ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
Revision: 1.26
Committed: Tue Apr 24 12:32:16 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +4 -2 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

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