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-rw-r--r--crawl-ref/source/makefile.obj5
-rw-r--r--crawl-ref/source/mon-behv.cc973
-rw-r--r--crawl-ref/source/mon-movetarget.cc972
-rw-r--r--crawl-ref/source/mon-movetarget.h19
4 files changed, 1004 insertions, 965 deletions
diff --git a/crawl-ref/source/makefile.obj b/crawl-ref/source/makefile.obj
index 54c3a0d705..ab77aadb21 100644
--- a/crawl-ref/source/makefile.obj
+++ b/crawl-ref/source/makefile.obj
@@ -105,14 +105,15 @@ mon-gear.o \
mon-grow.o \
mon-info.o \
mon-iter.o \
+mon-movetarget.o \
mon-pathfind.o \
mon-pick.o \
-mon-util.o \
mon-place.o \
+mon-util.o \
mon-speak.o \
-monster.o \
mon-stuff.o \
mon-transit.o \
+monster.o \
mt19937ar.o \
mutation.o \
newgame.o \
diff --git a/crawl-ref/source/mon-behv.cc b/crawl-ref/source/mon-behv.cc
index 685beec247..02cecb0ab9 100644
--- a/crawl-ref/source/mon-behv.cc
+++ b/crawl-ref/source/mon-behv.cc
@@ -16,6 +16,7 @@
#include "exclude.h"
#include "los.h"
#include "mon-iter.h"
+#include "mon-movetarget.h"
#include "mon-place.h"
#include "mon-pathfind.h"
#include "mon-stuff.h"
@@ -30,960 +31,6 @@
static void _set_nearest_monster_foe(monsters *monster);
-// 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.
-static 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.
-static 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.
-static 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);
-}
-
-static 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;
- }
-}
-
-static void _check_wander_target(monsters *mon, bool isPacified = false,
- dungeon_feature_type can_move = DNGN_UNSEEN)
-{
- // 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));
- }
-}
-
-static int _mons_find_nearest_level_exit(const monsters *mon,
- std::vector<level_exit> &e,
- bool reset = false)
-{
- 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);
-}
-
-static 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);
-}
-
static void _guess_invis_foe_pos(monsters *mon, bool strict = true)
{
const actor* foe = mon->get_foe();
@@ -1363,12 +410,12 @@ void handle_behaviour(monsters *mon)
// The foe is the player.
if (mon->type == MONS_SIREN
&& you.beheld_by(mon)
- && _find_siren_water_target(mon))
+ && find_siren_water_target(mon))
{
break;
}
- if (_try_pathfind(mon, can_move, trans_wall_block))
+ if (try_pathfind(mon, can_move, trans_wall_block))
break;
// Whew. If we arrived here, path finding didn't yield anything
@@ -1417,10 +464,10 @@ void handle_behaviour(monsters *mon)
new_foe = MHITNOT;
mon->travel_path.clear();
- e_index = _mons_find_nearest_level_exit(mon, e);
+ e_index = mons_find_nearest_level_exit(mon, e);
if (e_index == -1 || one_chance_in(20))
- e_index = _mons_find_nearest_level_exit(mon, e, true);
+ e_index = mons_find_nearest_level_exit(mon, e, true);
if (e_index != -1)
{
@@ -1438,14 +485,14 @@ void handle_behaviour(monsters *mon)
}
}
- if (_pacified_leave_level(mon, e, e_index))
+ if (pacified_leave_level(mon, e, e_index))
return;
}
if (mon->strict_neutral() && mons_is_slime(mon)
&& you.religion == GOD_JIYVA)
{
- _set_random_slime_target(mon);
+ set_random_slime_target(mon);
}
// Is our foe in LOS?
@@ -1458,7 +505,7 @@ void handle_behaviour(monsters *mon)
break;
}
- _check_wander_target(mon, isPacified, can_move);
+ check_wander_target(mon, isPacified, can_move);
// During their wanderings, monsters will eventually relax
// their guard (stupid ones will do so faster, smart
@@ -1500,7 +547,7 @@ void handle_behaviour(monsters *mon)
if (mon->foe == MHITYOU)
mon->target = you.pos();
}
- else if (mons_wall_shielded(mon) && _find_wall_target(mon))
+ else if (mons_wall_shielded(mon) && find_wall_target(mon))
; // Wall target found.
else if (proxFoe)
{
@@ -1772,7 +819,7 @@ void behaviour_event(monsters *mon, mon_event_type event, int src,
(mons_amphibious(mon)) ? DNGN_DEEP_WATER
: DNGN_SHALLOW_WATER;
- _try_pathfind(mon, can_move, true);
+ try_pathfind(mon, can_move, true);
}
}
break;
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);
+}
diff --git a/crawl-ref/source/mon-movetarget.h b/crawl-ref/source/mon-movetarget.h
new file mode 100644
index 0000000000..2fdbe99559
--- /dev/null
+++ b/crawl-ref/source/mon-movetarget.h
@@ -0,0 +1,19 @@
+#ifndef MON_MOVE_TARGET_H
+#define MON_MOVE_TARGET_H
+
+struct level_exit;
+
+bool try_pathfind(monsters *mon, const dungeon_feature_type can_move,
+ bool potentially_blocking);
+bool find_wall_target(monsters *mon);
+void check_wander_target(monsters *mon, bool isPacified = false,
+ dungeon_feature_type can_move = DNGN_UNSEEN);
+int mons_find_nearest_level_exit(const monsters *mon,
+ std::vector<level_exit> &e,
+ bool reset = false);
+void set_random_slime_target(monsters* mon);
+bool find_siren_water_target(monsters *mon);
+bool pacified_leave_level(monsters *mon, std::vector<level_exit> e,
+ int e_index);
+
+#endif