Пример #1
0
/**
 * Process a monster's turn
 *
 * In several cases, we directly update the monster lore
 *
 * Note that a monster is only allowed to "reproduce" if there
 * are a limited number of "reproducing" monsters on the current
 * level.  This should prevent the level from being "swamped" by
 * reproducing monsters.  It also allows a large mass of mice to
 * prevent a louse from multiplying, but this is a small price to
 * pay for a simple multiplication method.
 *
 * XXX Monster fear is slightly odd, in particular, monsters will
 * fixate on opening a door even if they cannot open it.  Actually,
 * the same thing happens to normal monsters when they hit a door
 *
 * In addition, monsters which *cannot* open or bash down a door
 * will still stand there trying to open it...  XXX XXX XXX
 *
 * Technically, need to check for monster in the way combined
 * with that monster being in a wall (or door?) XXX
 */
static void monster_turn(struct chunk *c, struct monster *mon)
{
	struct monster_lore *lore = get_lore(mon->race);

	bool did_something = false;

	int i;
	int dir = 0;
	bool stagger = false;
	bool tracking = false;
	char m_name[80];

	/* Get the monster name */
	monster_desc(m_name, sizeof(m_name), mon, MDESC_CAPITAL | MDESC_IND_HID);

	/* Try to multiply - this can use up a turn */
	if (monster_turn_multiply(c, mon))
		return;

	/* Attempt to cast a spell */
	if (make_attack_spell(mon)) return;

	/* Work out what kind of movement to use - AI or staggered movement */
	if (!monster_turn_should_stagger(mon)) {
		if (!get_move(c, mon, &dir, &tracking)) return;
	} else {
		stagger = true;
	}

	/* Process moves */
	for (i = 0; i < 5 && !did_something; i++) {
		int oy = mon->fy;
		int ox = mon->fx;

		/* Get the direction (or stagger) */
		int d = (stagger ? ddd[randint0(8)] : side_dirs[dir][i]);

		/* Get the destination */
		int ny = oy + ddy[d];
		int nx = ox + ddx[d];

		/* Tracking monsters have their best direction, don't change */
		if ((i > 0) && !stagger && !square_isview(c, oy, ox) && tracking) {
			break;
		}

		/* Check if we can move */
		if (!monster_turn_can_move(c, mon, m_name, nx, ny, &did_something))
			continue;

		/* Try to break the glyph if there is one.  This can happen multiple
		 * times per turn because failure does not break the loop */
		if (square_iswarded(c, ny, nx) &&
			!monster_turn_glyph(c, mon, nx, ny))
			continue;

		/* Break a decoy if there is one */
		if (square_isdecoyed(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (monster_is_visible(mon))
				rf_on(lore->flags, RF_NEVER_BLOW);

			/* Some monsters never attack */
			if (rf_has(mon->race->flags, RF_NEVER_BLOW))
				continue;

			/* Wait a minute... */
			square_destroy_decoy(c, ny, nx);
			did_something = true;
			break;
		}

		/* The player is in the way. */
		if (square_isplayer(c, ny, nx)) {
			/* Learn about if the monster attacks */
			if (monster_is_visible(mon))
				rf_on(lore->flags, RF_NEVER_BLOW);

			/* Some monsters never attack */
			if (rf_has(mon->race->flags, RF_NEVER_BLOW))
				continue;

			/* Otherwise, attack the player */
			make_attack_normal(mon, player);

			did_something = true;
			break;
		} else {
			/* Some monsters never move */
			if (rf_has(mon->race->flags, RF_NEVER_MOVE)) {
				/* Learn about lack of movement */
				if (monster_is_visible(mon))
					rf_on(lore->flags, RF_NEVER_MOVE);

				return;
			}
		}

		/* A monster is in the way, try to push past/kill */
		if (square_monster(c, ny, nx)) {
			did_something = monster_turn_try_push(c, mon, m_name, nx, ny);
		} else {
			/* Otherwise we can just move */
			monster_swap(oy, ox, ny, nx);
			did_something = true;
		}

		/* Scan all objects in the grid, if we reached it */
		if (mon == square_monster(c, ny, nx)) {
			monster_desc(m_name, sizeof(m_name), mon,
						 MDESC_CAPITAL | MDESC_IND_HID);
			monster_turn_grab_objects(c, mon, m_name, nx, ny);
		}
	}

	if (did_something) {
		/* Learn about no lack of movement */
		if (monster_is_visible(mon))
			rf_on(lore->flags, RF_NEVER_MOVE);

		/* Possible disturb */
		if (monster_is_visible(mon) && monster_is_in_view(mon) && 
			OPT(player, disturb_near))
			disturb(player, 0);		
	}

	/* Hack -- get "bold" if out of options */
	if (!did_something && mon->m_timed[MON_TMD_FEAR])
		mon_clear_timed(mon, MON_TMD_FEAR, MON_TMD_FLG_NOTIFY, false);

	/* If we see an unaware monster do something, become aware of it */
	if (did_something && monster_is_camouflaged(mon))
		become_aware(mon);
}
Пример #2
0
/**
 * Monster is recognisably a monster to the player
 */
bool monster_is_obvious(const struct monster *mon)
{
	return monster_is_visible(mon) && !monster_is_camouflaged(mon);
}