Crossfire Server, Branch 1.12  R12190
Defines
Monster movements

Defines

#define ALLRUN   6
 Always run never attack good for sim.
#define CIRCLE1   32
 If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC.
#define CIRCLE2   48
 Same as CIRCLE1 but a larger circle is used.
#define DISTATT   1
 Move toward a player if far, but mantain some space, attack from a distance - good for missile users only.
#define DISTHIT   7
 Attack from a distance if hit as recommended by Frank.
#define HI4   240
#define HITRUN   3
 Run to then hit player then run away cyclicly.
#define LO4   15
 bitmasks for upper and lower 4 bits from 8 bit fields
#define PACEH   64
 The monster will pace back and forth until attacked this is HORIZONTAL movement.
#define PACEH2   80
 The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is HORIZONTAL movement.
#define PACEV   128
 The monster will pace back and forth until attacked this is VERTICAL movement.
#define PACEV2   144
 The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is VERTICAL movement.
#define PETMOVE   16
 if the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by 0b->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so
#define RANDO   96
 The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction.
#define RANDO2   112
 Constantly move in a different random direction.
#define RUNATT   2
 Tun but attack if player catches up to object.
#define RUSH   5
 Rush toward player blindly, similiar to dumb monster.
#define WAIT2   8
 Monster does not try to move towards player if far maintains comfortable distance.
#define WAITATT   4
 Wait for player to approach then hit, move if hit.

Detailed Description

Author:
kholland@sunlab.cit.cornell.edu

if your monsters start acting wierd, mail me.


Define Documentation

#define ALLRUN   6

Always run never attack good for sim.

of weak player

Definition at line 770 of file define.h.

Referenced by move_monster().

#define CIRCLE1   32

If the upper four bits of move_type / attack_movement are set to this number, the monster will move in a circle until it is attacked, or the enemy field is set, this is good for non-aggressive monsters and NPC.

Definition at line 782 of file define.h.

Referenced by monster_move_no_enemy().

#define CIRCLE2   48

Same as CIRCLE1 but a larger circle is used.

Definition at line 786 of file define.h.

Referenced by monster_move_no_enemy().

#define DISTATT   1

Move toward a player if far, but mantain some space, attack from a distance - good for missile users only.

Definition at line 764 of file define.h.

Referenced by move_monster().

#define DISTHIT   7

Attack from a distance if hit as recommended by Frank.

Definition at line 771 of file define.h.

Referenced by move_monster().

#define HI4   240

Definition at line 804 of file define.h.

Referenced by check_enemy(), find_enemy(), monster_move_no_enemy(), and move_monster().

#define HITRUN   3

Run to then hit player then run away cyclicly.

Definition at line 767 of file define.h.

Referenced by move_monster().

#define LO4   15

bitmasks for upper and lower 4 bits from 8 bit fields

Definition at line 803 of file define.h.

Referenced by move_monster().

#define PACEH   64

The monster will pace back and forth until attacked this is HORIZONTAL movement.

Definition at line 787 of file define.h.

Referenced by monster_move_no_enemy().

#define PACEH2   80

The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is HORIZONTAL movement.

Definition at line 789 of file define.h.

Referenced by monster_move_no_enemy().

#define PACEV   128

The monster will pace back and forth until attacked this is VERTICAL movement.

Definition at line 797 of file define.h.

Referenced by monster_move_no_enemy().

#define PACEV2   144

The monster will pace as above but the length of the pace area is longer and the monster stops before changing directions this is VERTICAL movement.

Definition at line 799 of file define.h.

Referenced by monster_move_no_enemy().

#define PETMOVE   16

if the upper four bits of attack_movement are set to this number, the monster follows a player until the owner calls it back or off player followed denoted by 0b->owner the monster will try to attack whatever the player is attacking, and will continue to do so until the calls off the monster - a key command will be inserted to do so

Definition at line 774 of file define.h.

Referenced by check_enemy(), do_mood_floor(), find_enemy(), fix_summon_pet(), get_pet_enemy(), hit_player(), monster_move_no_enemy(), mood_change(), move_monster(), polymorph_living(), steal(), summon_golem(), and use_oratory().

#define RANDO   96

The monster will go in a random direction until it is stopped by an obstacle, then it chooses another direction.

Definition at line 793 of file define.h.

Referenced by monster_move_no_enemy().

#define RANDO2   112

Constantly move in a different random direction.

Definition at line 796 of file define.h.

Referenced by monster_move_no_enemy(), and peacemaker_type_process().

#define RUNATT   2

Tun but attack if player catches up to object.

Definition at line 766 of file define.h.

Referenced by move_monster().

#define RUSH   5

Rush toward player blindly, similiar to dumb monster.

Definition at line 769 of file define.h.

Referenced by move_monster().

#define WAIT2   8

Monster does not try to move towards player if far maintains comfortable distance.

Definition at line 772 of file define.h.

Referenced by move_monster().

#define WAITATT   4

Wait for player to approach then hit, move if hit.

Definition at line 768 of file define.h.

Referenced by move_monster().