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Revision: 1.10
Committed: Thu Sep 14 22:34:04 2006 UTC (17 years, 9 months ago) by root
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Branch: MAIN
Changes since 1.9: +1 -7 lines
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# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 */
23
24 #include <global.h>
25 #ifndef __CEXTRACT__
26 # include <sproto.h>
27 # include <spells.h>
28 # include <skills.h>
29 #endif
30
31
32 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34
35 /* checks npc->enemy and returns that enemy if still valid,
36 * NULL otherwise.
37 * this is map tile aware.
38 * If this returns an enemy, the range vector rv should also be
39 * set to sane values.
40 */
41 object *
42 check_enemy (object *npc, rv_vector * rv)
43 {
44
45 /* if this is pet, let him attack the same enemy as his owner
46 * TODO: when there is no ower enemy, try to find a target,
47 * which CAN attack the owner. */
48 if ((npc->attack_movement & HI4) == PETMOVE)
49 {
50 if (npc->owner == NULL)
51 npc->enemy = NULL;
52 else if (npc->enemy == NULL)
53 npc->enemy = npc->owner->enemy;
54 }
55
56 /* periodically, a monster mayu change its target. Also, if the object
57 * has been destroyed, etc, clear the enemy.
58 * TODO: this should be changed, because it invokes to attack forced or
59 * attacked monsters to leave the attacker alone, before it is destroyed
60 */
61 /* i had removed the random target leave, this invokes problems with friendly
62 * objects, getting attacked and defending herself - they don't try to attack
63 * again then but perhaps get attack on and on
64 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
65 * too. */
66
67 if (npc->enemy)
68 {
69 /* I broke these if's apart to better be able to see what
70 * the grouping checks are. Code is the same.
71 */
72 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
73 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
74 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
75 npc->enemy = NULL;
76
77 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
78 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
80 || npc->enemy == npc->owner))
81 npc->enemy = NULL;
82
83
84 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
85 npc->enemy = NULL;
86
87 /* I've noticed that pets could sometimes get an arrow as the
88 * target enemy - this code below makes sure the enemy is something
89 * that should be attacked. My guess is that the arrow hits
90 * the creature/owner, and so the creature then takes that
91 * as the enemy to attack.
92 */
93 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
94 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
95 npc->enemy = NULL;
96
97 }
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
99 }
100
101 /* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly.
103 * Also fixed logic so that monsters in the lower directions were more
104 * likely to be skipped - instead of just skipping the 'start' number
105 * of direction, revisit them after looking at all the other spaces.
106 *
107 * Note that being this may skip some number of spaces, it will
108 * not necessarily find the nearest living creature - it basically
109 * chooses one from within a 3 space radius, and since it skips
110 * the first few directions, it could very well choose something
111 * 3 spaces away even though something directly north is closer.
112 *
113 * this function is map tile aware.
114 */
115 object *
116 find_nearest_living_creature (object *npc)
117 {
118 int i, mflags;
119 sint16 nx, ny;
120 mapstruct *m;
121 object *tmp;
122 int search_arr[SIZEOFFREE];
123
124 get_search_arr (search_arr);
125 for (i = 0; i < SIZEOFFREE; i++)
126 {
127 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order
129 */
130 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map;
133
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135 if (mflags & P_OUT_OF_MAP)
136 continue;
137
138 if (mflags & P_IS_ALIVE)
139 {
140 tmp = get_map_ob (m, nx, ny);
141 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
142 tmp = tmp->above;
143
144 if (!tmp)
145 {
146 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147 m->path, nx, ny);
148 }
149 else
150 {
151 if (can_see_monsterP (m, nx, ny, i))
152 return tmp;
153 }
154 } /* is something living on this space */
155 }
156 return NULL; /* nothing found */
157 }
158
159
160 /* Tries to find an enmy for npc. We pass the range vector since
161 * our caller will find the information useful.
162 * Currently, only move_monster calls this function.
163 * Fix function so that we always make calls to get_rangevector
164 * if we have a valid target - function as not doing so in
165 * many cases.
166 */
167
168 object *
169 find_enemy (object *npc, rv_vector * rv)
170 {
171 object *attacker, *tmp = NULL;
172
173 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
174 npc->attacked_by = 0; /* always clear the attacker entry */
175
176 /* if we berserk, we don't care about others - we attack all we can find */
177 if (QUERY_FLAG (npc, FLAG_BERSERK))
178 {
179 tmp = find_nearest_living_creature (npc);
180
181 if (tmp)
182 get_rangevector (npc, tmp, rv, 0);
183 return tmp;
184 }
185
186 /* Here is the main enemy selection.
187 * We want this: if there is an enemy, attack him until its not possible or
188 * one of both is dead.
189 * If we have no enemy and we are...
190 * a monster: try to find a player, a pet or a friendly monster
191 * a friendly: only target a monster which is targeting you first or targeting a player
192 * a neutral: fight a attacker (but there should be none), then do nothing
193 * a pet: attack player enemy or a monster
194 */
195
196 /* pet move */
197 if ((npc->attack_movement & HI4) == PETMOVE)
198 {
199 tmp = get_pet_enemy (npc, rv);
200
201 if (tmp)
202 get_rangevector (npc, tmp, rv, 0);
203
204 return tmp;
205 }
206
207 /* we check our old enemy. */
208 if (!(tmp = check_enemy (npc, rv)))
209 {
210 if (attacker) /* if we have an attacker, check him */
211 {
212 /* TODO: thats not finished */
213 /* we don't want a fight evil vs evil or good against non evil */
214
215 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
216 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
217 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
218 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
219 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
220 {
221 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
222 npc->enemy = attacker;
223 return attacker; /* yes, we face our attacker! */
224 }
225 }
226
227 /* we have no legal enemy or attacker, so we try to target a new one */
228 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
229 {
230 npc->enemy = get_nearest_player (npc);
231 if (npc->enemy)
232 tmp = check_enemy (npc, rv);
233 }
234
235 }
236
237 return tmp;
238 }
239
240 /* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise.
244 */
245
246 int
247 check_wakeup (object *op, object *enemy, rv_vector * rv)
248 {
249 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250
251 /* Trim work - if no enemy, no need to do anything below */
252 if (!enemy)
253 return 0;
254
255 /* blinded monsters can only find nearby objects to attack */
256 if (QUERY_FLAG (op, FLAG_BLIND))
257 radius = MIN_MON_RADIUS;
258
259 /* This covers the situation where the monster is in the dark
260 * and has an enemy. If the enemy has no carried light (or isnt
261 * glowing!) then the monster has trouble finding the enemy.
262 * Remember we already checked to see if the monster can see in
263 * the dark. */
264
265 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
266 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
267 {
268 int dark = radius / (op->map->darkness);
269
270 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271 }
272 else if (!QUERY_FLAG (op, FLAG_SLEEP))
273 return 1;
274
275 /* enemy should already be on this map, so don't really need to check
276 * for that.
277 */
278 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
279 {
280 CLEAR_FLAG (op, FLAG_SLEEP);
281 return 1;
282 }
283 return 0;
284 }
285
286 int
287 move_randomly (object *op)
288 {
289 int i;
290
291 /* Give up to 15 chances for a monster to move randomly */
292 for (i = 0; i < 15; i++)
293 {
294 if (move_object (op, RANDOM () % 8 + 1))
295 return 1;
296 }
297 return 0;
298 }
299
300 /*
301 * Move-monster returns 1 if the object has been freed, otherwise 0.
302 */
303
304 int
305 move_monster (object *op)
306 {
307 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
308 object *owner, *enemy, *part, *oph = op;
309 rv_vector rv;
310
311 /* Monsters not on maps don't do anything. These monsters are things
312 * Like royal guards in city dwellers inventories.
313 */
314 if (!op->map)
315 return 0;
316
317 /* for target facing, we copy this value here for fast access */
318 if (oph->head) /* force update the head - one arch one pic */
319 oph = oph->head;
320
321 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
322 enemy = op->enemy = NULL;
323 else if ((enemy = find_enemy (op, &rv)))
324 /* we have an enemy, just tell him we want him dead */
325 enemy->attacked_by = op; /* our ptr */
326
327 /* generate hp, if applicable */
328 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329 {
330
331 /* last heal is in funny units. Dividing by speed puts
332 * the regeneration rate on a basis of time instead of
333 * #moves the monster makes. The scaling by 8 is
334 * to capture 8th's of a hp fraction regens
335 *
336 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
337 * overflow might produce monsters with negative hp.
338 */
339
340 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
341 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
342 op->last_heal %= 32;
343
344 /* So if the monster has gained enough HP that they are no longer afraid */
345 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
346 CLEAR_FLAG (op, FLAG_RUN_AWAY);
347
348 if (op->stats.hp > op->stats.maxhp)
349 op->stats.hp = op->stats.maxhp;
350 }
351
352 /* generate sp, if applicable */
353 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354 {
355
356 /* last_sp is in funny units. Dividing by speed puts
357 * the regeneration rate on a basis of time instead of
358 * #moves the monster makes. The scaling by 8 is
359 * to capture 8th's of a sp fraction regens
360 *
361 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362 * overflow might produce monsters with negative sp.
363 */
364
365 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
366 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
367 op->last_sp %= 128;
368 }
369
370 /* this should probably get modified by many more values.
371 * (eg, creatures resistance to fear, level, etc. )
372 */
373 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
374 {
375 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 }
377
378 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379 return QUERY_FLAG (op, FLAG_FREED);
380
381 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
383 {
384 if (!check_wakeup (op, enemy, &rv))
385 return 0;
386 }
387
388 /* check if monster pops out of hidden spot */
389 if (op->hide)
390 do_hidden_move (op);
391
392 if (op->pick_up)
393 monster_check_pickup (op);
394
395 if (op->will_apply)
396 monster_apply_below (op); /* Check for items to apply below */
397
398 /* If we don't have an enemy, do special movement or the like */
399 if (!enemy)
400 {
401 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
402 {
403 remove_ob (op);
404 free_object (op);
405 return 1;
406 }
407
408 /* Probably really a bug for a creature to have both
409 * stand still and a movement type set.
410 */
411 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
412 {
413 if (op->attack_movement & HI4)
414 {
415 switch (op->attack_movement & HI4)
416 {
417 case (PETMOVE):
418 pet_move (op);
419 break;
420
421 case (CIRCLE1):
422 circ1_move (op);
423 break;
424
425 case (CIRCLE2):
426 circ2_move (op);
427 break;
428
429 case (PACEV):
430 pace_movev (op);
431 break;
432
433 case (PACEH):
434 pace_moveh (op);
435 break;
436
437 case (PACEV2):
438 pace2_movev (op);
439 break;
440
441 case (PACEH2):
442 pace2_moveh (op);
443 break;
444
445 case (RANDO):
446 rand_move (op);
447 break;
448
449 case (RANDO2):
450 move_randomly (op);
451 break;
452 }
453 return 0;
454 }
455 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
456 (void) move_randomly (op);
457
458 } /* stand still */
459 return 0;
460 } /* no enemy */
461
462 /* We have an enemy. Block immediately below is for pets */
463 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
464 return follow_owner (op, owner);
465
466 /* doppleganger code to change monster facing to that of the nearest
467 * player. Hmm. The code is here, but no monster in the current
468 * arch set uses it.
469 */
470 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
471 {
472 op->face = enemy->face;
473 op->name = enemy->name;
474 }
475
476 /* Calculate range information for closest body part - this
477 * is used for the 'skill' code, which isn't that smart when
478 * it comes to figuring it out - otherwise, giants throw boulders
479 * into themselves.
480 */
481 get_rangevector (op, enemy, &rv, 0);
482
483 /* Move the check for scared up here - if the monster was scared,
484 * we were not doing any of the logic below, so might as well save
485 * a few cpu cycles.
486 */
487 if (!QUERY_FLAG (op, FLAG_SCARED))
488 {
489 rv_vector rv1;
490
491 /* now we test every part of an object .... this is a real ugly piece of code */
492 for (part = op; part != NULL; part = part->more)
493 {
494 get_rangevector (part, enemy, &rv1, 0x1);
495 dir = rv1.direction;
496
497 /* hm, not sure about this part - in original was a scared flag here too
498 * but that we test above... so can be old code here
499 */
500 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501 dir = absdir (dir + 4);
502 if (QUERY_FLAG (op, FLAG_CONFUSED))
503 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
504
505 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
506 {
507 if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 return 0;
509 }
510
511 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
512 {
513 if (monster_use_scroll (op, part, enemy, dir, &rv1))
514 return 0;
515 }
516
517 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
518 {
519 if (monster_use_range (op, part, enemy, dir))
520 return 0;
521 }
522 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
523 {
524 if (monster_use_skill (op, rv.part, enemy, rv.direction))
525 return 0;
526 }
527 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
528 {
529 if (monster_use_bow (op, part, enemy, dir))
530 return 0;
531 }
532 } /* for processing of all parts */
533 } /* If not scared */
534
535
536 part = rv.part;
537 dir = rv.direction;
538
539 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540 dir = absdir (dir + 4);
541
542 if (QUERY_FLAG (op, FLAG_CONFUSED))
543 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
544
545 pre_att_dir = dir; /* remember the original direction */
546
547 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548 {
549 switch (op->attack_movement & LO4)
550 {
551 case DISTATT:
552 dir = dist_att (dir, op, enemy, part, &rv);
553 break;
554
555 case RUNATT:
556 dir = run_att (dir, op, enemy, part, &rv);
557 break;
558
559 case HITRUN:
560 dir = hitrun_att (dir, op, enemy);
561 break;
562
563 case WAITATT:
564 dir = wait_att (dir, op, enemy, part, &rv);
565 break;
566
567 case RUSH: /* default - monster normally moves towards player */
568 case ALLRUN:
569 break;
570
571 case DISTHIT:
572 dir = disthit_att (dir, op, enemy, part, &rv);
573 break;
574
575 case WAIT2:
576 dir = wait_att2 (dir, op, enemy, part, &rv);
577 break;
578
579 default:
580 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
581 }
582 }
583
584 if (!dir)
585 return 0;
586
587 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
588 {
589 if (move_object (op, dir)) /* Can the monster move directly toward player? */
590 {
591 /* elmex: Turn our monster after it moved if it has DISTATT attack */
592 if ((op->attack_movement & LO4) == DISTATT)
593 op->direction = pre_att_dir;
594
595 return 0;
596 }
597
598 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
599 {
600
601 /* Try move around corners if !close */
602 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
603
604 for (diff = 1; diff <= maxdiff; diff++)
605 {
606 /* try different detours */
607 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
608
609 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
610 return 0;
611 }
612 }
613 } /* if monster is not standing still */
614
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */
616 if ((op->attack_movement & LO4) == DISTATT)
617 op->direction = pre_att_dir;
618
619 /*
620 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
621 * direction if they can't move away.
622 */
623 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
624 if (move_randomly (op))
625 return 0;
626
627 /*
628 * Try giving the monster a new enemy - the player that is closest
629 * to it. In this way, it won't just keep trying to get to a target
630 * that is inaccessible.
631 * This could be more clever - it should go through a list of several
632 * enemies, as it is now, you could perhaps get situations where there
633 * are two players flanking the monster at close distance, but which
634 * the monster can't get to, and a third one at a far distance that
635 * the monster could get to - as it is, the monster won't look at that
636 * third one.
637 */
638 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
639 {
640 object *nearest_player = get_nearest_player (op);
641
642 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
643 {
644 op->enemy = NULL;
645 enemy = nearest_player;
646 }
647 }
648
649 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
650 {
651 /* The adjustement to wc that was here before looked totally bogus -
652 * since wc can in fact get negative, that would mean by adding
653 * the current wc, the creature gets better? Instead, just
654 * add a fixed amount - nasty creatures that are runny away should
655 * still be pretty nasty.
656 */
657 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
658 {
659 part->stats.wc += 10;
660 (void) skill_attack (enemy, part, 0, NULL, NULL);
661 part->stats.wc -= 10;
662 }
663 else
664 (void) skill_attack (enemy, part, 0, NULL, NULL);
665 } /* if monster is in attack range */
666
667 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668 return 1;
669
670 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 {
672 remove_ob (op);
673 free_object (op);
674 return 1;
675 }
676 return 0;
677 }
678
679 int
680 can_hit (object *ob1, object *ob2, rv_vector * rv)
681 {
682 object *more;
683 rv_vector rv1;
684
685 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
686 return 0;
687
688 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689 return 1;
690
691 /* check all the parts of ob2 - just because we can't get to
692 * its head doesn't mean we don't want to pound its feet
693 */
694 for (more = ob2->more; more != NULL; more = more->more)
695 {
696 get_rangevector (ob1, more, &rv1, 0);
697 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698 return 1;
699 }
700 return 0;
701
702 }
703
704 /* Returns 1 is monster should cast spell sp at an enemy
705 * Returns 0 if the monster should not cast this spell.
706 *
707 * Note that this function does not check to see if the monster can
708 * in fact cast the spell (sp dependencies and what not.) That is because
709 * this function is also sued to see if the monster should use spell items
710 * (rod/horn/wand/scroll).
711 * Note that there are certainly other offensive spells that could be
712 * included, but I decided to leave out the spells that may kill more
713 * monsters than players (eg, disease).
714 *
715 * This could be a lot smarter - if there are few monsters around,
716 * then disease might not be as bad. Likewise, if the monster is damaged,
717 * the right type of healing spell could be useful.
718 */
719
720 static int
721 monster_should_cast_spell (object *monster, object *spell_ob)
722 {
723 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
724 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
725 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
726 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
727 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
728 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
729
730 return 1;
731
732 return 0;
733 }
734
735
736 #define MAX_KNOWN_SPELLS 20
737
738 /* Returns a randomly selected spell. This logic is still
739 * less than ideal. This code also only seems to deal with
740 * wizard spells, as the check is against sp, and not grace.
741 * can mosnters know cleric spells?
742 */
743 object *
744 monster_choose_random_spell (object *monster)
745 {
746 object *altern[MAX_KNOWN_SPELLS];
747 object *tmp;
748 int i = 0;
749
750 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
751 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
752 {
753 /* Check and see if it's actually a useful spell.
754 * If its a spellbook, the spell is actually the inventory item.
755 * if it is a spell, then it is just the object itself.
756 */
757 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
758 {
759 altern[i++] = tmp;
760 if (i == MAX_KNOWN_SPELLS)
761 break;
762 }
763 }
764 if (!i)
765 return NULL;
766 return altern[RANDOM () % i];
767 }
768
769 /* This checks to see if the monster should cast a spell/ability.
770 * it returns true if the monster casts a spell, 0 if he doesn't.
771 * head is the head of the monster.
772 * part is the part of the monster we are checking against.
773 * pl is the target.
774 * dir is the direction to case.
775 * rv is the vector which describes where the enemy is.
776 */
777
778 int
779 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
780 {
781 object *spell_item;
782 object *owner;
783 rv_vector rv1;
784
785 /* If you want monsters to cast spells over friends, this spell should
786 * be removed. It probably should be in most cases, since monsters still
787 * don't care about residual effects (ie, casting a cone which may have a
788 * clear path to the player, the side aspects of the code will still hit
789 * other monsters)
790 */
791 if (!(dir = path_to_player (part, pl, 0)))
792 return 0;
793
794 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
795 {
796 get_rangevector (head, owner, &rv1, 0x1);
797 if (dirdiff (dir, rv1.direction) < 2)
798 {
799 return 0; /* Might hit owner with spell */
800 }
801 }
802
803 if (QUERY_FLAG (head, FLAG_CONFUSED))
804 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
805
806 /* If the monster hasn't already chosen a spell, choose one
807 * I'm not sure if it really make sense to pre-select spells (events
808 * could be different by the time the monster goes again).
809 */
810 if (head->spellitem == NULL)
811 {
812 if ((spell_item = monster_choose_random_spell (head)) == NULL)
813 {
814 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
815 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
816 return 0;
817 }
818 if (spell_item->type == SPELLBOOK)
819 {
820 if (!spell_item->inv)
821 {
822 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
823 return 0;
824 }
825 spell_item = spell_item->inv;
826 }
827 }
828 else
829 spell_item = head->spellitem;
830
831 if (!spell_item)
832 return 0;
833
834 /* Best guess this is a defensive/healing spell */
835 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
836 dir = 0;
837
838 /* Monster doesn't have enough spell-points */
839 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
840 return 0;
841
842 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
843 return 0;
844
845 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
846 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
847
848 /* set this to null, so next time monster will choose something different */
849 head->spellitem = NULL;
850
851 return cast_spell (part, part, dir, spell_item, NULL);
852 }
853
854
855 int
856 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
857 {
858 object *scroll;
859 object *owner;
860 rv_vector rv1;
861
862 /* If you want monsters to cast spells over friends, this spell should
863 * be removed. It probably should be in most cases, since monsters still
864 * don't care about residual effects (ie, casting a cone which may have a
865 * clear path to the player, the side aspects of the code will still hit
866 * other monsters)
867 */
868 if (!(dir = path_to_player (part, pl, 0)))
869 return 0;
870
871 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
872 {
873 get_rangevector (head, owner, &rv1, 0x1);
874 if (dirdiff (dir, rv1.direction) < 2)
875 {
876 return 0; /* Might hit owner with spell */
877 }
878 }
879
880 if (QUERY_FLAG (head, FLAG_CONFUSED))
881 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
882
883 for (scroll = head->inv; scroll; scroll = scroll->below)
884 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885 break;
886
887 /* Used up all his scrolls, so nothing do to */
888 if (!scroll)
889 {
890 CLEAR_FLAG (head, FLAG_READY_SCROLL);
891 return 0;
892 }
893
894 /* Spell should be cast on caster (ie, heal, strength) */
895 if (scroll->inv->range == 0)
896 dir = 0;
897
898 apply_scroll (part, scroll, dir);
899 return 1;
900 }
901
902 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
903 * Note that monsters do not need the skills SK_MELEE_WEAPON and
904 * SK_MISSILE_WEAPON to make those respective attacks, if we
905 * required that we would drastically increase the memory
906 * requirements of CF!!
907 *
908 * The skills we are treating here are all but those. -b.t.
909 *
910 * At the moment this is only useful for throwing, perhaps for
911 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
912 */
913
914 int
915 monster_use_skill (object *head, object *part, object *pl, int dir)
916 {
917 object *skill, *owner;
918
919 if (!(dir = path_to_player (part, pl, 0)))
920 return 0;
921
922 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
923 {
924 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
925
926 if (dirdiff (dir, dir2) < 1)
927 return 0; /* Might hit owner with skill -thrown rocks for example ? */
928 }
929 if (QUERY_FLAG (head, FLAG_CONFUSED))
930 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
931
932 /* skill selection - monster will use the next unused skill.
933 * well...the following scenario will allow the monster to
934 * toggle between 2 skills. One day it would be nice to make
935 * more skills available to monsters.
936 */
937
938 for (skill = head->inv; skill != NULL; skill = skill->below)
939 if (skill->type == SKILL && skill != head->chosen_skill)
940 {
941 head->chosen_skill = skill;
942 break;
943 }
944
945 if (!skill && !head->chosen_skill)
946 {
947 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948 CLEAR_FLAG (head, FLAG_READY_SKILL);
949 return 0;
950 }
951 /* use skill */
952 return do_skill (head, part, head->chosen_skill, dir, NULL);
953 }
954
955 /* Monster will use a ranged spell attack. */
956
957 int
958 monster_use_range (object *head, object *part, object *pl, int dir)
959 {
960 object *wand, *owner;
961 int at_least_one = 0;
962
963 if (!(dir = path_to_player (part, pl, 0)))
964 return 0;
965
966 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
967 {
968 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
969
970 if (dirdiff (dir, dir2) < 2)
971 return 0; /* Might hit owner with spell */
972 }
973 if (QUERY_FLAG (head, FLAG_CONFUSED))
974 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
975
976 for (wand = head->inv; wand != NULL; wand = wand->below)
977 {
978 if (wand->type == WAND)
979 {
980 /* Found a wand, let's see if it has charges left */
981 at_least_one = 1;
982 if (wand->stats.food <= 0)
983 continue;
984
985 cast_spell (head, wand, dir, wand->inv, NULL);
986
987 if (!(--wand->stats.food))
988 {
989 if (wand->arch)
990 {
991 CLEAR_FLAG (wand, FLAG_ANIMATE);
992 wand->face = wand->arch->clone.face;
993 wand->speed = 0;
994 update_ob_speed (wand);
995 }
996 }
997 /* Success */
998 return 1;
999 }
1000 else if (wand->type == ROD || wand->type == HORN)
1001 {
1002 /* Found rod/horn, let's use it if possible */
1003 at_least_one = 1;
1004 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1005 continue;
1006
1007 /* drain charge before casting spell - can be a case where the
1008 * spell destroys the monster, and rod, so if done after, results
1009 * in crash.
1010 */
1011 drain_rod_charge (wand);
1012 cast_spell (head, wand, dir, wand->inv, NULL);
1013
1014 /* Success */
1015 return 1;
1016 }
1017 }
1018
1019 if (at_least_one)
1020 return 0;
1021
1022 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1023 CLEAR_FLAG (head, FLAG_READY_RANGE);
1024 return 0;
1025 }
1026
1027 int
1028 monster_use_bow (object *head, object *part, object *pl, int dir)
1029 {
1030 object *owner;
1031
1032 if (!(dir = path_to_player (part, pl, 0)))
1033 return 0;
1034 if (QUERY_FLAG (head, FLAG_CONFUSED))
1035 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1036
1037 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1038 {
1039 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1040
1041 if (dirdiff (dir, dir2) < 1)
1042 return 0; /* Might hit owner with arrow */
1043 }
1044
1045 /* in server/player.c */
1046 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1047
1048 }
1049
1050 /* Checks if putting on 'item' will make 'who' do more
1051 * damage. This is a very simplistic check - also checking things
1052 * like speed and ac are also relevant.
1053 *
1054 * return true if item is a better object.
1055 */
1056
1057 int
1058 check_good_weapon (object *who, object *item)
1059 {
1060 object *other_weap;
1061 int val = 0, i;
1062
1063 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1064 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065 break;
1066
1067 if (other_weap == NULL) /* No other weapons */
1068 return 1;
1069
1070 /* Rather than go through and apply the new one, and see if it is
1071 * better, just do some simple checks
1072 * Put some multipliers for things that hvae several effects,
1073 * eg, magic affects both damage and wc, so it has more weight
1074 */
1075
1076 val = item->stats.dam - other_weap->stats.dam;
1077 val += (item->magic - other_weap->magic) * 3;
1078 /* Monsters don't really get benefits from things like regen rates
1079 * from items. But the bonus for their stats are very important.
1080 */
1081 for (i = 0; i < NUM_STATS; i++)
1082 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1083
1084 if (val > 0)
1085 return 1;
1086 else
1087 return 0;
1088
1089 }
1090
1091 int
1092 check_good_armour (object *who, object *item)
1093 {
1094 object *other_armour;
1095 int val = 0, i;
1096
1097 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1098 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099 break;
1100
1101 if (other_armour == NULL) /* No other armour, use the new */
1102 return 1;
1103
1104 /* Like above function , see which is better */
1105 val = item->stats.ac - other_armour->stats.ac;
1106 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1107 val += (item->magic - other_armour->magic) * 3;
1108
1109 /* for the other protections, do weigh them very much in the equation -
1110 * it is the armor protection which is most important, because there is
1111 * no good way to know what the player may attack the monster with.
1112 * So if the new item has better protection than the old, give that higher
1113 * value. If the reverse, then decrease the value of this item some.
1114 */
1115 for (i = 1; i < NROFATTACKS; i++)
1116 {
1117 if (item->resist[i] > other_armour->resist[i])
1118 val++;
1119 else if (item->resist[i] < other_armour->resist[i])
1120 val--;
1121 }
1122
1123 /* Very few armours have stats, so not much need to worry about those. */
1124
1125 if (val > 0)
1126 return 1;
1127 else
1128 return 0;
1129
1130 }
1131
1132 /*
1133 * monster_check_pickup(): checks for items that monster can pick up.
1134 *
1135 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1136 * Each time the blob passes over some treasure, it will
1137 * grab it a.s.a.p.
1138 *
1139 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1140 * to handle this.
1141 *
1142 * This function was seen be continueing looping at one point (tmp->below
1143 * became a recursive loop. It may be better to call monster_check_apply
1144 * after we pick everything up, since that function may call others which
1145 * affect stacking on this space.
1146 */
1147
1148 void
1149 monster_check_pickup (object *monster)
1150 {
1151 object *tmp, *next;
1152 int next_tag;
1153
1154 for (tmp = monster->below; tmp != NULL; tmp = next)
1155 {
1156 next = tmp->below;
1157 next_tag = next ? next->count : 0;
1158 if (monster_can_pick (monster, tmp))
1159 {
1160 remove_ob (tmp);
1161 tmp = insert_ob_in_ob (tmp, monster);
1162 (void) monster_check_apply (monster, tmp);
1163 }
1164 /* We could try to re-establish the cycling, of the space, but probably
1165 * not a big deal to just bail out.
1166 */
1167 if (next && was_destroyed (next, next_tag))
1168 return;
1169 }
1170 }
1171
1172 /*
1173 * monster_can_pick(): If the monster is interested in picking up
1174 * the item, then return 0. Otherwise 0.
1175 * Instead of pick_up, flags for "greed", etc, should be used.
1176 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1177 */
1178
1179 int
1180 monster_can_pick (object *monster, object *item)
1181 {
1182 int flag = 0;
1183 int i;
1184
1185 if (!can_pick (monster, item))
1186 return 0;
1187
1188 if (QUERY_FLAG (item, FLAG_UNPAID))
1189 return 0;
1190
1191 if (monster->pick_up & 64) /* All */
1192 flag = 1;
1193
1194 else
1195 switch (item->type)
1196 {
1197 case MONEY:
1198 case GEM:
1199 flag = monster->pick_up & 2;
1200 break;
1201
1202 case FOOD:
1203 flag = monster->pick_up & 4;
1204 break;
1205
1206 case WEAPON:
1207 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1208 break;
1209
1210 case ARMOUR:
1211 case SHIELD:
1212 case HELMET:
1213 case BOOTS:
1214 case GLOVES:
1215 case GIRDLE:
1216 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1217 break;
1218
1219 case SKILL:
1220 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1221 break;
1222
1223 case RING:
1224 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1225 break;
1226
1227 case WAND:
1228 case HORN:
1229 case ROD:
1230 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1231 break;
1232
1233 case SPELLBOOK:
1234 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1235 break;
1236
1237 case SCROLL:
1238 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1239 break;
1240
1241 case BOW:
1242 case ARROW:
1243 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1244 break;
1245 }
1246 /* Simplistic check - if the monster has a location to equip it, he will
1247 * pick it up. Note that this doesn't handle cases where an item may
1248 * use several locations.
1249 */
1250 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1251 {
1252 if (monster->body_info[i] && item->body_info[i])
1253 {
1254 flag = 1;
1255 break;
1256 }
1257 }
1258
1259 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1260 return 1;
1261 return 0;
1262 }
1263
1264 /*
1265 * monster_apply_below():
1266 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1267 * eager to apply things, encounters something apply-able,
1268 * then make him apply it
1269 */
1270
1271 void
1272 monster_apply_below (object *monster)
1273 {
1274 object *tmp, *next;
1275
1276 for (tmp = monster->below; tmp != NULL; tmp = next)
1277 {
1278 next = tmp->below;
1279 switch (tmp->type)
1280 {
1281 case CF_HANDLE:
1282 case TRIGGER:
1283 if (monster->will_apply & 1)
1284 manual_apply (monster, tmp, 0);
1285 break;
1286
1287 case TREASURE:
1288 if (monster->will_apply & 2)
1289 manual_apply (monster, tmp, 0);
1290 break;
1291
1292 }
1293 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1294 break;
1295 }
1296 }
1297
1298 /*
1299 * monster_check_apply() is meant to be called after an item is
1300 * inserted in a monster.
1301 * If an item becomes outdated (monster found a better item),
1302 * a pointer to that object is returned, so it can be dropped.
1303 * (so that other monsters can pick it up and use it)
1304 * Note that as things are now, monsters never drop something -
1305 * they can pick up all that they can use.
1306 */
1307
1308 /* Sept 96, fixed this so skills will be readied -b.t.*/
1309
1310 void
1311 monster_check_apply (object *mon, object *item)
1312 {
1313
1314 int flag = 0;
1315
1316 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1317 {
1318 SET_FLAG (mon, FLAG_CAST_SPELL);
1319 return;
1320 }
1321
1322 /* If for some reason, this item is already applied, no more work to do */
1323 if (QUERY_FLAG (item, FLAG_APPLIED))
1324 return;
1325
1326 /* Might be better not to do this - if the monster can fire a bow,
1327 * it is possible in his wanderings, he will find one to use. In
1328 * which case, it would be nice to have ammo for it.
1329 */
1330 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1331 {
1332 /* Check for the right kind of bow */
1333 object *bow;
1334
1335 for (bow = mon->inv; bow != NULL; bow = bow->below)
1336 if (bow->type == BOW && bow->race == item->race)
1337 {
1338 SET_FLAG (mon, FLAG_READY_BOW);
1339 LOG (llevMonster, "Found correct bow for arrows.\n");
1340 return; /* nothing more to do for arrows */
1341 }
1342 }
1343
1344 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1345 flag = 1;
1346 /* Eating food gets hp back */
1347 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1348 flag = 1;
1349 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1350 {
1351 if (!item->inv)
1352 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1353 else if (monster_should_cast_spell (mon, item->inv))
1354 SET_FLAG (mon, FLAG_READY_SCROLL);
1355 /* Don't use it right now */
1356 return;
1357 }
1358 else if (item->type == WEAPON)
1359 flag = check_good_weapon (mon, item);
1360 else if (IS_ARMOR (item))
1361 flag = check_good_armour (mon, item);
1362 /* Should do something more, like make sure this is a better item */
1363 else if (item->type == RING)
1364 flag = 1;
1365 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1366 {
1367 /* We never really 'ready' the wand/rod/horn, because that would mean the
1368 * weapon would get undone.
1369 */
1370 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1371 {
1372 SET_FLAG (mon, FLAG_READY_RANGE);
1373 SET_FLAG (item, FLAG_APPLIED);
1374 }
1375 return;
1376 }
1377 else if (item->type == BOW)
1378 {
1379 /* We never really 'ready' the bow, because that would mean the
1380 * weapon would get undone.
1381 */
1382 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1383 SET_FLAG (mon, FLAG_READY_BOW);
1384 return;
1385 }
1386 else if (item->type == SKILL)
1387 {
1388 /*
1389 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1390 * else they can't use the skill...
1391 * Skills also don't need to get applied, so return now.
1392 */
1393 SET_FLAG (mon, FLAG_READY_SKILL);
1394 return;
1395 }
1396
1397
1398 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the
1401 * body_info locations.
1402 */
1403 if (!flag)
1404 return;
1405
1406 /* Check to see if the monster can use this item. If not, no need
1407 * to do further processing. Note that can_apply_object already checks
1408 * for the CAN_USE flags.
1409 */
1410 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1411 return;
1412
1413 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all.
1416 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418
1419 return;
1420 }
1421
1422 void
1423 npc_call_help (object *op)
1424 {
1425 int x, y, mflags;
1426 object *npc;
1427 sint16 sx, sy;
1428 mapstruct *m;
1429
1430 for (x = -3; x < 4; x++)
1431 for (y = -3; y < 4; y++)
1432 {
1433 m = op->map;
1434 sx = op->x + x;
1435 sy = op->y + y;
1436 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1437 /* If nothing alive on this space, no need to search the space. */
1438 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1439 continue;
1440
1441 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1442 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1443 npc->enemy = op->enemy;
1444 }
1445 }
1446
1447
1448 int
1449 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1450 {
1451
1452 if (can_hit (part, enemy, rv))
1453 return dir;
1454 if (rv->distance < 10)
1455 return absdir (dir + 4);
1456 else if (rv->distance > 18)
1457 return dir;
1458 return 0;
1459 }
1460
1461 int
1462 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1463 {
1464
1465 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1466 {
1467 ob->move_status++;
1468 return (dir);
1469 }
1470 else if (ob->move_status > 20)
1471 ob->move_status = 0;
1472 return absdir (dir + 4);
1473 }
1474
1475 int
1476 hitrun_att (int dir, object *ob, object *enemy)
1477 {
1478 if (ob->move_status++ < 25)
1479 return dir;
1480 else if (ob->move_status < 50)
1481 return absdir (dir + 4);
1482 else
1483 ob->move_status = 0;
1484 return absdir (dir + 4);
1485 }
1486
1487 int
1488 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1489 {
1490
1491 int inrange = can_hit (part, enemy, rv);
1492
1493 if (ob->move_status || inrange)
1494 ob->move_status++;
1495
1496 if (ob->move_status == 0)
1497 return 0;
1498 else if (ob->move_status < 10)
1499 return dir;
1500 else if (ob->move_status < 15)
1501 return absdir (dir + 4);
1502 ob->move_status = 0;
1503 return 0;
1504 }
1505
1506 int
1507 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508 {
1509
1510 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem
1516 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1518 return absdir (dir + 4);
1519 return dist_att (dir, ob, enemy, part, rv);
1520 }
1521
1522 int
1523 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1524 {
1525 if (rv->distance < 9)
1526 return absdir (dir + 4);
1527 return 0;
1528 }
1529
1530 void
1531 circ1_move (object *ob)
1532 {
1533 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1534 if (++ob->move_status > 11)
1535 ob->move_status = 0;
1536 if (!(move_object (ob, circle[ob->move_status])))
1537 (void) move_object (ob, RANDOM () % 8 + 1);
1538 }
1539
1540 void
1541 circ2_move (object *ob)
1542 {
1543 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1544 if (++ob->move_status > 19)
1545 ob->move_status = 0;
1546 if (!(move_object (ob, circle[ob->move_status])))
1547 (void) move_object (ob, RANDOM () % 8 + 1);
1548 }
1549
1550 void
1551 pace_movev (object *ob)
1552 {
1553 if (ob->move_status++ > 6)
1554 ob->move_status = 0;
1555 if (ob->move_status < 4)
1556 (void) move_object (ob, 5);
1557 else
1558 (void) move_object (ob, 1);
1559 }
1560
1561 void
1562 pace_moveh (object *ob)
1563 {
1564 if (ob->move_status++ > 6)
1565 ob->move_status = 0;
1566 if (ob->move_status < 4)
1567 (void) move_object (ob, 3);
1568 else
1569 (void) move_object (ob, 7);
1570 }
1571
1572 void
1573 pace2_movev (object *ob)
1574 {
1575 if (ob->move_status++ > 16)
1576 ob->move_status = 0;
1577 if (ob->move_status < 6)
1578 (void) move_object (ob, 5);
1579 else if (ob->move_status < 8)
1580 return;
1581 else if (ob->move_status < 13)
1582 (void) move_object (ob, 1);
1583 else
1584 return;
1585 }
1586
1587 void
1588 pace2_moveh (object *ob)
1589 {
1590 if (ob->move_status++ > 16)
1591 ob->move_status = 0;
1592 if (ob->move_status < 6)
1593 (void) move_object (ob, 3);
1594 else if (ob->move_status < 8)
1595 return;
1596 else if (ob->move_status < 13)
1597 (void) move_object (ob, 7);
1598 else
1599 return;
1600 }
1601
1602 void
1603 rand_move (object *ob)
1604 {
1605 int i;
1606
1607 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1608 for (i = 0; i < 5; i++)
1609 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1610 return;
1611 }
1612
1613 void
1614 check_earthwalls (object *op, mapstruct *m, int x, int y)
1615 {
1616 object *tmp;
1617
1618 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1619 {
1620 if (tmp->type == EARTHWALL)
1621 {
1622 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1623 return;
1624 }
1625 }
1626 }
1627
1628 void
1629 check_doors (object *op, mapstruct *m, int x, int y)
1630 {
1631 object *tmp;
1632
1633 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1634 {
1635 if (tmp->type == DOOR)
1636 {
1637 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1638 return;
1639 }
1640 }
1641 }
1642
1643 /* find_mon_throw_ob() - modeled on find_throw_ob
1644 * This is probably overly simplistic as it is now - We want
1645 * monsters to throw things like chairs and other pieces of
1646 * furniture, even if they are not good throwable objects.
1647 * Probably better to have the monster throw a throwable object
1648 * first, then throw any non equipped weapon.
1649 */
1650
1651 object *
1652 find_mon_throw_ob (object *op)
1653 {
1654 object *tmp = NULL;
1655
1656 if (op->head)
1657 tmp = op->head;
1658 else
1659 tmp = op;
1660
1661 /* New throw code: look through the inventory. Grap the first legal is_thrown
1662 * marked item and throw it to the enemy.
1663 */
1664
1665 for (tmp = op->inv; tmp; tmp = tmp->below)
1666 {
1667
1668 /* Can't throw invisible objects or items that are applied */
1669 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1670 continue;
1671
1672 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1673 break;
1674
1675 }
1676
1677 #ifdef DEBUG_THROW
1678 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1679 #endif
1680
1681 return tmp;
1682 }
1683
1684 /* determine if we can 'detect' the enemy. Check for walls blocking the
1685 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1686 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1687 * modified by MSW to use the get_rangevector so that map tiling works
1688 * properly. I also so odd code in place that checked for x distance
1689 * OR y distance being within some range - that seemed wrong - both should
1690 * be within the valid range. MSW 2001-08-05
1691 * Returns 0 if enemy can not be detected, 1 if it is detected
1692 */
1693
1694 int
1695 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1696 {
1697 int radius = MIN_MON_RADIUS, hide_discovery;
1698
1699 /* null detection for any of these condtions always */
1700 if (!op || !enemy || !op->map || !enemy->map)
1701 return 0;
1702
1703 /* If the monster (op) has no way to get to the enemy, do nothing */
1704 if (!on_same_map (op, enemy))
1705 return 0;
1706
1707 get_rangevector (op, enemy, rv, 0);
1708
1709 /* Monsters always ignore the DM */
1710 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1711 return 0;
1712
1713 /* simple check. Should probably put some range checks in here. */
1714 if (can_see_enemy (op, enemy))
1715 return 1;
1716
1717 /* The rest of this is for monsters. Players are on their own for
1718 * finding enemies!
1719 */
1720 if (op->type == PLAYER)
1721 return 0;
1722
1723 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1724 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1725 */
1726 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1727 return 0;
1728
1729 /* use this for invis also */
1730 hide_discovery = op->stats.Int / 5;
1731
1732 /* Determine Detection radii */
1733 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1734 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1735 else
1736 { /* a level/INT/Dex adjustment for hiding */
1737 object *sk_hide;
1738 int bonus = (op->level / 2) + (op->stats.Int / 5);
1739
1740 if (enemy->type == PLAYER)
1741 {
1742 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1743 bonus -= sk_hide->level;
1744 else
1745 {
1746 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1747 make_visible (enemy);
1748 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1749 }
1750 }
1751 else /* enemy is not a player */
1752 bonus -= enemy->level;
1753
1754 radius += bonus / 5;
1755 hide_discovery += bonus * 5;
1756 } /* else creature has modifiers for hiding */
1757
1758 /* Radii stealth adjustment. Only if you are stealthy
1759 * will you be able to sneak up closer to creatures */
1760 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1761 radius = radius / 2, hide_discovery = hide_discovery / 3;
1762
1763 /* Radii adjustment for enemy standing in the dark */
1764 if (op->map->darkness > 0 && !stand_in_light (enemy))
1765 {
1766 /* on dark maps body heat can help indicate location with infravision
1767 * undead don't have body heat, so no benefit detecting them.
1768 */
1769 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1770 radius += op->map->darkness / 2;
1771 else
1772 radius -= op->map->darkness / 2;
1773
1774 /* op next to a monster (and not in complete darkness)
1775 * the monster should have a chance to see you.
1776 */
1777 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1778 radius = MIN_MON_RADIUS;
1779 } /* if on dark map */
1780
1781 /* Lets not worry about monsters that have incredible detection
1782 * radii, we only need to worry here about things the player can
1783 * (potentially) see. This is 13, as that is the maximum size the player
1784 * may have for their map - in that way, creatures at the edge will
1785 * do something. Note that the distance field in the
1786 * vector is real distance, so in theory this should be 18 to
1787 * find that.
1788 */
1789 if (radius > 13)
1790 radius = 13;
1791
1792 /* Enemy in range! Now test for detection */
1793 if ((int) rv->distance <= radius)
1794 {
1795 /* ah, we are within range, detected? take cases */
1796 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1797 return 1;
1798
1799 /* hidden or low-quality invisible */
1800 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1801 {
1802 make_visible (enemy);
1803 /* inform players of new status */
1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1805 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1806 return 1; /* detected enemy */
1807 }
1808 else if (enemy->invisible)
1809 {
1810 /* Change this around - instead of negating the invisible, just
1811 * return true so that the mosnter that managed to detect you can
1812 * do something to you. Decreasing the duration of invisible
1813 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1814 * can then basically negate the spell. The spell isn't negated -
1815 * they just know where you are!
1816 */
1817 if ((RANDOM () % 50) <= hide_discovery)
1818 {
1819 if (enemy->type == PLAYER)
1820 {
1821 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1822 }
1823 return 1;
1824 }
1825 }
1826 } /* within range */
1827
1828 /* Wasn't detected above, so still hidden */
1829 return 0;
1830 }
1831
1832 /* determine if op stands in a lighted square. This is not a very
1833 * intellegent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!).
1836 */
1837
1838 int
1839 stand_in_light (object *op)
1840 {
1841 sint16 nx, ny;
1842 mapstruct *m;
1843
1844
1845 if (!op)
1846 return 0;
1847 if (op->glow_radius > 0)
1848 return 1;
1849
1850 if (op->map)
1851 {
1852 int x, y, x1, y1;
1853
1854
1855
1856 /* Check the spaces with the max light radius to see if any of them
1857 * have lights, and if any of them light the player enough, then return 1.
1858 */
1859 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1860 {
1861 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1862 {
1863 m = op->map;
1864 nx = x;
1865 ny = y;
1866
1867 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1868 continue;
1869
1870 x1 = abs (x - op->x) * abs (x - op->x);
1871 y1 = abs (y - op->y) * abs (y - op->y);
1872 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1873 return 1;
1874 }
1875 }
1876 }
1877 return 0;
1878 }
1879
1880
1881 /* assuming no walls/barriers, lets check to see if its *possible*
1882 * to see an enemy. Note, "detection" is different from "seeing".
1883 * See can_detect_enemy() for more details. -b.t.
1884 * return 0 if can't be seen, 1 if can be
1885 */
1886
1887 int
1888 can_see_enemy (object *op, object *enemy)
1889 {
1890 object *looker = op->head ? op->head : op;
1891
1892 /* safety */
1893 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1894 return 0;
1895
1896 /* we dont give a full treatment of xrays here (shorter range than normal,
1897 * see through walls). Should we change the code elsewhere to make you
1898 * blind even if you can xray?
1899 */
1900 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1901 return 0;
1902
1903 /* checking for invisible things */
1904 if (enemy->invisible)
1905 {
1906 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1907 * However,if you carry any source of light, then the hidden
1908 * creature is seeable (and stupid) */
1909
1910 if (has_carried_lights (enemy))
1911 {
1912 if (enemy->hide)
1913 {
1914 make_visible (enemy);
1915 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1916 }
1917 return 1;
1918 }
1919 else if (enemy->hide)
1920 return 0;
1921
1922 /* Invisible enemy. Break apart the check for invis undead/invis looker
1923 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1924 * and making it a conditional makes the code pretty ugly.
1925 */
1926 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1927 {
1928 if (makes_invisible_to (enemy, looker))
1929 return 0;
1930 }
1931 }
1932 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1933 if (player_can_view (looker, enemy))
1934 return 1;
1935
1936 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1937 * unless they carry a light or stand in light. Darkness doesnt
1938 * inhibit the undead per se (but we should give their archs
1939 * CAN_SEE_IN_DARK, this is just a safety
1940 * we care about the enemy maps status, not the looker.
1941 * only relevant for tiled maps, but it is possible that the
1942 * enemy is on a bright map and the looker on a dark - in that
1943 * case, the looker can still see the enemy
1944 */
1945 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1946 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1947 return 0;
1948
1949 return 1;
1950 }