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/cvs/deliantra/server/server/monster.C
Revision: 1.33
Committed: Thu May 24 03:33:29 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_1
Changes since 1.32: +1 -5 lines
Log Message:
add books from books.pod via some most dire hacks

File Contents

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