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/cvs/deliantra/server/server/monster.C
Revision: 1.20
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.19: +1 -0 lines
Log Message:
added some copyrights

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <spells.h>
28 #include <skills.h>
29
30 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
31
32 /* checks npc->enemy and returns that enemy if still valid,
33 * NULL otherwise.
34 * this is map tile aware.
35 * If this returns an enemy, the range vector rv should also be
36 * set to sane values.
37 */
38 object *
39 check_enemy (object *npc, rv_vector * rv)
40 {
41
42 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE)
46 {
47 if (npc->owner == NULL)
48 npc->enemy = NULL;
49 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy;
51 }
52
53 /* periodically, a monster mayu change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed
57 */
58 /* i had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */
63
64 if (npc->enemy)
65 {
66 /* I broke these if's apart to better be able to see what
67 * the grouping checks are. Code is the same.
68 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL;
73
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner))
78 npc->enemy = NULL;
79
80
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL;
83
84 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack.
89 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
92 npc->enemy = NULL;
93
94 }
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96 }
97
98 /* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more
101 * likely to be skipped - instead of just skipping the 'start' number
102 * of direction, revisit them after looking at all the other spaces.
103 *
104 * Note that being this may skip some number of spaces, it will
105 * not necessarily find the nearest living creature - it basically
106 * chooses one from within a 3 space radius, and since it skips
107 * the first few directions, it could very well choose something
108 * 3 spaces away even though something directly north is closer.
109 *
110 * this function is map tile aware.
111 */
112 object *
113 find_nearest_living_creature (object *npc)
114 {
115 int i, mflags;
116 sint16 nx, ny;
117 maptile *m;
118 object *tmp;
119 int search_arr[SIZEOFFREE];
120
121 get_search_arr (search_arr);
122 for (i = 0; i < SIZEOFFREE; i++)
123 {
124 /* modified to implement smart searching using search_arr
125 * guidance array to determine direction of search order
126 */
127 nx = npc->x + freearr_x[search_arr[i]];
128 ny = npc->y + freearr_y[search_arr[i]];
129 m = npc->map;
130
131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132 if (mflags & P_OUT_OF_MAP)
133 continue;
134
135 if (mflags & P_IS_ALIVE)
136 {
137 tmp = GET_MAP_OB (m, nx, ny);
138 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
139 tmp = tmp->above;
140
141 if (!tmp)
142 {
143 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
144 &m->path, nx, ny);
145 }
146 else
147 {
148 if (can_see_monsterP (m, nx, ny, i))
149 return tmp;
150 }
151 } /* is something living on this space */
152 }
153 return NULL; /* nothing found */
154 }
155
156
157 /* Tries to find an enmy for npc. We pass the range vector since
158 * our caller will find the information useful.
159 * Currently, only move_monster calls this function.
160 * Fix function so that we always make calls to get_rangevector
161 * if we have a valid target - function as not doing so in
162 * many cases.
163 */
164
165 object *
166 find_enemy (object *npc, rv_vector * rv)
167 {
168 object *attacker, *tmp = NULL;
169
170 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
171 npc->attacked_by = 0; /* always clear the attacker entry */
172
173 /* if we berserk, we don't care about others - we attack all we can find */
174 if (QUERY_FLAG (npc, FLAG_BERSERK))
175 {
176 tmp = find_nearest_living_creature (npc);
177
178 if (tmp)
179 get_rangevector (npc, tmp, rv, 0);
180 return tmp;
181 }
182
183 /* Here is the main enemy selection.
184 * We want this: if there is an enemy, attack him until its not possible or
185 * one of both is dead.
186 * If we have no enemy and we are...
187 * a monster: try to find a player, a pet or a friendly monster
188 * a friendly: only target a monster which is targeting you first or targeting a player
189 * a neutral: fight a attacker (but there should be none), then do nothing
190 * a pet: attack player enemy or a monster
191 */
192
193 /* pet move */
194 if ((npc->attack_movement & HI4) == PETMOVE)
195 {
196 tmp = get_pet_enemy (npc, rv);
197
198 if (tmp)
199 get_rangevector (npc, tmp, rv, 0);
200
201 return tmp;
202 }
203
204 /* we check our old enemy. */
205 if (!(tmp = check_enemy (npc, rv)))
206 {
207 if (attacker) /* if we have an attacker, check him */
208 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
215 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
216 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
217 {
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
219 npc->enemy = attacker;
220 return attacker; /* yes, we face our attacker! */
221 }
222 }
223
224 /* we have no legal enemy or attacker, so we try to target a new one */
225 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
226 {
227 npc->enemy = get_nearest_player (npc);
228 if (npc->enemy)
229 tmp = check_enemy (npc, rv);
230 }
231
232 }
233
234 return tmp;
235 }
236
237 /* Sees if this monster should wake up.
238 * Currently, this is only called from move_monster, and
239 * if enemy is set, then so should be rv.
240 * returns 1 if the monster should wake up, 0 otherwise.
241 */
242
243 int
244 check_wakeup (object *op, object *enemy, rv_vector * rv)
245 {
246 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
247
248 /* Trim work - if no enemy, no need to do anything below */
249 if (!enemy)
250 return 0;
251
252 /* blinded monsters can only find nearby objects to attack */
253 if (QUERY_FLAG (op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS;
255
256 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in
260 * the dark. */
261
262 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
263 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
264 {
265 int dark = radius / (op->map->darkness);
266
267 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
268 }
269 else if (!QUERY_FLAG (op, FLAG_SLEEP))
270 return 1;
271
272 /* enemy should already be on this map, so don't really need to check
273 * for that.
274 */
275 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
276 {
277 CLEAR_FLAG (op, FLAG_SLEEP);
278 return 1;
279 }
280 return 0;
281 }
282
283 int
284 move_randomly (object *op)
285 {
286 int i;
287
288 /* Give up to 15 chances for a monster to move randomly */
289 for (i = 0; i < 15; i++)
290 {
291 if (move_object (op, RANDOM () % 8 + 1))
292 return 1;
293 }
294 return 0;
295 }
296
297 /*
298 * Move-monster returns 1 if the object has been freed, otherwise 0.
299 */
300
301 int
302 move_monster (object *op)
303 {
304 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
305 object *owner, *enemy, *part, *oph = op;
306 rv_vector rv;
307
308 /* Monsters not on maps don't do anything. These monsters are things
309 * Like royal guards in city dwellers inventories.
310 */
311 if (!op->map)
312 return 0;
313
314 /* for target facing, we copy this value here for fast access */
315 if (oph->head) /* force update the head - one arch one pic */
316 oph = oph->head;
317
318 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
319 enemy = op->enemy = NULL;
320 else if ((enemy = find_enemy (op, &rv)))
321 /* we have an enemy, just tell him we want him dead */
322 enemy->attacked_by = op; /* our ptr */
323
324 /* generate hp, if applicable */
325 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
326 {
327
328 /* last heal is in funny units. Dividing by speed puts
329 * the regeneration rate on a basis of time instead of
330 * #moves the monster makes. The scaling by 8 is
331 * to capture 8th's of a hp fraction regens
332 *
333 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
334 * overflow might produce monsters with negative hp.
335 */
336
337 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
338 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
339 op->last_heal %= 32;
340
341 /* So if the monster has gained enough HP that they are no longer afraid */
342 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
343 CLEAR_FLAG (op, FLAG_RUN_AWAY);
344
345 if (op->stats.hp > op->stats.maxhp)
346 op->stats.hp = op->stats.maxhp;
347 }
348
349 /* generate sp, if applicable */
350 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
351 {
352
353 /* last_sp is in funny units. Dividing by speed puts
354 * the regeneration rate on a basis of time instead of
355 * #moves the monster makes. The scaling by 8 is
356 * to capture 8th's of a sp fraction regens
357 *
358 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
359 * overflow might produce monsters with negative sp.
360 */
361
362 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
363 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
364 op->last_sp %= 128;
365 }
366
367 /* this should probably get modified by many more values.
368 * (eg, creatures resistance to fear, level, etc. )
369 */
370 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
371 {
372 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
373 }
374
375 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
376 return QUERY_FLAG (op, FLAG_FREED);
377
378 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
379 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
380 {
381 if (!check_wakeup (op, enemy, &rv))
382 return 0;
383 }
384
385 /* check if monster pops out of hidden spot */
386 if (op->hide)
387 do_hidden_move (op);
388
389 if (op->pick_up)
390 monster_check_pickup (op);
391
392 if (op->will_apply)
393 monster_apply_below (op); /* Check for items to apply below */
394
395 /* If we don't have an enemy, do special movement or the like */
396 if (!enemy)
397 {
398 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
399 {
400 op->destroy ();
401 return 1;
402 }
403
404 /* Probably really a bug for a creature to have both
405 * stand still and a movement type set.
406 */
407 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
408 {
409 if (op->attack_movement & HI4)
410 {
411 switch (op->attack_movement & HI4)
412 {
413 case (PETMOVE):
414 pet_move (op);
415 break;
416
417 case (CIRCLE1):
418 circ1_move (op);
419 break;
420
421 case (CIRCLE2):
422 circ2_move (op);
423 break;
424
425 case (PACEV):
426 pace_movev (op);
427 break;
428
429 case (PACEH):
430 pace_moveh (op);
431 break;
432
433 case (PACEV2):
434 pace2_movev (op);
435 break;
436
437 case (PACEH2):
438 pace2_moveh (op);
439 break;
440
441 case (RANDO):
442 rand_move (op);
443 break;
444
445 case (RANDO2):
446 move_randomly (op);
447 break;
448 }
449 return 0;
450 }
451 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
452 (void) move_randomly (op);
453
454 } /* stand still */
455 return 0;
456 } /* no enemy */
457
458 /* We have an enemy. Block immediately below is for pets */
459 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
460 return follow_owner (op, owner);
461
462 /* doppleganger code to change monster facing to that of the nearest
463 * player. Hmm. The code is here, but no monster in the current
464 * arch set uses it.
465 */
466 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
467 {
468 op->face = enemy->face;
469 op->name = enemy->name;
470 }
471
472 /* Calculate range information for closest body part - this
473 * is used for the 'skill' code, which isn't that smart when
474 * it comes to figuring it out - otherwise, giants throw boulders
475 * into themselves.
476 */
477 get_rangevector (op, enemy, &rv, 0);
478
479 /* Move the check for scared up here - if the monster was scared,
480 * we were not doing any of the logic below, so might as well save
481 * a few cpu cycles.
482 */
483 if (!QUERY_FLAG (op, FLAG_SCARED))
484 {
485 rv_vector rv1;
486
487 /* now we test every part of an object .... this is a real ugly piece of code */
488 for (part = op; part != NULL; part = part->more)
489 {
490 get_rangevector (part, enemy, &rv1, 0x1);
491 dir = rv1.direction;
492
493 /* hm, not sure about this part - in original was a scared flag here too
494 * but that we test above... so can be old code here
495 */
496 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
497 dir = absdir (dir + 4);
498 if (QUERY_FLAG (op, FLAG_CONFUSED))
499 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
500
501 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
502 {
503 if (monster_cast_spell (op, part, enemy, dir, &rv1))
504 return 0;
505 }
506
507 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
508 {
509 if (monster_use_scroll (op, part, enemy, dir, &rv1))
510 return 0;
511 }
512
513 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
514 {
515 if (monster_use_range (op, part, enemy, dir))
516 return 0;
517 }
518 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
519 {
520 if (monster_use_skill (op, rv.part, enemy, rv.direction))
521 return 0;
522 }
523 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
524 {
525 if (monster_use_bow (op, part, enemy, dir))
526 return 0;
527 }
528 } /* for processing of all parts */
529 } /* If not scared */
530
531
532 part = rv.part;
533 dir = rv.direction;
534
535 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
536 dir = absdir (dir + 4);
537
538 if (QUERY_FLAG (op, FLAG_CONFUSED))
539 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
540
541 pre_att_dir = dir; /* remember the original direction */
542
543 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
544 {
545 switch (op->attack_movement & LO4)
546 {
547 case DISTATT:
548 dir = dist_att (dir, op, enemy, part, &rv);
549 break;
550
551 case RUNATT:
552 dir = run_att (dir, op, enemy, part, &rv);
553 break;
554
555 case HITRUN:
556 dir = hitrun_att (dir, op, enemy);
557 break;
558
559 case WAITATT:
560 dir = wait_att (dir, op, enemy, part, &rv);
561 break;
562
563 case RUSH: /* default - monster normally moves towards player */
564 case ALLRUN:
565 break;
566
567 case DISTHIT:
568 dir = disthit_att (dir, op, enemy, part, &rv);
569 break;
570
571 case WAIT2:
572 dir = wait_att2 (dir, op, enemy, part, &rv);
573 break;
574
575 default:
576 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
577 }
578 }
579
580 if (!dir)
581 return 0;
582
583 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
584 {
585 if (move_object (op, dir)) /* Can the monster move directly toward player? */
586 {
587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
588 if ((op->attack_movement & LO4) == DISTATT)
589 op->direction = pre_att_dir;
590
591 return 0;
592 }
593
594 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
595 {
596
597 /* Try move around corners if !close */
598 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
599
600 for (diff = 1; diff <= maxdiff; diff++)
601 {
602 /* try different detours */
603 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
604
605 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
606 return 0;
607 }
608 }
609 } /* if monster is not standing still */
610
611 /* elmex: Turn our monster after it moved if it has DISTATT attack */
612 if ((op->attack_movement & LO4) == DISTATT)
613 op->direction = pre_att_dir;
614
615 /*
616 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
617 * direction if they can't move away.
618 */
619 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
620 if (move_randomly (op))
621 return 0;
622
623 /*
624 * Try giving the monster a new enemy - the player that is closest
625 * to it. In this way, it won't just keep trying to get to a target
626 * that is inaccessible.
627 * This could be more clever - it should go through a list of several
628 * enemies, as it is now, you could perhaps get situations where there
629 * are two players flanking the monster at close distance, but which
630 * the monster can't get to, and a third one at a far distance that
631 * the monster could get to - as it is, the monster won't look at that
632 * third one.
633 */
634 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
635 {
636 object *nearest_player = get_nearest_player (op);
637
638 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
639 {
640 op->enemy = NULL;
641 enemy = nearest_player;
642 }
643 }
644
645 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
646 {
647 /* The adjustement to wc that was here before looked totally bogus -
648 * since wc can in fact get negative, that would mean by adding
649 * the current wc, the creature gets better? Instead, just
650 * add a fixed amount - nasty creatures that are runny away should
651 * still be pretty nasty.
652 */
653 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
654 {
655 part->stats.wc += 10;
656 (void) skill_attack (enemy, part, 0, NULL, NULL);
657 part->stats.wc -= 10;
658 }
659 else
660 (void) skill_attack (enemy, part, 0, NULL, NULL);
661 } /* if monster is in attack range */
662
663 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
664 return 1;
665
666 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
667 {
668 op->remove ();
669 op->destroy ();
670 return 1;
671 }
672 return 0;
673 }
674
675 int
676 can_hit (object *ob1, object *ob2, rv_vector * rv)
677 {
678 object *more;
679 rv_vector rv1;
680
681 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
682 return 0;
683
684 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
685 return 1;
686
687 /* check all the parts of ob2 - just because we can't get to
688 * its head doesn't mean we don't want to pound its feet
689 */
690 for (more = ob2->more; more != NULL; more = more->more)
691 {
692 get_rangevector (ob1, more, &rv1, 0);
693 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
694 return 1;
695 }
696 return 0;
697
698 }
699
700 /* Returns 1 is monster should cast spell sp at an enemy
701 * Returns 0 if the monster should not cast this spell.
702 *
703 * Note that this function does not check to see if the monster can
704 * in fact cast the spell (sp dependencies and what not.) That is because
705 * this function is also sued to see if the monster should use spell items
706 * (rod/horn/wand/scroll).
707 * Note that there are certainly other offensive spells that could be
708 * included, but I decided to leave out the spells that may kill more
709 * monsters than players (eg, disease).
710 *
711 * This could be a lot smarter - if there are few monsters around,
712 * then disease might not be as bad. Likewise, if the monster is damaged,
713 * the right type of healing spell could be useful.
714 */
715
716 static int
717 monster_should_cast_spell (object *monster, object *spell_ob)
718 {
719 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
720 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
721 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
722 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
723 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
724 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
725
726 return 1;
727
728 return 0;
729 }
730
731
732 #define MAX_KNOWN_SPELLS 20
733
734 /* Returns a randomly selected spell. This logic is still
735 * less than ideal. This code also only seems to deal with
736 * wizard spells, as the check is against sp, and not grace.
737 * can mosnters know cleric spells?
738 */
739 object *
740 monster_choose_random_spell (object *monster)
741 {
742 object *altern[MAX_KNOWN_SPELLS];
743 object *tmp;
744 int i = 0;
745
746 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
747 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
748 {
749 /* Check and see if it's actually a useful spell.
750 * If its a spellbook, the spell is actually the inventory item.
751 * if it is a spell, then it is just the object itself.
752 */
753 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
754 {
755 altern[i++] = tmp;
756 if (i == MAX_KNOWN_SPELLS)
757 break;
758 }
759 }
760 if (!i)
761 return NULL;
762 return altern[RANDOM () % i];
763 }
764
765 /* This checks to see if the monster should cast a spell/ability.
766 * it returns true if the monster casts a spell, 0 if he doesn't.
767 * head is the head of the monster.
768 * part is the part of the monster we are checking against.
769 * pl is the target.
770 * dir is the direction to case.
771 * rv is the vector which describes where the enemy is.
772 */
773
774 int
775 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
776 {
777 object *spell_item;
778 object *owner;
779 rv_vector rv1;
780
781 /* If you want monsters to cast spells over friends, this spell should
782 * be removed. It probably should be in most cases, since monsters still
783 * don't care about residual effects (ie, casting a cone which may have a
784 * clear path to the player, the side aspects of the code will still hit
785 * other monsters)
786 */
787 if (!(dir = path_to_player (part, pl, 0)))
788 return 0;
789
790 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
791 {
792 get_rangevector (head, owner, &rv1, 0x1);
793 if (dirdiff (dir, rv1.direction) < 2)
794 {
795 return 0; /* Might hit owner with spell */
796 }
797 }
798
799 if (QUERY_FLAG (head, FLAG_CONFUSED))
800 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
801
802 /* If the monster hasn't already chosen a spell, choose one
803 * I'm not sure if it really make sense to pre-select spells (events
804 * could be different by the time the monster goes again).
805 */
806 if (head->spellitem == NULL)
807 {
808 if ((spell_item = monster_choose_random_spell (head)) == NULL)
809 {
810 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
811 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
812 return 0;
813 }
814 if (spell_item->type == SPELLBOOK)
815 {
816 if (!spell_item->inv)
817 {
818 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
819 return 0;
820 }
821 spell_item = spell_item->inv;
822 }
823 }
824 else
825 spell_item = head->spellitem;
826
827 if (!spell_item)
828 return 0;
829
830 /* Best guess this is a defensive/healing spell */
831 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
832 dir = 0;
833
834 /* Monster doesn't have enough spell-points */
835 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
836 return 0;
837
838 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
839 return 0;
840
841 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
842 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
843
844 /* set this to null, so next time monster will choose something different */
845 head->spellitem = NULL;
846
847 return cast_spell (part, part, dir, spell_item, NULL);
848 }
849
850
851 int
852 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
853 {
854 object *scroll;
855 object *owner;
856 rv_vector rv1;
857
858 /* If you want monsters to cast spells over friends, this spell should
859 * be removed. It probably should be in most cases, since monsters still
860 * don't care about residual effects (ie, casting a cone which may have a
861 * clear path to the player, the side aspects of the code will still hit
862 * other monsters)
863 */
864 if (!(dir = path_to_player (part, pl, 0)))
865 return 0;
866
867 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
868 {
869 get_rangevector (head, owner, &rv1, 0x1);
870 if (dirdiff (dir, rv1.direction) < 2)
871 {
872 return 0; /* Might hit owner with spell */
873 }
874 }
875
876 if (QUERY_FLAG (head, FLAG_CONFUSED))
877 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
878
879 for (scroll = head->inv; scroll; scroll = scroll->below)
880 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
881 break;
882
883 /* Used up all his scrolls, so nothing do to */
884 if (!scroll)
885 {
886 CLEAR_FLAG (head, FLAG_READY_SCROLL);
887 return 0;
888 }
889
890 /* Spell should be cast on caster (ie, heal, strength) */
891 if (scroll->inv->range == 0)
892 dir = 0;
893
894 apply_scroll (part, scroll, dir);
895 return 1;
896 }
897
898 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
899 * Note that monsters do not need the skills SK_MELEE_WEAPON and
900 * SK_MISSILE_WEAPON to make those respective attacks, if we
901 * required that we would drastically increase the memory
902 * requirements of CF!!
903 *
904 * The skills we are treating here are all but those. -b.t.
905 *
906 * At the moment this is only useful for throwing, perhaps for
907 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
908 */
909
910 int
911 monster_use_skill (object *head, object *part, object *pl, int dir)
912 {
913 object *skill, *owner;
914
915 if (!(dir = path_to_player (part, pl, 0)))
916 return 0;
917
918 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
919 {
920 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
921
922 if (dirdiff (dir, dir2) < 1)
923 return 0; /* Might hit owner with skill -thrown rocks for example ? */
924 }
925 if (QUERY_FLAG (head, FLAG_CONFUSED))
926 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
927
928 /* skill selection - monster will use the next unused skill.
929 * well...the following scenario will allow the monster to
930 * toggle between 2 skills. One day it would be nice to make
931 * more skills available to monsters.
932 */
933
934 for (skill = head->inv; skill != NULL; skill = skill->below)
935 if (skill->type == SKILL && skill != head->chosen_skill)
936 {
937 head->chosen_skill = skill;
938 break;
939 }
940
941 if (!skill && !head->chosen_skill)
942 {
943 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
944 CLEAR_FLAG (head, FLAG_READY_SKILL);
945 return 0;
946 }
947 /* use skill */
948 return do_skill (head, part, head->chosen_skill, dir, NULL);
949 }
950
951 /* Monster will use a ranged spell attack. */
952
953 int
954 monster_use_range (object *head, object *part, object *pl, int dir)
955 {
956 object *wand, *owner;
957 int at_least_one = 0;
958
959 if (!(dir = path_to_player (part, pl, 0)))
960 return 0;
961
962 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
963 {
964 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
965
966 if (dirdiff (dir, dir2) < 2)
967 return 0; /* Might hit owner with spell */
968 }
969 if (QUERY_FLAG (head, FLAG_CONFUSED))
970 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
971
972 for (wand = head->inv; wand != NULL; wand = wand->below)
973 {
974 if (wand->type == WAND)
975 {
976 /* Found a wand, let's see if it has charges left */
977 at_least_one = 1;
978 if (wand->stats.food <= 0)
979 continue;
980
981 cast_spell (head, wand, dir, wand->inv, NULL);
982
983 if (!(--wand->stats.food))
984 {
985 if (wand->arch)
986 {
987 CLEAR_FLAG (wand, FLAG_ANIMATE);
988 wand->face = wand->arch->clone.face;
989 wand->set_speed (0);
990 }
991 }
992 /* Success */
993 return 1;
994 }
995 else if (wand->type == ROD || wand->type == HORN)
996 {
997 /* Found rod/horn, let's use it if possible */
998 at_least_one = 1;
999 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1000 continue;
1001
1002 /* drain charge before casting spell - can be a case where the
1003 * spell destroys the monster, and rod, so if done after, results
1004 * in crash.
1005 */
1006 drain_rod_charge (wand);
1007 cast_spell (head, wand, dir, wand->inv, NULL);
1008
1009 /* Success */
1010 return 1;
1011 }
1012 }
1013
1014 if (at_least_one)
1015 return 0;
1016
1017 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1018 CLEAR_FLAG (head, FLAG_READY_RANGE);
1019 return 0;
1020 }
1021
1022 int
1023 monster_use_bow (object *head, object *part, object *pl, int dir)
1024 {
1025 object *owner;
1026
1027 if (!(dir = path_to_player (part, pl, 0)))
1028 return 0;
1029 if (QUERY_FLAG (head, FLAG_CONFUSED))
1030 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1031
1032 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1033 {
1034 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1035
1036 if (dirdiff (dir, dir2) < 1)
1037 return 0; /* Might hit owner with arrow */
1038 }
1039
1040 /* in server/player.c */
1041 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1042
1043 }
1044
1045 /* Checks if putting on 'item' will make 'who' do more
1046 * damage. This is a very simplistic check - also checking things
1047 * like speed and ac are also relevant.
1048 *
1049 * return true if item is a better object.
1050 */
1051
1052 int
1053 check_good_weapon (object *who, object *item)
1054 {
1055 object *other_weap;
1056 int val = 0, i;
1057
1058 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1059 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1060 break;
1061
1062 if (other_weap == NULL) /* No other weapons */
1063 return 1;
1064
1065 /* Rather than go through and apply the new one, and see if it is
1066 * better, just do some simple checks
1067 * Put some multipliers for things that hvae several effects,
1068 * eg, magic affects both damage and wc, so it has more weight
1069 */
1070
1071 val = item->stats.dam - other_weap->stats.dam;
1072 val += (item->magic - other_weap->magic) * 3;
1073 /* Monsters don't really get benefits from things like regen rates
1074 * from items. But the bonus for their stats are very important.
1075 */
1076 for (i = 0; i < NUM_STATS; i++)
1077 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1078
1079 if (val > 0)
1080 return 1;
1081 else
1082 return 0;
1083
1084 }
1085
1086 int
1087 check_good_armour (object *who, object *item)
1088 {
1089 object *other_armour;
1090 int val = 0, i;
1091
1092 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1093 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1094 break;
1095
1096 if (other_armour == NULL) /* No other armour, use the new */
1097 return 1;
1098
1099 /* Like above function , see which is better */
1100 val = item->stats.ac - other_armour->stats.ac;
1101 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1102 val += (item->magic - other_armour->magic) * 3;
1103
1104 /* for the other protections, do weigh them very much in the equation -
1105 * it is the armor protection which is most important, because there is
1106 * no good way to know what the player may attack the monster with.
1107 * So if the new item has better protection than the old, give that higher
1108 * value. If the reverse, then decrease the value of this item some.
1109 */
1110 for (i = 1; i < NROFATTACKS; i++)
1111 {
1112 if (item->resist[i] > other_armour->resist[i])
1113 val++;
1114 else if (item->resist[i] < other_armour->resist[i])
1115 val--;
1116 }
1117
1118 /* Very few armours have stats, so not much need to worry about those. */
1119
1120 if (val > 0)
1121 return 1;
1122 else
1123 return 0;
1124
1125 }
1126
1127 /*
1128 * monster_check_pickup(): checks for items that monster can pick up.
1129 *
1130 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1131 * Each time the blob passes over some treasure, it will
1132 * grab it a.s.a.p.
1133 *
1134 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1135 * to handle this.
1136 *
1137 * This function was seen be continueing looping at one point (tmp->below
1138 * became a recursive loop. It may be better to call monster_check_apply
1139 * after we pick everything up, since that function may call others which
1140 * affect stacking on this space.
1141 */
1142
1143 void
1144 monster_check_pickup (object *monster)
1145 {
1146 object *tmp, *next;
1147
1148 for (tmp = monster->below; tmp != NULL; tmp = next)
1149 {
1150 next = tmp->below;
1151 if (monster_can_pick (monster, tmp))
1152 {
1153 tmp->remove ();
1154 tmp = insert_ob_in_ob (tmp, monster);
1155 (void) monster_check_apply (monster, tmp);
1156 }
1157 /* We could try to re-establish the cycling, of the space, but probably
1158 * not a big deal to just bail out.
1159 */
1160 if (next && next->destroyed ())
1161 return;
1162 }
1163 }
1164
1165 /*
1166 * monster_can_pick(): If the monster is interested in picking up
1167 * the item, then return 0. Otherwise 0.
1168 * Instead of pick_up, flags for "greed", etc, should be used.
1169 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1170 */
1171
1172 int
1173 monster_can_pick (object *monster, object *item)
1174 {
1175 int flag = 0;
1176 int i;
1177
1178 if (!can_pick (monster, item))
1179 return 0;
1180
1181 if (QUERY_FLAG (item, FLAG_UNPAID))
1182 return 0;
1183
1184 if (monster->pick_up & 64) /* All */
1185 flag = 1;
1186
1187 else
1188 switch (item->type)
1189 {
1190 case MONEY:
1191 case GEM:
1192 flag = monster->pick_up & 2;
1193 break;
1194
1195 case FOOD:
1196 flag = monster->pick_up & 4;
1197 break;
1198
1199 case WEAPON:
1200 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1201 break;
1202
1203 case ARMOUR:
1204 case SHIELD:
1205 case HELMET:
1206 case BOOTS:
1207 case GLOVES:
1208 case GIRDLE:
1209 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1210 break;
1211
1212 case SKILL:
1213 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1214 break;
1215
1216 case RING:
1217 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1218 break;
1219
1220 case WAND:
1221 case HORN:
1222 case ROD:
1223 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1224 break;
1225
1226 case SPELLBOOK:
1227 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1228 break;
1229
1230 case SCROLL:
1231 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1232 break;
1233
1234 case BOW:
1235 case ARROW:
1236 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1237 break;
1238 }
1239 /* Simplistic check - if the monster has a location to equip it, he will
1240 * pick it up. Note that this doesn't handle cases where an item may
1241 * use several locations.
1242 */
1243 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1244 {
1245 if (monster->body_info[i] && item->body_info[i])
1246 {
1247 flag = 1;
1248 break;
1249 }
1250 }
1251
1252 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1253 return 1;
1254 return 0;
1255 }
1256
1257 /*
1258 * monster_apply_below():
1259 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1260 * eager to apply things, encounters something apply-able,
1261 * then make him apply it
1262 */
1263
1264 void
1265 monster_apply_below (object *monster)
1266 {
1267 object *tmp, *next;
1268
1269 for (tmp = monster->below; tmp != NULL; tmp = next)
1270 {
1271 next = tmp->below;
1272 switch (tmp->type)
1273 {
1274 case CF_HANDLE:
1275 case TRIGGER:
1276 if (monster->will_apply & 1)
1277 manual_apply (monster, tmp, 0);
1278 break;
1279
1280 case TREASURE:
1281 if (monster->will_apply & 2)
1282 manual_apply (monster, tmp, 0);
1283 break;
1284
1285 }
1286 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1287 break;
1288 }
1289 }
1290
1291 /*
1292 * monster_check_apply() is meant to be called after an item is
1293 * inserted in a monster.
1294 * If an item becomes outdated (monster found a better item),
1295 * a pointer to that object is returned, so it can be dropped.
1296 * (so that other monsters can pick it up and use it)
1297 * Note that as things are now, monsters never drop something -
1298 * they can pick up all that they can use.
1299 */
1300
1301 /* Sept 96, fixed this so skills will be readied -b.t.*/
1302
1303 void
1304 monster_check_apply (object *mon, object *item)
1305 {
1306
1307 int flag = 0;
1308
1309 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1310 {
1311 SET_FLAG (mon, FLAG_CAST_SPELL);
1312 return;
1313 }
1314
1315 /* If for some reason, this item is already applied, no more work to do */
1316 if (QUERY_FLAG (item, FLAG_APPLIED))
1317 return;
1318
1319 /* Might be better not to do this - if the monster can fire a bow,
1320 * it is possible in his wanderings, he will find one to use. In
1321 * which case, it would be nice to have ammo for it.
1322 */
1323 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1324 {
1325 /* Check for the right kind of bow */
1326 object *bow;
1327
1328 for (bow = mon->inv; bow != NULL; bow = bow->below)
1329 if (bow->type == BOW && bow->race == item->race)
1330 {
1331 SET_FLAG (mon, FLAG_READY_BOW);
1332 LOG (llevMonster, "Found correct bow for arrows.\n");
1333 return; /* nothing more to do for arrows */
1334 }
1335 }
1336
1337 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1338 flag = 1;
1339 /* Eating food gets hp back */
1340 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1341 flag = 1;
1342 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1343 {
1344 if (!item->inv)
1345 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1346 else if (monster_should_cast_spell (mon, item->inv))
1347 SET_FLAG (mon, FLAG_READY_SCROLL);
1348 /* Don't use it right now */
1349 return;
1350 }
1351 else if (item->type == WEAPON)
1352 flag = check_good_weapon (mon, item);
1353 else if (item->is_armor ())
1354 flag = check_good_armour (mon, item);
1355 /* Should do something more, like make sure this is a better item */
1356 else if (item->type == RING)
1357 flag = 1;
1358 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1359 {
1360 /* We never really 'ready' the wand/rod/horn, because that would mean the
1361 * weapon would get undone.
1362 */
1363 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1364 {
1365 SET_FLAG (mon, FLAG_READY_RANGE);
1366 SET_FLAG (item, FLAG_APPLIED);
1367 }
1368 return;
1369 }
1370 else if (item->type == BOW)
1371 {
1372 /* We never really 'ready' the bow, because that would mean the
1373 * weapon would get undone.
1374 */
1375 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1376 SET_FLAG (mon, FLAG_READY_BOW);
1377 return;
1378 }
1379 else if (item->type == SKILL)
1380 {
1381 /*
1382 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1383 * else they can't use the skill...
1384 * Skills also don't need to get applied, so return now.
1385 */
1386 SET_FLAG (mon, FLAG_READY_SKILL);
1387 return;
1388 }
1389
1390
1391 /* if we don't match one of the above types, return now.
1392 * can_apply_object will say that we can apply things like flesh,
1393 * bolts, and whatever else, because it only checks against the
1394 * body_info locations.
1395 */
1396 if (!flag)
1397 return;
1398
1399 /* Check to see if the monster can use this item. If not, no need
1400 * to do further processing. Note that can_apply_object already checks
1401 * for the CAN_USE flags.
1402 */
1403 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1404 return;
1405
1406 /* should only be applying this item, not unapplying it.
1407 * also, ignore status of curse so they can take off old armour.
1408 * monsters have some advantages after all.
1409 */
1410 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1411
1412 return;
1413 }
1414
1415 void
1416 npc_call_help (object *op)
1417 {
1418 int x, y, mflags;
1419 object *npc;
1420 sint16 sx, sy;
1421 maptile *m;
1422
1423 for (x = -3; x < 4; x++)
1424 for (y = -3; y < 4; y++)
1425 {
1426 m = op->map;
1427 sx = op->x + x;
1428 sy = op->y + y;
1429 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430 /* If nothing alive on this space, no need to search the space. */
1431 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1432 continue;
1433
1434 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1435 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1436 npc->enemy = op->enemy;
1437 }
1438 }
1439
1440
1441 int
1442 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1443 {
1444
1445 if (can_hit (part, enemy, rv))
1446 return dir;
1447 if (rv->distance < 10)
1448 return absdir (dir + 4);
1449 else if (rv->distance > 18)
1450 return dir;
1451 return 0;
1452 }
1453
1454 int
1455 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1456 {
1457
1458 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1459 {
1460 ob->move_status++;
1461 return (dir);
1462 }
1463 else if (ob->move_status > 20)
1464 ob->move_status = 0;
1465 return absdir (dir + 4);
1466 }
1467
1468 int
1469 hitrun_att (int dir, object *ob, object *enemy)
1470 {
1471 if (ob->move_status++ < 25)
1472 return dir;
1473 else if (ob->move_status < 50)
1474 return absdir (dir + 4);
1475 else
1476 ob->move_status = 0;
1477 return absdir (dir + 4);
1478 }
1479
1480 int
1481 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 {
1483
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495 ob->move_status = 0;
1496 return 0;
1497 }
1498
1499 int
1500 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1501 {
1502
1503 /* The logic below here looked plain wrong before. Basically, what should
1504 * happen is that if the creatures hp percentage falls below run_away,
1505 * the creature should run away (dir+4)
1506 * I think its wrong for a creature to have a zero maxhp value, but
1507 * at least one map has this set, and whatever the map contains, the
1508 * server should try to be resilant enough to avoid the problem
1509 */
1510 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1511 return absdir (dir + 4);
1512 return dist_att (dir, ob, enemy, part, rv);
1513 }
1514
1515 int
1516 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1517 {
1518 if (rv->distance < 9)
1519 return absdir (dir + 4);
1520 return 0;
1521 }
1522
1523 void
1524 circ1_move (object *ob)
1525 {
1526 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1527 if (++ob->move_status > 11)
1528 ob->move_status = 0;
1529 if (!(move_object (ob, circle[ob->move_status])))
1530 (void) move_object (ob, RANDOM () % 8 + 1);
1531 }
1532
1533 void
1534 circ2_move (object *ob)
1535 {
1536 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1537 if (++ob->move_status > 19)
1538 ob->move_status = 0;
1539 if (!(move_object (ob, circle[ob->move_status])))
1540 (void) move_object (ob, RANDOM () % 8 + 1);
1541 }
1542
1543 void
1544 pace_movev (object *ob)
1545 {
1546 if (ob->move_status++ > 6)
1547 ob->move_status = 0;
1548 if (ob->move_status < 4)
1549 (void) move_object (ob, 5);
1550 else
1551 (void) move_object (ob, 1);
1552 }
1553
1554 void
1555 pace_moveh (object *ob)
1556 {
1557 if (ob->move_status++ > 6)
1558 ob->move_status = 0;
1559 if (ob->move_status < 4)
1560 (void) move_object (ob, 3);
1561 else
1562 (void) move_object (ob, 7);
1563 }
1564
1565 void
1566 pace2_movev (object *ob)
1567 {
1568 if (ob->move_status++ > 16)
1569 ob->move_status = 0;
1570 if (ob->move_status < 6)
1571 (void) move_object (ob, 5);
1572 else if (ob->move_status < 8)
1573 return;
1574 else if (ob->move_status < 13)
1575 (void) move_object (ob, 1);
1576 else
1577 return;
1578 }
1579
1580 void
1581 pace2_moveh (object *ob)
1582 {
1583 if (ob->move_status++ > 16)
1584 ob->move_status = 0;
1585 if (ob->move_status < 6)
1586 (void) move_object (ob, 3);
1587 else if (ob->move_status < 8)
1588 return;
1589 else if (ob->move_status < 13)
1590 (void) move_object (ob, 7);
1591 else
1592 return;
1593 }
1594
1595 void
1596 rand_move (object *ob)
1597 {
1598 int i;
1599
1600 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1601 for (i = 0; i < 5; i++)
1602 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1603 return;
1604 }
1605
1606 void
1607 check_earthwalls (object *op, maptile *m, int x, int y)
1608 {
1609 object *tmp;
1610
1611 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1612 {
1613 if (tmp->type == EARTHWALL)
1614 {
1615 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1616 return;
1617 }
1618 }
1619 }
1620
1621 void
1622 check_doors (object *op, maptile *m, int x, int y)
1623 {
1624 object *tmp;
1625
1626 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1627 {
1628 if (tmp->type == DOOR)
1629 {
1630 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1631 return;
1632 }
1633 }
1634 }
1635
1636 /* find_mon_throw_ob() - modeled on find_throw_ob
1637 * This is probably overly simplistic as it is now - We want
1638 * monsters to throw things like chairs and other pieces of
1639 * furniture, even if they are not good throwable objects.
1640 * Probably better to have the monster throw a throwable object
1641 * first, then throw any non equipped weapon.
1642 */
1643
1644 object *
1645 find_mon_throw_ob (object *op)
1646 {
1647 object *tmp = NULL;
1648
1649 if (op->head)
1650 tmp = op->head;
1651 else
1652 tmp = op;
1653
1654 /* New throw code: look through the inventory. Grap the first legal is_thrown
1655 * marked item and throw it to the enemy.
1656 */
1657
1658 for (tmp = op->inv; tmp; tmp = tmp->below)
1659 {
1660
1661 /* Can't throw invisible objects or items that are applied */
1662 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1663 continue;
1664
1665 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1666 break;
1667
1668 }
1669
1670 #ifdef DEBUG_THROW
1671 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1672 #endif
1673
1674 return tmp;
1675 }
1676
1677 /* determine if we can 'detect' the enemy. Check for walls blocking the
1678 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1679 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1680 * modified by MSW to use the get_rangevector so that map tiling works
1681 * properly. I also so odd code in place that checked for x distance
1682 * OR y distance being within some range - that seemed wrong - both should
1683 * be within the valid range. MSW 2001-08-05
1684 * Returns 0 if enemy can not be detected, 1 if it is detected
1685 */
1686
1687 int
1688 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1689 {
1690 int radius = MIN_MON_RADIUS, hide_discovery;
1691
1692 /* null detection for any of these condtions always */
1693 if (!op || !enemy || !op->map || !enemy->map)
1694 return 0;
1695
1696 /* If the monster (op) has no way to get to the enemy, do nothing */
1697 if (!on_same_map (op, enemy))
1698 return 0;
1699
1700 get_rangevector (op, enemy, rv, 0);
1701
1702 /* Monsters always ignore the DM */
1703 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1704 return 0;
1705
1706 /* simple check. Should probably put some range checks in here. */
1707 if (can_see_enemy (op, enemy))
1708 return 1;
1709
1710 /* The rest of this is for monsters. Players are on their own for
1711 * finding enemies!
1712 */
1713 if (op->type == PLAYER)
1714 return 0;
1715
1716 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1717 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1718 */
1719 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1720 return 0;
1721
1722 /* use this for invis also */
1723 hide_discovery = op->stats.Int / 5;
1724
1725 /* Determine Detection radii */
1726 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1727 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1728 else
1729 { /* a level/INT/Dex adjustment for hiding */
1730 object *sk_hide;
1731 int bonus = (op->level / 2) + (op->stats.Int / 5);
1732
1733 if (enemy->type == PLAYER)
1734 {
1735 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1736 bonus -= sk_hide->level;
1737 else
1738 {
1739 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1740 make_visible (enemy);
1741 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1742 }
1743 }
1744 else /* enemy is not a player */
1745 bonus -= enemy->level;
1746
1747 radius += bonus / 5;
1748 hide_discovery += bonus * 5;
1749 } /* else creature has modifiers for hiding */
1750
1751 /* Radii stealth adjustment. Only if you are stealthy
1752 * will you be able to sneak up closer to creatures */
1753 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1754 radius = radius / 2, hide_discovery = hide_discovery / 3;
1755
1756 /* Radii adjustment for enemy standing in the dark */
1757 if (op->map->darkness > 0 && !stand_in_light (enemy))
1758 {
1759 /* on dark maps body heat can help indicate location with infravision
1760 * undead don't have body heat, so no benefit detecting them.
1761 */
1762 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1763 radius += op->map->darkness / 2;
1764 else
1765 radius -= op->map->darkness / 2;
1766
1767 /* op next to a monster (and not in complete darkness)
1768 * the monster should have a chance to see you.
1769 */
1770 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1771 radius = MIN_MON_RADIUS;
1772 } /* if on dark map */
1773
1774 /* Lets not worry about monsters that have incredible detection
1775 * radii, we only need to worry here about things the player can
1776 * (potentially) see. This is 13, as that is the maximum size the player
1777 * may have for their map - in that way, creatures at the edge will
1778 * do something. Note that the distance field in the
1779 * vector is real distance, so in theory this should be 18 to
1780 * find that.
1781 */
1782 if (radius > 13)
1783 radius = 13;
1784
1785 /* Enemy in range! Now test for detection */
1786 if ((int) rv->distance <= radius)
1787 {
1788 /* ah, we are within range, detected? take cases */
1789 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1790 return 1;
1791
1792 /* hidden or low-quality invisible */
1793 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1794 {
1795 make_visible (enemy);
1796 /* inform players of new status */
1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799 return 1; /* detected enemy */
1800 }
1801 else if (enemy->invisible)
1802 {
1803 /* Change this around - instead of negating the invisible, just
1804 * return true so that the mosnter that managed to detect you can
1805 * do something to you. Decreasing the duration of invisible
1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1807 * can then basically negate the spell. The spell isn't negated -
1808 * they just know where you are!
1809 */
1810 if ((RANDOM () % 50) <= hide_discovery)
1811 {
1812 if (enemy->type == PLAYER)
1813 {
1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1815 }
1816 return 1;
1817 }
1818 }
1819 } /* within range */
1820
1821 /* Wasn't detected above, so still hidden */
1822 return 0;
1823 }
1824
1825 /* determine if op stands in a lighted square. This is not a very
1826 * intellegent algorithm. For one thing, we ignore los here, SO it
1827 * is possible for a bright light to illuminate a player on the
1828 * other side of a wall (!).
1829 */
1830
1831 int
1832 stand_in_light (object *op)
1833 {
1834 sint16 nx, ny;
1835 maptile *m;
1836
1837
1838 if (!op)
1839 return 0;
1840 if (op->glow_radius > 0)
1841 return 1;
1842
1843 if (op->map)
1844 {
1845 int x, y, x1, y1;
1846
1847
1848
1849 /* Check the spaces with the max light radius to see if any of them
1850 * have lights, and if any of them light the player enough, then return 1.
1851 */
1852 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1853 {
1854 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1855 {
1856 m = op->map;
1857 nx = x;
1858 ny = y;
1859
1860 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1861 continue;
1862
1863 x1 = abs (x - op->x) * abs (x - op->x);
1864 y1 = abs (y - op->y) * abs (y - op->y);
1865 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1866 return 1;
1867 }
1868 }
1869 }
1870 return 0;
1871 }
1872
1873
1874 /* assuming no walls/barriers, lets check to see if its *possible*
1875 * to see an enemy. Note, "detection" is different from "seeing".
1876 * See can_detect_enemy() for more details. -b.t.
1877 * return 0 if can't be seen, 1 if can be
1878 */
1879
1880 int
1881 can_see_enemy (object *op, object *enemy)
1882 {
1883 object *looker = op->head ? op->head : op;
1884
1885 /* safety */
1886 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1887 return 0;
1888
1889 /* we dont give a full treatment of xrays here (shorter range than normal,
1890 * see through walls). Should we change the code elsewhere to make you
1891 * blind even if you can xray?
1892 */
1893 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1894 return 0;
1895
1896 /* checking for invisible things */
1897 if (enemy->invisible)
1898 {
1899 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1900 * However,if you carry any source of light, then the hidden
1901 * creature is seeable (and stupid) */
1902
1903 if (has_carried_lights (enemy))
1904 {
1905 if (enemy->hide)
1906 {
1907 make_visible (enemy);
1908 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1909 }
1910 return 1;
1911 }
1912 else if (enemy->hide)
1913 return 0;
1914
1915 /* Invisible enemy. Break apart the check for invis undead/invis looker
1916 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1917 * and making it a conditional makes the code pretty ugly.
1918 */
1919 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1920 {
1921 if (makes_invisible_to (enemy, looker))
1922 return 0;
1923 }
1924 }
1925 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1926 if (player_can_view (looker, enemy))
1927 return 1;
1928
1929 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1930 * unless they carry a light or stand in light. Darkness doesnt
1931 * inhibit the undead per se (but we should give their archs
1932 * CAN_SEE_IN_DARK, this is just a safety
1933 * we care about the enemy maps status, not the looker.
1934 * only relevant for tiled maps, but it is possible that the
1935 * enemy is on a bright map and the looker on a dark - in that
1936 * case, the looker can still see the enemy
1937 */
1938 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1939 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1940 return 0;
1941
1942 return 1;
1943 }