > 0) { wandf--; } //Hallucinations have a chance of disappearing each turn if (is_hallucination() && one_in(25)) { die( nullptr ); return; } // First, use the special attack, if we can! if (sp_timeout > 0) { sp_timeout--; } //If this monster has the ability to heal in combat, do it now. if (has_flag(MF_REGENERATES_50)) { if (hp < type->hp) { if (one_in(2)) { add_msg(m_warning, _("The %s is visibly regenerating!"), name().c_str()); } hp += 50; if(hp > type->hp) { hp = type->hp; } } } if (has_flag(MF_REGENERATES_10)) { if (hp < type->hp) { if (one_in(2)) { add_msg(m_warning, _("The %s seems a little healthier."), name().c_str()); } hp += 10; if(hp > type->hp) { hp = type->hp; } } } //The monster can consume objects it stands on. Check if there are any. //If there are. Consume them. if (has_flag(MF_ABSORBS)) { if(!g->m.i_at(posx(), posy()).empty()) { add_msg(_("The %s flows around the objects on the floor and they are quickly dissolved!"), name().c_str()); std::vector<item> items_absorbed = g->m.i_at(posx(), posy()); for( size_t i = 0; i < items_absorbed.size(); ++i ) { hp += items_absorbed.at(i).volume(); //Yeah this means it can get more HP than normal. } g->m.i_clear(posx(), posy()); } } //Monster will regen morale and aggression if it is on max HP //It regens more morale and aggression if is currently fleeing. if(has_flag(MF_REGENMORALE) && hp >= type->hp){ if(is_fleeing(g->u)){ morale = type->morale; anger = type->agro; } if(morale <= type->morale) morale += 1; if(anger <= type->agro) anger += 1; if(morale < 0) morale += 5; if(anger < 0) anger += 5; } // If this critter dies in sunlight, check & assess damage. if (g->is_in_sunlight(posx(), posy()) && has_flag(MF_SUNDEATH)) { add_msg(_("The %s burns horribly in the sunlight!"), name().c_str()); hp -= 100; if(hp < 0) { hp = 0 ; } } if( sp_timeout == 0 && (friendly == 0 || has_flag(MF_FRIENDLY_SPECIAL)) && !has_effect("pacified") ) { mattack ma; if(!is_hallucination()) { (ma.*type->sp_attack)(this); } } if (moves < 0) { return; } if (has_flag(MF_IMMOBILE)) { moves = 0; return; } if (has_effect("stunned")) { stumble(false); moves = 0; return; } if (has_effect("downed")) { moves = 0; return; } if (friendly != 0) { if (friendly > 0) { friendly--; } friendly_move(); return; } bool moved = false; point next; int mondex = (!plans.empty() ? g->mon_at(plans[0].x, plans[0].y) : -1); monster_attitude current_attitude = attitude(); if (friendly == 0) { current_attitude = attitude(&(g->u)); } // If our plans end in a player, set our attitude to consider that player if (!plans.empty()) { if (plans.back().x == g->u.posx && plans.back().y == g->u.posy) { current_attitude = attitude(&(g->u)); } else { for (auto &i : g->active_npc) { if (plans.back().x == i->posx && plans.back().y == i->posy) { current_attitude = attitude(i); } } } } if (current_attitude == MATT_IGNORE || (current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST)) { moves -= 100; stumble(false); return; } if (!plans.empty() && (mondex == -1 || g->zombie(mondex).friendly != 0 || has_flag(MF_ATTACKMON)) && (can_move_to(plans[0].x, plans[0].y) || (plans[0].x == g->u.posx && plans[0].y == g->u.posy) || (has_flag(MF_BASHES) && g->m.bash_rating(bash_skill(), plans[0].x, plans[0].y) > 0))){ // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if (has_flag(MF_SMELLS)) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. plans.clear(); point tmp = scent_move(); if (tmp.x != -1) { next = tmp; moved = true; } } if (wandf > 0 && !moved) { // No LOS, no scent, so as a fall-back follow sound plans.clear(); point tmp = wander_next(); if (tmp.x != posx() || tmp.y != posy()) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if (moved) { // Actual effects of moving to the square we've chosen // Note: The below works because C++ in A() || B() won't call B() if A() is true int& x = next.x; int& y = next.y; // Define alias for x and y bool did_something = attack_at(x, y) || bash_at(x, y) || move_to(x, y); if(!did_something) { moves -= 100; // If we don't do this, we'll get infinite loops. } } else { moves -= 100; } // If we're close to our target, we get focused and don't stumble if ((has_flag(MF_STUMBLES) && (plans.size() > 3 || plans.empty())) || !moved) { stumble(moved); } }
// General movement. // Currently, priority goes: // 1) Special Attack // 2) Sight-based tracking // 3) Scent-based tracking // 4) Sound-based tracking void monster::move() { // We decrement wandf no matter what. We'll save our wander_to plans until // after we finish out set_dest plans, UNLESS they time out first. if( wandf > 0 ) { wandf--; } //Hallucinations have a chance of disappearing each turn if( is_hallucination() && one_in( 25 ) ) { die( nullptr ); return; } //The monster can consume objects it stands on. Check if there are any. //If there are. Consume them. if( !is_hallucination() && has_flag( MF_ABSORBS ) && !g->m.has_flag( TFLAG_SEALED, pos() ) ) { if( !g->m.i_at( pos3() ).empty() ) { add_msg( _( "The %s flows around the objects on the floor and they are quickly dissolved!" ), name().c_str() ); for( auto &elem : g->m.i_at( pos3() ) ) { hp += elem.volume(); // Yeah this means it can get more HP than normal. } g->m.i_clear( pos3() ); } } static const std::string pacified_string = "pacified"; const bool pacified = has_effect( pacified_string ); // First, use the special attack, if we can! for( size_t i = 0; i < sp_timeout.size(); ++i ) { if( sp_timeout[i] > 0 ) { sp_timeout[i]--; } if( sp_timeout[i] == 0 && !pacified && !is_hallucination() ) { type->sp_attack[i]( this, i ); } } // The monster can sometimes hang in air due to last fall being blocked const bool can_fly = has_flag( MF_FLIES ); if( !can_fly && g->m.has_flag( TFLAG_NO_FLOOR, pos() ) ) { g->m.creature_on_trap( *this, false ); } if( moves < 0 ) { return; } // TODO: Move this to attack_at/move_to/etc. functions bool attacking = false; if( !move_effects(attacking) ) { moves = 0; return; } if( has_flag( MF_IMMOBILE ) ) { moves = 0; return; } static const std::string stun_string = "stunned"; if( has_effect( stun_string ) ) { stumble( false ); moves = 0; return; } if( friendly != 0 ) { if( friendly > 0 ) { friendly--; } friendly_move(); return; } bool moved = false; tripoint next; // Set attitude to attitude to our current target monster_attitude current_attitude = attitude( nullptr ); if( !plans.empty() ) { if( plans.back() == g->u.pos3() ) { current_attitude = attitude( &( g->u ) ); } else { for( auto &i : g->active_npc ) { if( plans.back() == i->pos3() ) { current_attitude = attitude( i ); } } } } if( current_attitude == MATT_IGNORE || ( current_attitude == MATT_FOLLOW && plans.size() <= MONSTER_FOLLOW_DIST ) ) { moves -= 100; stumble( false ); return; } // Fix possibly invalid plans // Also make sure the monster won't act across z-levels when it shouldn't. // Don't do it in plan(), because the mon can still use ranged special attacks using // the plans that are not valid for travel/melee. const bool can_bash = has_flag( MF_BASHES ) || has_flag( MF_BORES ); if( !plans.empty() && !g->m.valid_move( pos(), plans[0], can_bash, can_fly ) ) { plans.clear(); } int mondex = !plans.empty() ? g->mon_at( plans[0], is_hallucination() ) : -1; auto mon_att = mondex != -1 ? attitude_to( g->zombie( mondex ) ) : A_HOSTILE; if( !plans.empty() && ( mon_att == A_HOSTILE || has_flag( MF_ATTACKMON ) || has_flag( MF_PUSH_MON ) ) && ( can_move_to( plans[0] ) || ( plans[0] == g->u.pos3() ) || ( ( has_flag( MF_BASHES ) || has_flag( MF_BORES ) ) && g->m.bash_rating( bash_estimate(), plans[0] ) >= 0 ) ) ) { // CONCRETE PLANS - Most likely based on sight next = plans[0]; moved = true; } else if( has_flag( MF_SMELLS ) ) { // No sight... or our plans are invalid (e.g. moving through a transparent, but // solid, square of terrain). Fall back to smell if we have it. plans.clear(); tripoint tmp = scent_move(); if( tmp.x != -1 ) { next = tmp; moved = true; } } if( wandf > 0 && !moved ) { // No LOS, no scent, so as a fall-back follow sound plans.clear(); tripoint tmp = wander_next(); if( tmp != pos() ) { next = tmp; moved = true; } } // Finished logic section. By this point, we should have chosen a square to // move to (moved = true). if( moved ) { // Actual effects of moving to the square we've chosen // Note: The below works because C++ in A() || B() won't call B() if A() is true const bool did_something = ( !pacified && attack_at( next ) ) || ( !pacified && bash_at( next ) ) || ( !pacified && push_to( next, 0, 0 ) ) || move_to( next ); if( !did_something ) { moves -= 100; // If we don't do this, we'll get infinite loops. } } else { moves -= 100; } // If we're close to our target, we get focused and don't stumble if( ( has_flag( MF_STUMBLES ) && ( plans.size() > 3 || plans.empty() ) ) || !moved ) { stumble( moved ); } }