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authorRobert Vollmert <rvollmert@gmx.net>2009-11-16 16:51:55 +0100
committerRobert Vollmert <rvollmert@gmx.net>2009-11-16 16:52:08 +0100
commit0c7ce1921d54591eb25ac42feb646709bfc1bddd (patch)
tree2b2310f59a522f3dca03a00ab7fa0f9d05bc1107 /crawl-ref/source/mon-movetarget.cc
parent540b53d5a81e52f8a8fe9f729a6a8b0529620454 (diff)
downloadcrawl-ref-0c7ce1921d54591eb25ac42feb646709bfc1bddd.tar.gz
crawl-ref-0c7ce1921d54591eb25ac42feb646709bfc1bddd.zip
Move some pathfinding code from mon-behv.cc to mon-movetarget.cc.
Diffstat (limited to 'crawl-ref/source/mon-movetarget.cc')
-rw-r--r--crawl-ref/source/mon-movetarget.cc972
1 files changed, 972 insertions, 0 deletions
diff --git a/crawl-ref/source/mon-movetarget.cc b/crawl-ref/source/mon-movetarget.cc
new file mode 100644
index 0000000000..8bdec65fb4
--- /dev/null
+++ b/crawl-ref/source/mon-movetarget.cc
@@ -0,0 +1,972 @@
+#include "AppHdr.h"
+
+#include "mon-movetarget.h"
+
+#include "coord.h"
+#include "coordit.h"
+#include "env.h"
+#include "fprop.h"
+#include "mon-behv.h"
+#include "mon-pathfind.h"
+#include "mon-place.h"
+#include "mon-stuff.h"
+#include "monster.h"
+#include "player.h"
+#include "random.h"
+#include "stuff.h"
+#include "terrain.h"
+#include "traps.h"
+
+// Check all grids in LoS and mark lava and/or water as seen if the
+// appropriate grids are encountered, so we later only need to do the
+// visibility check for monsters that can't pass a feature potentially in
+// the way. We don't care about shallow water as most monsters can safely
+// cross that, and fire elementals alone aren't really worth the extra
+// hassle. :)
+static void _check_lava_water_in_sight()
+{
+ you.lava_in_sight = you.water_in_sight = 0;
+ for (radius_iterator ri(you.pos(), LOS_RADIUS); ri; ++ri)
+ {
+ const dungeon_feature_type feat = grd(*ri);
+ if (feat == DNGN_LAVA)
+ {
+ you.lava_in_sight = 1;
+ if (you.water_in_sight > 0)
+ break;
+ }
+ else if (feat == DNGN_DEEP_WATER)
+ {
+ you.water_in_sight = 1;
+ if (you.lava_in_sight > 0)
+ break;
+ }
+ }
+}
+
+// If a monster can see but not directly reach the target, and then fails to
+// find a path to get there, mark all surrounding (in a radius of 2) monsters
+// of the same (or greater) movement restrictions as also being unable to
+// find a path, so we won't need to calculate again.
+// Should there be a direct path to the target for a monster thus marked, it
+// will still be able to come nearer (and the mark will then be cleared).
+static void _mark_neighbours_target_unreachable(monsters *mon)
+{
+ // Highly intelligent monsters are perfectly capable of pathfinding
+ // and don't need their neighbour's advice.
+ const mon_intel_type intel = mons_intel(mon);
+ if (intel > I_NORMAL)
+ return;
+
+ const bool flies = mons_flies(mon);
+ const bool amphibious = mons_amphibious(mon);
+ const habitat_type habit = mons_primary_habitat(mon);
+
+ for (radius_iterator ri(mon->pos(), 2, true, false); ri; ++ri)
+ {
+ if (*ri == mon->pos())
+ continue;
+
+ // Don't alert monsters out of sight (e.g. on the other side of
+ // a wall).
+ if (!mon->see_cell(*ri))
+ continue;
+
+ monsters* const m = monster_at(*ri);
+ if (m == NULL)
+ continue;
+
+ // Don't restrict smarter monsters as they might find a path
+ // a dumber monster wouldn't.
+ if (mons_intel(m) > intel)
+ continue;
+
+ // Monsters of differing habitats might prefer different routes.
+ if (mons_primary_habitat(m) != habit)
+ continue;
+
+ // A flying monster has an advantage over a non-flying one.
+ if (!flies && mons_flies(m))
+ continue;
+
+ // Same for a swimming one, around water.
+ if (you.water_in_sight > 0 && !amphibious && mons_amphibious(m))
+ continue;
+
+ if (m->travel_target == MTRAV_NONE)
+ m->travel_target = MTRAV_UNREACHABLE;
+ }
+}
+
+static void _set_no_path_found(monsters *mon)
+{
+#ifdef DEBUG_PATHFIND
+ mpr("No path found!");
+#endif
+
+ mon->travel_target = MTRAV_UNREACHABLE;
+ // Pass information on to nearby monsters.
+ _mark_neighbours_target_unreachable(mon);
+}
+
+static bool _target_is_unreachable(monsters *mon)
+{
+ return (mon->travel_target == MTRAV_UNREACHABLE
+ || mon->travel_target == MTRAV_KNOWN_UNREACHABLE);
+}
+
+//#define DEBUG_PATHFIND
+
+// The monster is trying to get to the player (MHITYOU).
+// Check whether there's an unobstructed path to the player (in sight!),
+// either by using an existing travel_path or calculating a new one.
+// Returns true if no further handling necessary, else false.
+bool try_pathfind(monsters *mon, const dungeon_feature_type can_move,
+ bool potentially_blocking)
+{
+ // Just because we can *see* the player, that doesn't mean
+ // we can actually get there. To find about that, we first
+ // check for transparent walls. If there are transparent
+ // walls in the way we'll need pathfinding, no matter what.
+ // (Though monsters with a los attack don't need to get any
+ // closer to hurt the player.)
+ // If no walls are detected, there could still be a river
+ // or a pool of lava in the way. So we check whether there
+ // is water or lava in LoS (boolean) and if so, try to find
+ // a way around it. It's possible that the player can see
+ // lava but it actually has no influence on the monster's
+ // movement (because it's lying in the opposite direction)
+ // but if so, we'll find that out during path finding.
+ // In another attempt of optimization, don't bother with
+ // path finding if the monster in question has no trouble
+ // travelling through water or flying across lava.
+ // Also, if no path is found (too far away, perhaps) set a
+ // flag, so we don't directly calculate the whole thing again
+ // next turn, and even extend that flag to neighbouring
+ // monsters of similar movement restrictions.
+
+ // Smart monsters that can fire through walls won't use
+ // pathfinding, and it's also not necessary if the monster
+ // is already adjacent to you.
+ if (potentially_blocking && mons_intel(mon) >= I_NORMAL
+ && !mon->friendly() && mons_has_los_ability(mon->type)
+ || grid_distance(mon->pos(), you.pos()) == 1)
+ {
+ potentially_blocking = false;
+ }
+ else
+ {
+ // If we don't already know whether there's water or lava
+ // in LoS of the player, find out now.
+ if (you.lava_in_sight == -1 || you.water_in_sight == -1)
+ _check_lava_water_in_sight();
+
+ // Flying monsters don't see water/lava as obstacle.
+ // Also don't use pathfinding if the monster can shoot
+ // across the blocking terrain, and is smart enough to
+ // realise that.
+ if (!potentially_blocking && !mons_flies(mon)
+ && (mons_intel(mon) < I_NORMAL
+ || mon->friendly()
+ || (!mons_has_ranged_spell(mon, true)
+ && !mons_has_ranged_attack(mon))))
+ {
+ const habitat_type habit = mons_primary_habitat(mon);
+ if (you.lava_in_sight > 0 && habit != HT_LAVA
+ || you.water_in_sight > 0 && habit != HT_WATER
+ && can_move != DNGN_DEEP_WATER)
+ {
+ potentially_blocking = true;
+ }
+ }
+ }
+
+ if (!potentially_blocking
+ || can_go_straight(mon->pos(), you.pos(), can_move))
+ {
+ // The player is easily reachable.
+ // Clear travel path and target, if necessary.
+ if (mon->travel_target != MTRAV_PATROL
+ && mon->travel_target != MTRAV_NONE)
+ {
+ if (mon->is_travelling())
+ mon->travel_path.clear();
+ mon->travel_target = MTRAV_NONE;
+ }
+ return (false);
+ }
+
+ // Even if the target has been to "unreachable" (the monster already tried,
+ // and failed, to find a path) there's a chance of trying again.
+ if (!_target_is_unreachable(mon) || one_chance_in(12))
+ {
+#ifdef DEBUG_PATHFIND
+ mprf("%s: Player out of reach! What now?",
+ mon->name(DESC_PLAIN).c_str());
+#endif
+ // If we're already on our way, do nothing.
+ if (mon->is_travelling() && mon->travel_target == MTRAV_PLAYER)
+ {
+ const int len = mon->travel_path.size();
+ const coord_def targ = mon->travel_path[len - 1];
+
+ // Current target still valid?
+ if (can_go_straight(targ, you.pos(), can_move))
+ {
+ // Did we reach the target?
+ if (mon->pos() == mon->travel_path[0])
+ {
+ // Get next waypoint.
+ mon->travel_path.erase( mon->travel_path.begin() );
+
+ if (!mon->travel_path.empty())
+ {
+ mon->target = mon->travel_path[0];
+ return (true);
+ }
+ }
+ else if (can_go_straight(mon->pos(), mon->travel_path[0],
+ can_move))
+ {
+ mon->target = mon->travel_path[0];
+ return (true);
+ }
+ }
+ }
+
+ // Use pathfinding to find a (new) path to the player.
+ const int dist = grid_distance(mon->pos(), you.pos());
+
+#ifdef DEBUG_PATHFIND
+ mprf("Need to calculate a path... (dist = %d)", dist);
+#endif
+ const int range = mons_tracking_range(mon);
+ if (range > 0 && dist > range)
+ {
+ mon->travel_target = MTRAV_UNREACHABLE;
+#ifdef DEBUG_PATHFIND
+ mprf("Distance too great, don't attempt pathfinding! (%s)",
+ mon->name(DESC_PLAIN).c_str());
+#endif
+ return (false);
+ }
+
+#ifdef DEBUG_PATHFIND
+ mprf("Need a path for %s from (%d, %d) to (%d, %d), max. dist = %d",
+ mon->name(DESC_PLAIN).c_str(), mon->pos(), you.pos(), range);
+#endif
+ monster_pathfind mp;
+ if (range > 0)
+ mp.set_range(range);
+
+ if (mp.init_pathfind(mon, you.pos()))
+ {
+ mon->travel_path = mp.calc_waypoints();
+ if (!mon->travel_path.empty())
+ {
+ // Okay then, we found a path. Let's use it!
+ mon->target = mon->travel_path[0];
+ mon->travel_target = MTRAV_PLAYER;
+ return (true);
+ }
+ else
+ _set_no_path_found(mon);
+ }
+ else
+ _set_no_path_found(mon);
+ }
+
+ // We didn't find a path.
+ return (false);
+}
+
+static bool _is_level_exit(const coord_def& pos)
+{
+ // All types of stairs.
+ if (feat_is_stair(grd(pos)))
+ return (true);
+
+ // Teleportation and shaft traps.
+ const trap_type tt = get_trap_type(pos);
+ if (tt == TRAP_TELEPORT || tt == TRAP_SHAFT)
+ return (true);
+
+ return (false);
+}
+
+// Returns true if a monster left the level.
+bool pacified_leave_level(monsters *mon, std::vector<level_exit> e,
+ int e_index)
+{
+ // If a pacified monster is leaving the level, and has reached an
+ // exit (whether that exit was its target or not), handle it here.
+ // Likewise, if a pacified monster is far enough away from the
+ // player, make it leave the level.
+ if (_is_level_exit(mon->pos())
+ || (e_index != -1 && mon->pos() == e[e_index].target)
+ || grid_distance(mon->pos(), you.pos()) >= LOS_RADIUS * 4)
+ {
+ make_mons_leave_level(mon);
+ return (true);
+ }
+
+ return (false);
+}
+
+// Counts deep water twice.
+static int _count_water_neighbours(coord_def p)
+{
+ int water_count = 0;
+ for (adjacent_iterator ai(p); ai; ++ai)
+ {
+ if (grd(*ai) == DNGN_SHALLOW_WATER)
+ water_count++;
+ else if (grd(*ai) == DNGN_DEEP_WATER)
+ water_count += 2;
+ }
+ return (water_count);
+}
+
+// Pick the nearest water grid that is surrounded by the most
+// water squares within LoS.
+bool find_siren_water_target(monsters *mon)
+{
+ ASSERT(mon->type == MONS_SIREN);
+
+ // Moving away could break the entrancement, so don't do this.
+ if ((mon->pos() - you.pos()).rdist() >= 6)
+ return (false);
+
+ // Already completely surrounded by deep water.
+ if (_count_water_neighbours(mon->pos()) >= 16)
+ return (true);
+
+ if (mon->travel_target == MTRAV_SIREN)
+ {
+ coord_def targ_pos(mon->travel_path[mon->travel_path.size() - 1]);
+#ifdef DEBUG_PATHFIND
+ mprf("siren target is (%d, %d), dist = %d",
+ targ_pos.x, targ_pos.y, (int) (mon->pos() - targ_pos).rdist());
+#endif
+ if ((mon->pos() - targ_pos).rdist() > 2)
+ return (true);
+ }
+
+ int best_water_count = 0;
+ coord_def best_target;
+ bool first = true;
+
+ while (true)
+ {
+ int best_num = 0;
+ for (radius_iterator ri(mon->pos(), LOS_RADIUS, true, false);
+ ri; ++ri)
+ {
+ if (!feat_is_water(grd(*ri)))
+ continue;
+
+ // In the first iteration only count water grids that are
+ // not closer to the player than to the siren.
+ if (first && (mon->pos() - *ri).rdist() > (you.pos() - *ri).rdist())
+ continue;
+
+ // Counts deep water twice.
+ const int water_count = _count_water_neighbours(*ri);
+ if (water_count < best_water_count)
+ continue;
+
+ if (water_count > best_water_count)
+ {
+ best_water_count = water_count;
+ best_target = *ri;
+ best_num = 1;
+ }
+ else // water_count == best_water_count
+ {
+ const int old_dist = (mon->pos() - best_target).rdist();
+ const int new_dist = (mon->pos() - *ri).rdist();
+ if (new_dist > old_dist)
+ continue;
+
+ if (new_dist < old_dist)
+ {
+ best_target = *ri;
+ best_num = 1;
+ }
+ else if (one_chance_in(++best_num))
+ best_target = *ri;
+ }
+ }
+
+ if (!first || best_water_count > 0)
+ break;
+
+ // Else start the second iteration.
+ first = false;
+ }
+
+ if (!best_water_count)
+ return (false);
+
+ // We're already optimally placed.
+ if (best_target == mon->pos())
+ return (true);
+
+ monster_pathfind mp;
+#ifdef WIZARD
+ // Remove old highlighted areas to make place for the new ones.
+ for (rectangle_iterator ri(1); ri; ++ri)
+ env.pgrid(*ri) &= ~(FPROP_HIGHLIGHT);
+#endif
+
+ if (mp.init_pathfind(mon, best_target))
+ {
+ mon->travel_path = mp.calc_waypoints();
+
+ if (!mon->travel_path.empty())
+ {
+#ifdef WIZARD
+ for (unsigned int i = 0; i < mon->travel_path.size(); i++)
+ env.pgrid(mon->travel_path[i]) |= FPROP_HIGHLIGHT;
+#endif
+#ifdef DEBUG_PATHFIND
+ mprf("Found a path to (%d, %d) with %d surrounding water squares",
+ best_target.x, best_target.y, best_water_count);
+#endif
+ // Okay then, we found a path. Let's use it!
+ mon->target = mon->travel_path[0];
+ mon->travel_target = MTRAV_SIREN;
+ return (true);
+ }
+ }
+
+ return (false);
+}
+
+bool find_wall_target(monsters *mon)
+{
+ ASSERT(mons_wall_shielded(mon));
+
+ if (mon->travel_target == MTRAV_WALL)
+ {
+ coord_def targ_pos(mon->travel_path[mon->travel_path.size() - 1]);
+
+ // Target grid might have changed since we started, like if the
+ // player destroys the wall the monster wants to hide in.
+ if (cell_is_solid(targ_pos)
+ && monster_habitable_grid(mon, grd(targ_pos)))
+ {
+ // Wall is still good.
+#ifdef DEBUG_PATHFIND
+ mprf("%s target is (%d, %d), dist = %d",
+ mon->name(DESC_PLAIN, true).c_str(),
+ targ_pos.x, targ_pos.y, (int) (mon->pos() - targ_pos).rdist());
+#endif
+ return (true);
+ }
+
+ mon->travel_path.clear();
+ mon->travel_target = MTRAV_NONE;
+ }
+
+ int best_dist = INT_MAX;
+ bool best_closer_to_player = false;
+ coord_def best_target;
+
+ for (radius_iterator ri(mon->pos(), LOS_RADIUS, true, false);
+ ri; ++ri)
+ {
+ if (!cell_is_solid(*ri)
+ || !monster_habitable_grid(mon, grd(*ri)))
+ {
+ continue;
+ }
+
+ int dist = (mon->pos() - *ri).rdist();
+ bool closer_to_player = false;
+ if (dist > (you.pos() - *ri).rdist())
+ closer_to_player = true;
+
+ if (dist < best_dist)
+ {
+ best_dist = dist;
+ best_closer_to_player = closer_to_player;
+ best_target = *ri;
+ }
+ else if (best_closer_to_player && !closer_to_player
+ && dist == best_dist)
+ {
+ best_closer_to_player = false;
+ best_target = *ri;
+ }
+ }
+
+ if (best_dist == INT_MAX || !in_bounds(best_target))
+ return (false);
+
+ monster_pathfind mp;
+#ifdef WIZARD
+ // Remove old highlighted areas to make place for the new ones.
+ for (rectangle_iterator ri(1); ri; ++ri)
+ env.pgrid(*ri) &= ~(FPROP_HIGHLIGHT);
+#endif
+
+ if (mp.init_pathfind(mon, best_target))
+ {
+ mon->travel_path = mp.calc_waypoints();
+
+ if (!mon->travel_path.empty())
+ {
+#ifdef WIZARD
+ for (unsigned int i = 0; i < mon->travel_path.size(); i++)
+ env.pgrid(mon->travel_path[i]) |= FPROP_HIGHLIGHT;
+#endif
+#ifdef DEBUG_PATHFIND
+ mprf("Found a path to (%d, %d)", best_target.x, best_target.y);
+#endif
+ // Okay then, we found a path. Let's use it!
+ mon->target = mon->travel_path[0];
+ mon->travel_target = MTRAV_WALL;
+ return (true);
+ }
+ }
+ return (false);
+}
+
+// Returns true if further handling neeeded.
+static bool _handle_monster_travelling(monsters *mon,
+ const dungeon_feature_type can_move)
+{
+#ifdef DEBUG_PATHFIND
+ mprf("Monster %s reached target (%d, %d)",
+ mon->name(DESC_PLAIN).c_str(), mon->target.x, mon->target.y);
+#endif
+
+ // Hey, we reached our first waypoint!
+ if (mon->pos() == mon->travel_path[0])
+ {
+#ifdef DEBUG_PATHFIND
+ mpr("Arrived at first waypoint.");
+#endif
+ mon->travel_path.erase( mon->travel_path.begin() );
+ if (mon->travel_path.empty())
+ {
+#ifdef DEBUG_PATHFIND
+ mpr("We reached the end of our path: stop travelling.");
+#endif
+ mon->travel_target = MTRAV_NONE;
+ return (true);
+ }
+ else
+ {
+ mon->target = mon->travel_path[0];
+#ifdef DEBUG_PATHFIND
+ mprf("Next waypoint: (%d, %d)", mon->target.x, mon->target.y);
+#endif
+ return (false);
+ }
+ }
+
+ // Can we still see our next waypoint?
+ if (!can_go_straight(mon->pos(), mon->travel_path[0], can_move))
+ {
+#ifdef DEBUG_PATHFIND
+ mpr("Can't see waypoint grid.");
+#endif
+ // Apparently we got sidetracked a bit.
+ // Check the waypoints vector backwards and pick the first waypoint
+ // we can see.
+
+ // XXX: Note that this might still not be the best thing to do
+ // since another path might be even *closer* to our actual target now.
+ // Not by much, though, since the original path was optimal (A*) and
+ // the distance between the waypoints is rather small.
+
+ int erase = -1; // Erase how many waypoints?
+ const int size = mon->travel_path.size();
+ for (int i = size - 1; i >= 0; --i)
+ {
+ if (can_go_straight(mon->pos(), mon->travel_path[i], can_move))
+ {
+ mon->target = mon->travel_path[i];
+ erase = i;
+ break;
+ }
+ }
+
+ if (erase > 0)
+ {
+#ifdef DEBUG_PATHFIND
+ mprf("Need to erase %d of %d waypoints.",
+ erase, size);
+#endif
+ // Erase all waypoints that came earlier:
+ // we don't need them anymore.
+ while (0 < erase--)
+ mon->travel_path.erase( mon->travel_path.begin() );
+ }
+ else
+ {
+ // We can't reach our old path from our current
+ // position, so calculate a new path instead.
+ monster_pathfind mp;
+
+ // The last coordinate in the path vector is our destination.
+ const int len = mon->travel_path.size();
+ if (mp.init_pathfind(mon, mon->travel_path[len-1]))
+ {
+ mon->travel_path = mp.calc_waypoints();
+ if (!mon->travel_path.empty())
+ {
+ mon->target = mon->travel_path[0];
+#ifdef DEBUG_PATHFIND
+ mprf("Next waypoint: (%d, %d)",
+ mon->target.x, mon->target.y);
+#endif
+ }
+ else
+ {
+ mon->travel_target = MTRAV_NONE;
+ return (true);
+ }
+ }
+ else
+ {
+ // Or just forget about the whole thing.
+ mon->travel_path.clear();
+ mon->travel_target = MTRAV_NONE;
+ return (true);
+ }
+ }
+ }
+
+ // Else, we can see the next waypoint and are making good progress.
+ // Carry on, then!
+ return (false);
+}
+
+static bool _choose_random_patrol_target_grid(monsters *mon)
+{
+ const int intel = mons_intel(mon);
+
+ // Zombies will occasionally just stand around.
+ // This does not mean that they don't move every second turn. Rather,
+ // once they reach their chosen target, there's a 50% chance they'll
+ // just remain there until next turn when this function is called
+ // again.
+ if (intel == I_PLANT && coinflip())
+ return (true);
+
+ // If there's no chance we'll find the patrol point, quit right away.
+ if (grid_distance(mon->pos(), mon->patrol_point) > 2 * LOS_RADIUS)
+ return (false);
+
+ // Can the monster see the patrol point from its current position?
+ const bool patrol_seen = mon->mon_see_cell(mon->patrol_point,
+ habitat2grid(mons_primary_habitat(mon)));
+
+ if (intel == I_PLANT && !patrol_seen)
+ {
+ // Really stupid monsters won't even try to get back into the
+ // patrol zone.
+ return (false);
+ }
+
+ // While the patrol point is in easy reach, monsters of insect/plant
+ // intelligence will only use a range of 5 (distance from the patrol point).
+ // Otherwise, try to get back using the full LOS.
+ const int rad = (intel >= I_ANIMAL || !patrol_seen) ? LOS_RADIUS : 5;
+ const bool is_smart = (intel >= I_NORMAL);
+
+ los_def patrol(mon->patrol_point, opacity_monmove(*mon),
+ circle_def(rad, C_ROUND));
+ patrol.update();
+ los_def lm(mon->pos(), opacity_monmove(*mon));
+ if (is_smart || !patrol_seen)
+ {
+ // For stupid monsters, don't bother if the patrol point is in sight.
+ lm.update();
+ }
+
+ int count_grids = 0;
+ for (radius_iterator ri(mon->patrol_point, LOS_RADIUS, true, false);
+ ri; ++ri)
+ {
+ // Don't bother for the current position. If everything fails,
+ // we'll stay here anyway.
+ if (*ri == mon->pos())
+ continue;
+
+ if (!mon->can_pass_through_feat(grd(*ri)))
+ continue;
+
+ // Don't bother moving to squares (currently) occupied by a
+ // monster. We'll usually be able to find other target squares
+ // (and if we're not, we couldn't move anyway), and this avoids
+ // monsters trying to move onto a grid occupied by a plant or
+ // sleeping monster.
+ if (monster_at(*ri))
+ continue;
+
+ if (patrol_seen)
+ {
+ // If the patrol point can be easily (within LOS) reached
+ // from the current position, it suffices if the target is
+ // within reach of the patrol point OR the current position:
+ // we can easily get there.
+ // Only smart monsters will even attempt to move out of the
+ // patrol area.
+ // NOTE: Either of these can take us into a position where the
+ // target cannot be easily reached (e.g. blocked by a wall)
+ // and the patrol point is out of sight, too. Such a case
+ // will be handled below, though it might take a while until
+ // a monster gets out of a deadlock. (5% chance per turn.)
+ if (!patrol.see_cell(*ri) &&
+ (!is_smart || !lm.see_cell(*ri)))
+ {
+ continue;
+ }
+ }
+ else
+ {
+ // If, however, the patrol point is out of reach, we have to
+ // make sure the new target brings us into reach of it.
+ // This means that the target must be reachable BOTH from
+ // the patrol point AND the current position.
+ if (!patrol.see_cell(*ri) ||
+ !lm.see_cell(*ri))
+ {
+ continue;
+ }
+
+ // If this fails for all surrounding squares (probably because
+ // we're too far away), we fall back to heading directly for
+ // the patrol point.
+ }
+
+ bool set_target = false;
+ if (intel == I_PLANT && *ri == mon->patrol_point)
+ {
+ // Slightly greater chance to simply head for the centre.
+ count_grids += 3;
+ if (x_chance_in_y(3, count_grids))
+ set_target = true;
+ }
+ else if (one_chance_in(++count_grids))
+ set_target = true;
+
+ if (set_target)
+ mon->target = *ri;
+ }
+
+ return (count_grids);
+}// Returns true if further handling neeeded.
+static bool _handle_monster_patrolling(monsters *mon)
+{
+ if (!_choose_random_patrol_target_grid(mon))
+ {
+ // If we couldn't find a target that is within easy reach
+ // of the monster and close to the patrol point, depending
+ // on monster intelligence, do one of the following:
+ // * set current position as new patrol point
+ // * forget about patrolling
+ // * head back to patrol point
+
+ if (mons_intel(mon) == I_PLANT)
+ {
+ // Really stupid monsters forget where they're supposed to be.
+ if (mon->friendly())
+ {
+ // Your ally was told to wait, and wait it will!
+ // (Though possibly not where you told it to.)
+ mon->patrol_point = mon->pos();
+ }
+ else
+ {
+ // Stop patrolling.
+ mon->patrol_point.reset();
+ mon->travel_target = MTRAV_NONE;
+ return (true);
+ }
+ }
+ else
+ {
+ // It's time to head back!
+ // Other than for tracking the player, there's currently
+ // no distinction between smart and stupid monsters when
+ // it comes to travelling back to the patrol point. This
+ // is in part due to the flavour of e.g. bees finding
+ // their way back to the Hive (and patrolling should
+ // really be restricted to cases like this), and for the
+ // other part it's not all that important because we
+ // calculate the path once and then follow it home, and
+ // the player won't ever see the orderly fashion the
+ // bees will trudge along.
+ // What he will see is them swarming back to the Hive
+ // entrance after some time, and that is what matters.
+ monster_pathfind mp;
+ if (mp.init_pathfind(mon, mon->patrol_point))
+ {
+ mon->travel_path = mp.calc_waypoints();
+ if (!mon->travel_path.empty())
+ {
+ mon->target = mon->travel_path[0];
+ mon->travel_target = MTRAV_PATROL;
+ }
+ else
+ {
+ // We're so close we don't even need a path.
+ mon->target = mon->patrol_point;
+ }
+ }
+ else
+ {
+ // Stop patrolling.
+ mon->patrol_point.reset();
+ mon->travel_target = MTRAV_NONE;
+ return (true);
+ }
+ }
+ }
+ else
+ {
+#ifdef DEBUG_PATHFIND
+ mprf("Monster %s (pp: %d, %d) is now patrolling to (%d, %d)",
+ mon->name(DESC_PLAIN).c_str(),
+ mon->patrol_point.x, mon->patrol_point.y,
+ mon->target.x, mon->target.y);
+#endif
+ }
+
+ return (false);
+}
+
+void set_random_target(monsters* mon)
+{
+ mon->target = random_in_bounds(); // If we don't find anything better.
+ for (int tries = 0; tries < 150; ++tries)
+ {
+ coord_def delta = coord_def(random2(13), random2(13)) - coord_def(6, 6);
+ if (delta.origin())
+ continue;
+
+ const coord_def newtarget = delta + mon->pos();
+ if (!in_bounds(newtarget))
+ continue;
+
+ mon->target = newtarget;
+ break;
+ }
+}
+
+void check_wander_target(monsters *mon, bool isPacified,
+ dungeon_feature_type can_move)
+{
+ // default wander behaviour
+ if (mon->pos() == mon->target
+ || mons_is_batty(mon) || !isPacified && one_chance_in(20))
+ {
+ bool need_target = true;
+
+ if (!can_move)
+ {
+ can_move = (mons_amphibious(mon) ? DNGN_DEEP_WATER
+ : DNGN_SHALLOW_WATER);
+ }
+
+ if (mon->is_travelling())
+ need_target = _handle_monster_travelling(mon, can_move);
+
+ // If we still need a target because we're not travelling
+ // (any more), check for patrol routes instead.
+ if (need_target && mon->is_patrolling())
+ need_target = _handle_monster_patrolling(mon);
+
+ // XXX: This is really dumb wander behaviour... instead of
+ // changing the goal square every turn, better would be to
+ // have the monster store a direction and have the monster
+ // head in that direction for a while, then shift the
+ // direction to the left or right. We're changing this so
+ // wandering monsters at least appear to have some sort of
+ // attention span. -- bwr
+ if (need_target)
+ set_random_target(mon);
+ }
+}
+
+static void _find_all_level_exits(std::vector<level_exit> &e)
+{
+ e.clear();
+
+ for (rectangle_iterator ri(1); ri; ++ri)
+ {
+ if (!in_bounds(*ri))
+ continue;
+
+ if (_is_level_exit(*ri))
+ e.push_back(level_exit(*ri, false));
+ }
+}
+
+int mons_find_nearest_level_exit(const monsters *mon,
+ std::vector<level_exit> &e,
+ bool reset)
+{
+ if (e.empty() || reset)
+ _find_all_level_exits(e);
+
+ int retval = -1;
+ int old_dist = -1;
+
+ for (unsigned int i = 0; i < e.size(); ++i)
+ {
+ if (e[i].unreachable)
+ continue;
+
+ int dist = grid_distance(mon->pos(), e[i].target);
+
+ if (old_dist == -1 || old_dist >= dist)
+ {
+ // Ignore teleportation and shaft traps that the monster
+ // shouldn't know about.
+ if (!mons_is_native_in_branch(mon)
+ && grd(e[i].target) == DNGN_UNDISCOVERED_TRAP)
+ {
+ continue;
+ }
+
+ retval = i;
+ old_dist = dist;
+ }
+ }
+
+ return (retval);
+}
+
+void set_random_slime_target(monsters* mon)
+{
+ // Strictly neutral slimes will go for the nearest item.
+ int item_idx;
+ coord_def orig_target = mon->target;
+
+ for (radius_iterator ri(mon->pos(), LOS_RADIUS, true, false); ri; ++ri)
+ {
+ item_idx = igrd(*ri);
+ if (item_idx != NON_ITEM)
+ {
+ for (stack_iterator si(*ri); si; ++si)
+ {
+ item_def& item(*si);
+
+ if (is_item_jelly_edible(item))
+ {
+ mon->target = *ri;
+ break;
+ }
+ }
+ }
+ }
+
+ if (mon->target == mon->pos() || mon->target == you.pos())
+ set_random_target(mon);
+}