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/cvs/deliantra/server/server/monster.C
Revision: 1.9
Committed: Thu Sep 14 17:10:25 2006 UTC (17 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.8: +19 -23 lines
Log Message:
removed now obsolete generation counter checks - further slimmed down sizeof(objetc) to 616 bytes

File Contents

# Content
1
2 /*
3 * static char *rcsid_monster_c =
4 * "$Id: monster.C,v 1.8 2006-09-10 15:59:57 root Exp $";
5 */
6
7 /*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen
12
13 This program is free software; you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or
16 (at your option) any later version.
17
18 This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details.
22
23 You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
26
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28 */
29
30 #include <global.h>
31 #ifndef __CEXTRACT__
32 # include <sproto.h>
33 # include <spells.h>
34 # include <skills.h>
35 #endif
36
37
38 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
39
40
41 /* checks npc->enemy and returns that enemy if still valid,
42 * NULL otherwise.
43 * this is map tile aware.
44 * If this returns an enemy, the range vector rv should also be
45 * set to sane values.
46 */
47 object *
48 check_enemy (object *npc, rv_vector * rv)
49 {
50
51 /* if this is pet, let him attack the same enemy as his owner
52 * TODO: when there is no ower enemy, try to find a target,
53 * which CAN attack the owner. */
54 if ((npc->attack_movement & HI4) == PETMOVE)
55 {
56 if (npc->owner == NULL)
57 npc->enemy = NULL;
58 else if (npc->enemy == NULL)
59 npc->enemy = npc->owner->enemy;
60 }
61
62 /* periodically, a monster mayu change its target. Also, if the object
63 * has been destroyed, etc, clear the enemy.
64 * TODO: this should be changed, because it invokes to attack forced or
65 * attacked monsters to leave the attacker alone, before it is destroyed
66 */
67 /* i had removed the random target leave, this invokes problems with friendly
68 * objects, getting attacked and defending herself - they don't try to attack
69 * again then but perhaps get attack on and on
70 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
71 * too. */
72
73 if (npc->enemy)
74 {
75 /* I broke these if's apart to better be able to see what
76 * the grouping checks are. Code is the same.
77 */
78 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
79 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
80 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL;
82
83 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
84 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
85 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner))
87 npc->enemy = NULL;
88
89
90 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
91 npc->enemy = NULL;
92
93 /* I've noticed that pets could sometimes get an arrow as the
94 * target enemy - this code below makes sure the enemy is something
95 * that should be attacked. My guess is that the arrow hits
96 * the creature/owner, and so the creature then takes that
97 * as the enemy to attack.
98 */
99 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
100 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
101 npc->enemy = NULL;
102
103 }
104 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
105 }
106
107 /* Returns the nearest living creature (monster or generator).
108 * Modified to deal with tiled maps properly.
109 * Also fixed logic so that monsters in the lower directions were more
110 * likely to be skipped - instead of just skipping the 'start' number
111 * of direction, revisit them after looking at all the other spaces.
112 *
113 * Note that being this may skip some number of spaces, it will
114 * not necessarily find the nearest living creature - it basically
115 * chooses one from within a 3 space radius, and since it skips
116 * the first few directions, it could very well choose something
117 * 3 spaces away even though something directly north is closer.
118 *
119 * this function is map tile aware.
120 */
121 object *
122 find_nearest_living_creature (object *npc)
123 {
124 int i, mflags;
125 sint16 nx, ny;
126 mapstruct *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE];
129
130 get_search_arr (search_arr);
131 for (i = 0; i < SIZEOFFREE; i++)
132 {
133 /* modified to implement smart searching using search_arr
134 * guidance array to determine direction of search order
135 */
136 nx = npc->x + freearr_x[search_arr[i]];
137 ny = npc->y + freearr_y[search_arr[i]];
138 m = npc->map;
139
140 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
141 if (mflags & P_OUT_OF_MAP)
142 continue;
143
144 if (mflags & P_IS_ALIVE)
145 {
146 tmp = get_map_ob (m, nx, ny);
147 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
148 tmp = tmp->above;
149
150 if (!tmp)
151 {
152 LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
153 m->path, nx, ny);
154 }
155 else
156 {
157 if (can_see_monsterP (m, nx, ny, i))
158 return tmp;
159 }
160 } /* is something living on this space */
161 }
162 return NULL; /* nothing found */
163 }
164
165
166 /* Tries to find an enmy for npc. We pass the range vector since
167 * our caller will find the information useful.
168 * Currently, only move_monster calls this function.
169 * Fix function so that we always make calls to get_rangevector
170 * if we have a valid target - function as not doing so in
171 * many cases.
172 */
173
174 object *
175 find_enemy (object *npc, rv_vector * rv)
176 {
177 object *attacker, *tmp = NULL;
178
179 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
180 npc->attacked_by = 0; /* always clear the attacker entry */
181
182 /* if we berserk, we don't care about others - we attack all we can find */
183 if (QUERY_FLAG (npc, FLAG_BERSERK))
184 {
185 tmp = find_nearest_living_creature (npc);
186
187 if (tmp)
188 get_rangevector (npc, tmp, rv, 0);
189 return tmp;
190 }
191
192 /* Here is the main enemy selection.
193 * We want this: if there is an enemy, attack him until its not possible or
194 * one of both is dead.
195 * If we have no enemy and we are...
196 * a monster: try to find a player, a pet or a friendly monster
197 * a friendly: only target a monster which is targeting you first or targeting a player
198 * a neutral: fight a attacker (but there should be none), then do nothing
199 * a pet: attack player enemy or a monster
200 */
201
202 /* pet move */
203 if ((npc->attack_movement & HI4) == PETMOVE)
204 {
205 tmp = get_pet_enemy (npc, rv);
206
207 if (tmp)
208 get_rangevector (npc, tmp, rv, 0);
209
210 return tmp;
211 }
212
213 /* we check our old enemy. */
214 if (!(tmp = check_enemy (npc, rv)))
215 {
216 if (attacker) /* if we have an attacker, check him */
217 {
218 /* TODO: thats not finished */
219 /* we don't want a fight evil vs evil or good against non evil */
220
221 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
222 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
223 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
224 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
225 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
226 {
227 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
228 npc->enemy = attacker;
229 return attacker; /* yes, we face our attacker! */
230 }
231 }
232
233 /* we have no legal enemy or attacker, so we try to target a new one */
234 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
235 {
236 npc->enemy = get_nearest_player (npc);
237 if (npc->enemy)
238 tmp = check_enemy (npc, rv);
239 }
240
241 }
242
243 return tmp;
244 }
245
246 /* Sees if this monster should wake up.
247 * Currently, this is only called from move_monster, and
248 * if enemy is set, then so should be rv.
249 * returns 1 if the monster should wake up, 0 otherwise.
250 */
251
252 int
253 check_wakeup (object *op, object *enemy, rv_vector * rv)
254 {
255 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
256
257 /* Trim work - if no enemy, no need to do anything below */
258 if (!enemy)
259 return 0;
260
261 /* blinded monsters can only find nearby objects to attack */
262 if (QUERY_FLAG (op, FLAG_BLIND))
263 radius = MIN_MON_RADIUS;
264
265 /* This covers the situation where the monster is in the dark
266 * and has an enemy. If the enemy has no carried light (or isnt
267 * glowing!) then the monster has trouble finding the enemy.
268 * Remember we already checked to see if the monster can see in
269 * the dark. */
270
271 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
272 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
273 {
274 int dark = radius / (op->map->darkness);
275
276 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
277 }
278 else if (!QUERY_FLAG (op, FLAG_SLEEP))
279 return 1;
280
281 /* enemy should already be on this map, so don't really need to check
282 * for that.
283 */
284 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
285 {
286 CLEAR_FLAG (op, FLAG_SLEEP);
287 return 1;
288 }
289 return 0;
290 }
291
292 int
293 move_randomly (object *op)
294 {
295 int i;
296
297 /* Give up to 15 chances for a monster to move randomly */
298 for (i = 0; i < 15; i++)
299 {
300 if (move_object (op, RANDOM () % 8 + 1))
301 return 1;
302 }
303 return 0;
304 }
305
306 /*
307 * Move-monster returns 1 if the object has been freed, otherwise 0.
308 */
309
310 int
311 move_monster (object *op)
312 {
313 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
314 object *owner, *enemy, *part, *oph = op;
315 rv_vector rv;
316
317 /* Monsters not on maps don't do anything. These monsters are things
318 * Like royal guards in city dwellers inventories.
319 */
320 if (!op->map)
321 return 0;
322
323 /* for target facing, we copy this value here for fast access */
324 if (oph->head) /* force update the head - one arch one pic */
325 oph = oph->head;
326
327 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
328 enemy = op->enemy = NULL;
329 else if ((enemy = find_enemy (op, &rv)))
330 /* we have an enemy, just tell him we want him dead */
331 enemy->attacked_by = op; /* our ptr */
332
333 /* generate hp, if applicable */
334 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
335 {
336
337 /* last heal is in funny units. Dividing by speed puts
338 * the regeneration rate on a basis of time instead of
339 * #moves the monster makes. The scaling by 8 is
340 * to capture 8th's of a hp fraction regens
341 *
342 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
343 * overflow might produce monsters with negative hp.
344 */
345
346 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
347 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
348 op->last_heal %= 32;
349
350 /* So if the monster has gained enough HP that they are no longer afraid */
351 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
352 CLEAR_FLAG (op, FLAG_RUN_AWAY);
353
354 if (op->stats.hp > op->stats.maxhp)
355 op->stats.hp = op->stats.maxhp;
356 }
357
358 /* generate sp, if applicable */
359 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
360 {
361
362 /* last_sp is in funny units. Dividing by speed puts
363 * the regeneration rate on a basis of time instead of
364 * #moves the monster makes. The scaling by 8 is
365 * to capture 8th's of a sp fraction regens
366 *
367 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
368 * overflow might produce monsters with negative sp.
369 */
370
371 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
372 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
373 op->last_sp %= 128;
374 }
375
376 /* this should probably get modified by many more values.
377 * (eg, creatures resistance to fear, level, etc. )
378 */
379 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
380 {
381 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
382 }
383
384 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
385 return QUERY_FLAG (op, FLAG_FREED);
386
387 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
388 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
389 {
390 if (!check_wakeup (op, enemy, &rv))
391 return 0;
392 }
393
394 /* check if monster pops out of hidden spot */
395 if (op->hide)
396 do_hidden_move (op);
397
398 if (op->pick_up)
399 monster_check_pickup (op);
400
401 if (op->will_apply)
402 monster_apply_below (op); /* Check for items to apply below */
403
404 /* If we don't have an enemy, do special movement or the like */
405 if (!enemy)
406 {
407 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
408 {
409 remove_ob (op);
410 free_object (op);
411 return 1;
412 }
413
414 /* Probably really a bug for a creature to have both
415 * stand still and a movement type set.
416 */
417 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
418 {
419 if (op->attack_movement & HI4)
420 {
421 switch (op->attack_movement & HI4)
422 {
423 case (PETMOVE):
424 pet_move (op);
425 break;
426
427 case (CIRCLE1):
428 circ1_move (op);
429 break;
430
431 case (CIRCLE2):
432 circ2_move (op);
433 break;
434
435 case (PACEV):
436 pace_movev (op);
437 break;
438
439 case (PACEH):
440 pace_moveh (op);
441 break;
442
443 case (PACEV2):
444 pace2_movev (op);
445 break;
446
447 case (PACEH2):
448 pace2_moveh (op);
449 break;
450
451 case (RANDO):
452 rand_move (op);
453 break;
454
455 case (RANDO2):
456 move_randomly (op);
457 break;
458 }
459 return 0;
460 }
461 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
462 (void) move_randomly (op);
463
464 } /* stand still */
465 return 0;
466 } /* no enemy */
467
468 /* We have an enemy. Block immediately below is for pets */
469 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
470 return follow_owner (op, owner);
471
472 /* doppleganger code to change monster facing to that of the nearest
473 * player. Hmm. The code is here, but no monster in the current
474 * arch set uses it.
475 */
476 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
477 {
478 op->face = enemy->face;
479 op->name = enemy->name;
480 }
481
482 /* Calculate range information for closest body part - this
483 * is used for the 'skill' code, which isn't that smart when
484 * it comes to figuring it out - otherwise, giants throw boulders
485 * into themselves.
486 */
487 get_rangevector (op, enemy, &rv, 0);
488
489 /* Move the check for scared up here - if the monster was scared,
490 * we were not doing any of the logic below, so might as well save
491 * a few cpu cycles.
492 */
493 if (!QUERY_FLAG (op, FLAG_SCARED))
494 {
495 rv_vector rv1;
496
497 /* now we test every part of an object .... this is a real ugly piece of code */
498 for (part = op; part != NULL; part = part->more)
499 {
500 get_rangevector (part, enemy, &rv1, 0x1);
501 dir = rv1.direction;
502
503 /* hm, not sure about this part - in original was a scared flag here too
504 * but that we test above... so can be old code here
505 */
506 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
507 dir = absdir (dir + 4);
508 if (QUERY_FLAG (op, FLAG_CONFUSED))
509 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
510
511 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
512 {
513 if (monster_cast_spell (op, part, enemy, dir, &rv1))
514 return 0;
515 }
516
517 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
518 {
519 if (monster_use_scroll (op, part, enemy, dir, &rv1))
520 return 0;
521 }
522
523 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
524 {
525 if (monster_use_range (op, part, enemy, dir))
526 return 0;
527 }
528 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
529 {
530 if (monster_use_skill (op, rv.part, enemy, rv.direction))
531 return 0;
532 }
533 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
534 {
535 if (monster_use_bow (op, part, enemy, dir))
536 return 0;
537 }
538 } /* for processing of all parts */
539 } /* If not scared */
540
541
542 part = rv.part;
543 dir = rv.direction;
544
545 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
546 dir = absdir (dir + 4);
547
548 if (QUERY_FLAG (op, FLAG_CONFUSED))
549 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
550
551 pre_att_dir = dir; /* remember the original direction */
552
553 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
554 {
555 switch (op->attack_movement & LO4)
556 {
557 case DISTATT:
558 dir = dist_att (dir, op, enemy, part, &rv);
559 break;
560
561 case RUNATT:
562 dir = run_att (dir, op, enemy, part, &rv);
563 break;
564
565 case HITRUN:
566 dir = hitrun_att (dir, op, enemy);
567 break;
568
569 case WAITATT:
570 dir = wait_att (dir, op, enemy, part, &rv);
571 break;
572
573 case RUSH: /* default - monster normally moves towards player */
574 case ALLRUN:
575 break;
576
577 case DISTHIT:
578 dir = disthit_att (dir, op, enemy, part, &rv);
579 break;
580
581 case WAIT2:
582 dir = wait_att2 (dir, op, enemy, part, &rv);
583 break;
584
585 default:
586 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
587 }
588 }
589
590 if (!dir)
591 return 0;
592
593 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
594 {
595 if (move_object (op, dir)) /* Can the monster move directly toward player? */
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 return 0;
602 }
603
604 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
605 {
606
607 /* Try move around corners if !close */
608 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
609
610 for (diff = 1; diff <= maxdiff; diff++)
611 {
612 /* try different detours */
613 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
614
615 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
616 return 0;
617 }
618 }
619 } /* if monster is not standing still */
620
621 /* elmex: Turn our monster after it moved if it has DISTATT attack */
622 if ((op->attack_movement & LO4) == DISTATT)
623 op->direction = pre_att_dir;
624
625 /*
626 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
627 * direction if they can't move away.
628 */
629 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
630 if (move_randomly (op))
631 return 0;
632
633 /*
634 * Try giving the monster a new enemy - the player that is closest
635 * to it. In this way, it won't just keep trying to get to a target
636 * that is inaccessible.
637 * This could be more clever - it should go through a list of several
638 * enemies, as it is now, you could perhaps get situations where there
639 * are two players flanking the monster at close distance, but which
640 * the monster can't get to, and a third one at a far distance that
641 * the monster could get to - as it is, the monster won't look at that
642 * third one.
643 */
644 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
645 {
646 object *nearest_player = get_nearest_player (op);
647
648 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
649 {
650 op->enemy = NULL;
651 enemy = nearest_player;
652 }
653 }
654
655 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
656 {
657 /* The adjustement to wc that was here before looked totally bogus -
658 * since wc can in fact get negative, that would mean by adding
659 * the current wc, the creature gets better? Instead, just
660 * add a fixed amount - nasty creatures that are runny away should
661 * still be pretty nasty.
662 */
663 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
664 {
665 part->stats.wc += 10;
666 (void) skill_attack (enemy, part, 0, NULL, NULL);
667 part->stats.wc -= 10;
668 }
669 else
670 (void) skill_attack (enemy, part, 0, NULL, NULL);
671 } /* if monster is in attack range */
672
673 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
674 return 1;
675
676 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
677 {
678 remove_ob (op);
679 free_object (op);
680 return 1;
681 }
682 return 0;
683 }
684
685 int
686 can_hit (object *ob1, object *ob2, rv_vector * rv)
687 {
688 object *more;
689 rv_vector rv1;
690
691 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
692 return 0;
693
694 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
695 return 1;
696
697 /* check all the parts of ob2 - just because we can't get to
698 * its head doesn't mean we don't want to pound its feet
699 */
700 for (more = ob2->more; more != NULL; more = more->more)
701 {
702 get_rangevector (ob1, more, &rv1, 0);
703 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
704 return 1;
705 }
706 return 0;
707
708 }
709
710 /* Returns 1 is monster should cast spell sp at an enemy
711 * Returns 0 if the monster should not cast this spell.
712 *
713 * Note that this function does not check to see if the monster can
714 * in fact cast the spell (sp dependencies and what not.) That is because
715 * this function is also sued to see if the monster should use spell items
716 * (rod/horn/wand/scroll).
717 * Note that there are certainly other offensive spells that could be
718 * included, but I decided to leave out the spells that may kill more
719 * monsters than players (eg, disease).
720 *
721 * This could be a lot smarter - if there are few monsters around,
722 * then disease might not be as bad. Likewise, if the monster is damaged,
723 * the right type of healing spell could be useful.
724 */
725
726 static int
727 monster_should_cast_spell (object *monster, object *spell_ob)
728 {
729 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
730 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
731 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
732 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
733 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
734 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
735
736 return 1;
737
738 return 0;
739 }
740
741
742 #define MAX_KNOWN_SPELLS 20
743
744 /* Returns a randomly selected spell. This logic is still
745 * less than ideal. This code also only seems to deal with
746 * wizard spells, as the check is against sp, and not grace.
747 * can mosnters know cleric spells?
748 */
749 object *
750 monster_choose_random_spell (object *monster)
751 {
752 object *altern[MAX_KNOWN_SPELLS];
753 object *tmp;
754 int i = 0;
755
756 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
757 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758 {
759 /* Check and see if it's actually a useful spell.
760 * If its a spellbook, the spell is actually the inventory item.
761 * if it is a spell, then it is just the object itself.
762 */
763 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
764 {
765 altern[i++] = tmp;
766 if (i == MAX_KNOWN_SPELLS)
767 break;
768 }
769 }
770 if (!i)
771 return NULL;
772 return altern[RANDOM () % i];
773 }
774
775 /* This checks to see if the monster should cast a spell/ability.
776 * it returns true if the monster casts a spell, 0 if he doesn't.
777 * head is the head of the monster.
778 * part is the part of the monster we are checking against.
779 * pl is the target.
780 * dir is the direction to case.
781 * rv is the vector which describes where the enemy is.
782 */
783
784 int
785 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
786 {
787 object *spell_item;
788 object *owner;
789 rv_vector rv1;
790
791 /* If you want monsters to cast spells over friends, this spell should
792 * be removed. It probably should be in most cases, since monsters still
793 * don't care about residual effects (ie, casting a cone which may have a
794 * clear path to the player, the side aspects of the code will still hit
795 * other monsters)
796 */
797 if (!(dir = path_to_player (part, pl, 0)))
798 return 0;
799
800 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
801 {
802 get_rangevector (head, owner, &rv1, 0x1);
803 if (dirdiff (dir, rv1.direction) < 2)
804 {
805 return 0; /* Might hit owner with spell */
806 }
807 }
808
809 if (QUERY_FLAG (head, FLAG_CONFUSED))
810 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
811
812 /* If the monster hasn't already chosen a spell, choose one
813 * I'm not sure if it really make sense to pre-select spells (events
814 * could be different by the time the monster goes again).
815 */
816 if (head->spellitem == NULL)
817 {
818 if ((spell_item = monster_choose_random_spell (head)) == NULL)
819 {
820 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
821 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
822 return 0;
823 }
824 if (spell_item->type == SPELLBOOK)
825 {
826 if (!spell_item->inv)
827 {
828 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
829 return 0;
830 }
831 spell_item = spell_item->inv;
832 }
833 }
834 else
835 spell_item = head->spellitem;
836
837 if (!spell_item)
838 return 0;
839
840 /* Best guess this is a defensive/healing spell */
841 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
842 dir = 0;
843
844 /* Monster doesn't have enough spell-points */
845 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
846 return 0;
847
848 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
849 return 0;
850
851 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
852 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
853
854 /* set this to null, so next time monster will choose something different */
855 head->spellitem = NULL;
856
857 return cast_spell (part, part, dir, spell_item, NULL);
858 }
859
860
861 int
862 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
863 {
864 object *scroll;
865 object *owner;
866 rv_vector rv1;
867
868 /* If you want monsters to cast spells over friends, this spell should
869 * be removed. It probably should be in most cases, since monsters still
870 * don't care about residual effects (ie, casting a cone which may have a
871 * clear path to the player, the side aspects of the code will still hit
872 * other monsters)
873 */
874 if (!(dir = path_to_player (part, pl, 0)))
875 return 0;
876
877 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
878 {
879 get_rangevector (head, owner, &rv1, 0x1);
880 if (dirdiff (dir, rv1.direction) < 2)
881 {
882 return 0; /* Might hit owner with spell */
883 }
884 }
885
886 if (QUERY_FLAG (head, FLAG_CONFUSED))
887 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
888
889 for (scroll = head->inv; scroll; scroll = scroll->below)
890 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
891 break;
892
893 /* Used up all his scrolls, so nothing do to */
894 if (!scroll)
895 {
896 CLEAR_FLAG (head, FLAG_READY_SCROLL);
897 return 0;
898 }
899
900 /* Spell should be cast on caster (ie, heal, strength) */
901 if (scroll->inv->range == 0)
902 dir = 0;
903
904 apply_scroll (part, scroll, dir);
905 return 1;
906 }
907
908 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
909 * Note that monsters do not need the skills SK_MELEE_WEAPON and
910 * SK_MISSILE_WEAPON to make those respective attacks, if we
911 * required that we would drastically increase the memory
912 * requirements of CF!!
913 *
914 * The skills we are treating here are all but those. -b.t.
915 *
916 * At the moment this is only useful for throwing, perhaps for
917 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
918 */
919
920 int
921 monster_use_skill (object *head, object *part, object *pl, int dir)
922 {
923 object *skill, *owner;
924
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
929 {
930 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
931
932 if (dirdiff (dir, dir2) < 1)
933 return 0; /* Might hit owner with skill -thrown rocks for example ? */
934 }
935 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
937
938 /* skill selection - monster will use the next unused skill.
939 * well...the following scenario will allow the monster to
940 * toggle between 2 skills. One day it would be nice to make
941 * more skills available to monsters.
942 */
943
944 for (skill = head->inv; skill != NULL; skill = skill->below)
945 if (skill->type == SKILL && skill != head->chosen_skill)
946 {
947 head->chosen_skill = skill;
948 break;
949 }
950
951 if (!skill && !head->chosen_skill)
952 {
953 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
954 CLEAR_FLAG (head, FLAG_READY_SKILL);
955 return 0;
956 }
957 /* use skill */
958 return do_skill (head, part, head->chosen_skill, dir, NULL);
959 }
960
961 /* Monster will use a ranged spell attack. */
962
963 int
964 monster_use_range (object *head, object *part, object *pl, int dir)
965 {
966 object *wand, *owner;
967 int at_least_one = 0;
968
969 if (!(dir = path_to_player (part, pl, 0)))
970 return 0;
971
972 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
973 {
974 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
975
976 if (dirdiff (dir, dir2) < 2)
977 return 0; /* Might hit owner with spell */
978 }
979 if (QUERY_FLAG (head, FLAG_CONFUSED))
980 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
981
982 for (wand = head->inv; wand != NULL; wand = wand->below)
983 {
984 if (wand->type == WAND)
985 {
986 /* Found a wand, let's see if it has charges left */
987 at_least_one = 1;
988 if (wand->stats.food <= 0)
989 continue;
990
991 cast_spell (head, wand, dir, wand->inv, NULL);
992
993 if (!(--wand->stats.food))
994 {
995 if (wand->arch)
996 {
997 CLEAR_FLAG (wand, FLAG_ANIMATE);
998 wand->face = wand->arch->clone.face;
999 wand->speed = 0;
1000 update_ob_speed (wand);
1001 }
1002 }
1003 /* Success */
1004 return 1;
1005 }
1006 else if (wand->type == ROD || wand->type == HORN)
1007 {
1008 /* Found rod/horn, let's use it if possible */
1009 at_least_one = 1;
1010 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1011 continue;
1012
1013 /* drain charge before casting spell - can be a case where the
1014 * spell destroys the monster, and rod, so if done after, results
1015 * in crash.
1016 */
1017 drain_rod_charge (wand);
1018 cast_spell (head, wand, dir, wand->inv, NULL);
1019
1020 /* Success */
1021 return 1;
1022 }
1023 }
1024
1025 if (at_least_one)
1026 return 0;
1027
1028 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1029 CLEAR_FLAG (head, FLAG_READY_RANGE);
1030 return 0;
1031 }
1032
1033 int
1034 monster_use_bow (object *head, object *part, object *pl, int dir)
1035 {
1036 object *owner;
1037
1038 if (!(dir = path_to_player (part, pl, 0)))
1039 return 0;
1040 if (QUERY_FLAG (head, FLAG_CONFUSED))
1041 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1042
1043 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1044 {
1045 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1046
1047 if (dirdiff (dir, dir2) < 1)
1048 return 0; /* Might hit owner with arrow */
1049 }
1050
1051 /* in server/player.c */
1052 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1053
1054 }
1055
1056 /* Checks if putting on 'item' will make 'who' do more
1057 * damage. This is a very simplistic check - also checking things
1058 * like speed and ac are also relevant.
1059 *
1060 * return true if item is a better object.
1061 */
1062
1063 int
1064 check_good_weapon (object *who, object *item)
1065 {
1066 object *other_weap;
1067 int val = 0, i;
1068
1069 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1070 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1071 break;
1072
1073 if (other_weap == NULL) /* No other weapons */
1074 return 1;
1075
1076 /* Rather than go through and apply the new one, and see if it is
1077 * better, just do some simple checks
1078 * Put some multipliers for things that hvae several effects,
1079 * eg, magic affects both damage and wc, so it has more weight
1080 */
1081
1082 val = item->stats.dam - other_weap->stats.dam;
1083 val += (item->magic - other_weap->magic) * 3;
1084 /* Monsters don't really get benefits from things like regen rates
1085 * from items. But the bonus for their stats are very important.
1086 */
1087 for (i = 0; i < NUM_STATS; i++)
1088 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1089
1090 if (val > 0)
1091 return 1;
1092 else
1093 return 0;
1094
1095 }
1096
1097 int
1098 check_good_armour (object *who, object *item)
1099 {
1100 object *other_armour;
1101 int val = 0, i;
1102
1103 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1104 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1105 break;
1106
1107 if (other_armour == NULL) /* No other armour, use the new */
1108 return 1;
1109
1110 /* Like above function , see which is better */
1111 val = item->stats.ac - other_armour->stats.ac;
1112 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1113 val += (item->magic - other_armour->magic) * 3;
1114
1115 /* for the other protections, do weigh them very much in the equation -
1116 * it is the armor protection which is most important, because there is
1117 * no good way to know what the player may attack the monster with.
1118 * So if the new item has better protection than the old, give that higher
1119 * value. If the reverse, then decrease the value of this item some.
1120 */
1121 for (i = 1; i < NROFATTACKS; i++)
1122 {
1123 if (item->resist[i] > other_armour->resist[i])
1124 val++;
1125 else if (item->resist[i] < other_armour->resist[i])
1126 val--;
1127 }
1128
1129 /* Very few armours have stats, so not much need to worry about those. */
1130
1131 if (val > 0)
1132 return 1;
1133 else
1134 return 0;
1135
1136 }
1137
1138 /*
1139 * monster_check_pickup(): checks for items that monster can pick up.
1140 *
1141 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1142 * Each time the blob passes over some treasure, it will
1143 * grab it a.s.a.p.
1144 *
1145 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1146 * to handle this.
1147 *
1148 * This function was seen be continueing looping at one point (tmp->below
1149 * became a recursive loop. It may be better to call monster_check_apply
1150 * after we pick everything up, since that function may call others which
1151 * affect stacking on this space.
1152 */
1153
1154 void
1155 monster_check_pickup (object *monster)
1156 {
1157 object *tmp, *next;
1158 int next_tag;
1159
1160 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 {
1162 next = tmp->below;
1163 next_tag = next ? next->count : 0;
1164 if (monster_can_pick (monster, tmp))
1165 {
1166 remove_ob (tmp);
1167 tmp = insert_ob_in_ob (tmp, monster);
1168 (void) monster_check_apply (monster, tmp);
1169 }
1170 /* We could try to re-establish the cycling, of the space, but probably
1171 * not a big deal to just bail out.
1172 */
1173 if (next && was_destroyed (next, next_tag))
1174 return;
1175 }
1176 }
1177
1178 /*
1179 * monster_can_pick(): If the monster is interested in picking up
1180 * the item, then return 0. Otherwise 0.
1181 * Instead of pick_up, flags for "greed", etc, should be used.
1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1183 */
1184
1185 int
1186 monster_can_pick (object *monster, object *item)
1187 {
1188 int flag = 0;
1189 int i;
1190
1191 if (!can_pick (monster, item))
1192 return 0;
1193
1194 if (QUERY_FLAG (item, FLAG_UNPAID))
1195 return 0;
1196
1197 if (monster->pick_up & 64) /* All */
1198 flag = 1;
1199
1200 else
1201 switch (item->type)
1202 {
1203 case MONEY:
1204 case GEM:
1205 flag = monster->pick_up & 2;
1206 break;
1207
1208 case FOOD:
1209 flag = monster->pick_up & 4;
1210 break;
1211
1212 case WEAPON:
1213 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1214 break;
1215
1216 case ARMOUR:
1217 case SHIELD:
1218 case HELMET:
1219 case BOOTS:
1220 case GLOVES:
1221 case GIRDLE:
1222 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1223 break;
1224
1225 case SKILL:
1226 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1227 break;
1228
1229 case RING:
1230 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1231 break;
1232
1233 case WAND:
1234 case HORN:
1235 case ROD:
1236 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1237 break;
1238
1239 case SPELLBOOK:
1240 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1241 break;
1242
1243 case SCROLL:
1244 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1245 break;
1246
1247 case BOW:
1248 case ARROW:
1249 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1250 break;
1251 }
1252 /* Simplistic check - if the monster has a location to equip it, he will
1253 * pick it up. Note that this doesn't handle cases where an item may
1254 * use several locations.
1255 */
1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257 {
1258 if (monster->body_info[i] && item->body_info[i])
1259 {
1260 flag = 1;
1261 break;
1262 }
1263 }
1264
1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266 return 1;
1267 return 0;
1268 }
1269
1270 /*
1271 * monster_apply_below():
1272 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273 * eager to apply things, encounters something apply-able,
1274 * then make him apply it
1275 */
1276
1277 void
1278 monster_apply_below (object *monster)
1279 {
1280 object *tmp, *next;
1281
1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1283 {
1284 next = tmp->below;
1285 switch (tmp->type)
1286 {
1287 case CF_HANDLE:
1288 case TRIGGER:
1289 if (monster->will_apply & 1)
1290 manual_apply (monster, tmp, 0);
1291 break;
1292
1293 case TREASURE:
1294 if (monster->will_apply & 2)
1295 manual_apply (monster, tmp, 0);
1296 break;
1297
1298 }
1299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300 break;
1301 }
1302 }
1303
1304 /*
1305 * monster_check_apply() is meant to be called after an item is
1306 * inserted in a monster.
1307 * If an item becomes outdated (monster found a better item),
1308 * a pointer to that object is returned, so it can be dropped.
1309 * (so that other monsters can pick it up and use it)
1310 * Note that as things are now, monsters never drop something -
1311 * they can pick up all that they can use.
1312 */
1313
1314 /* Sept 96, fixed this so skills will be readied -b.t.*/
1315
1316 void
1317 monster_check_apply (object *mon, object *item)
1318 {
1319
1320 int flag = 0;
1321
1322 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1323 {
1324 SET_FLAG (mon, FLAG_CAST_SPELL);
1325 return;
1326 }
1327
1328 /* If for some reason, this item is already applied, no more work to do */
1329 if (QUERY_FLAG (item, FLAG_APPLIED))
1330 return;
1331
1332 /* Might be better not to do this - if the monster can fire a bow,
1333 * it is possible in his wanderings, he will find one to use. In
1334 * which case, it would be nice to have ammo for it.
1335 */
1336 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1337 {
1338 /* Check for the right kind of bow */
1339 object *bow;
1340
1341 for (bow = mon->inv; bow != NULL; bow = bow->below)
1342 if (bow->type == BOW && bow->race == item->race)
1343 {
1344 SET_FLAG (mon, FLAG_READY_BOW);
1345 LOG (llevMonster, "Found correct bow for arrows.\n");
1346 return; /* nothing more to do for arrows */
1347 }
1348 }
1349
1350 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1351 flag = 1;
1352 /* Eating food gets hp back */
1353 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1354 flag = 1;
1355 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1356 {
1357 if (!item->inv)
1358 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1359 else if (monster_should_cast_spell (mon, item->inv))
1360 SET_FLAG (mon, FLAG_READY_SCROLL);
1361 /* Don't use it right now */
1362 return;
1363 }
1364 else if (item->type == WEAPON)
1365 flag = check_good_weapon (mon, item);
1366 else if (IS_ARMOR (item))
1367 flag = check_good_armour (mon, item);
1368 /* Should do something more, like make sure this is a better item */
1369 else if (item->type == RING)
1370 flag = 1;
1371 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1372 {
1373 /* We never really 'ready' the wand/rod/horn, because that would mean the
1374 * weapon would get undone.
1375 */
1376 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1377 {
1378 SET_FLAG (mon, FLAG_READY_RANGE);
1379 SET_FLAG (item, FLAG_APPLIED);
1380 }
1381 return;
1382 }
1383 else if (item->type == BOW)
1384 {
1385 /* We never really 'ready' the bow, because that would mean the
1386 * weapon would get undone.
1387 */
1388 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1389 SET_FLAG (mon, FLAG_READY_BOW);
1390 return;
1391 }
1392 else if (item->type == SKILL)
1393 {
1394 /*
1395 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1396 * else they can't use the skill...
1397 * Skills also don't need to get applied, so return now.
1398 */
1399 SET_FLAG (mon, FLAG_READY_SKILL);
1400 return;
1401 }
1402
1403
1404 /* if we don't match one of the above types, return now.
1405 * can_apply_object will say that we can apply things like flesh,
1406 * bolts, and whatever else, because it only checks against the
1407 * body_info locations.
1408 */
1409 if (!flag)
1410 return;
1411
1412 /* Check to see if the monster can use this item. If not, no need
1413 * to do further processing. Note that can_apply_object already checks
1414 * for the CAN_USE flags.
1415 */
1416 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1417 return;
1418
1419 /* should only be applying this item, not unapplying it.
1420 * also, ignore status of curse so they can take off old armour.
1421 * monsters have some advantages after all.
1422 */
1423 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1424
1425 return;
1426 }
1427
1428 void
1429 npc_call_help (object *op)
1430 {
1431 int x, y, mflags;
1432 object *npc;
1433 sint16 sx, sy;
1434 mapstruct *m;
1435
1436 for (x = -3; x < 4; x++)
1437 for (y = -3; y < 4; y++)
1438 {
1439 m = op->map;
1440 sx = op->x + x;
1441 sy = op->y + y;
1442 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1443 /* If nothing alive on this space, no need to search the space. */
1444 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1445 continue;
1446
1447 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1448 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1449 npc->enemy = op->enemy;
1450 }
1451 }
1452
1453
1454 int
1455 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1456 {
1457
1458 if (can_hit (part, enemy, rv))
1459 return dir;
1460 if (rv->distance < 10)
1461 return absdir (dir + 4);
1462 else if (rv->distance > 18)
1463 return dir;
1464 return 0;
1465 }
1466
1467 int
1468 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1469 {
1470
1471 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1472 {
1473 ob->move_status++;
1474 return (dir);
1475 }
1476 else if (ob->move_status > 20)
1477 ob->move_status = 0;
1478 return absdir (dir + 4);
1479 }
1480
1481 int
1482 hitrun_att (int dir, object *ob, object *enemy)
1483 {
1484 if (ob->move_status++ < 25)
1485 return dir;
1486 else if (ob->move_status < 50)
1487 return absdir (dir + 4);
1488 else
1489 ob->move_status = 0;
1490 return absdir (dir + 4);
1491 }
1492
1493 int
1494 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495 {
1496
1497 int inrange = can_hit (part, enemy, rv);
1498
1499 if (ob->move_status || inrange)
1500 ob->move_status++;
1501
1502 if (ob->move_status == 0)
1503 return 0;
1504 else if (ob->move_status < 10)
1505 return dir;
1506 else if (ob->move_status < 15)
1507 return absdir (dir + 4);
1508 ob->move_status = 0;
1509 return 0;
1510 }
1511
1512 int
1513 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1514 {
1515
1516 /* The logic below here looked plain wrong before. Basically, what should
1517 * happen is that if the creatures hp percentage falls below run_away,
1518 * the creature should run away (dir+4)
1519 * I think its wrong for a creature to have a zero maxhp value, but
1520 * at least one map has this set, and whatever the map contains, the
1521 * server should try to be resilant enough to avoid the problem
1522 */
1523 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1524 return absdir (dir + 4);
1525 return dist_att (dir, ob, enemy, part, rv);
1526 }
1527
1528 int
1529 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1530 {
1531 if (rv->distance < 9)
1532 return absdir (dir + 4);
1533 return 0;
1534 }
1535
1536 void
1537 circ1_move (object *ob)
1538 {
1539 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1540 if (++ob->move_status > 11)
1541 ob->move_status = 0;
1542 if (!(move_object (ob, circle[ob->move_status])))
1543 (void) move_object (ob, RANDOM () % 8 + 1);
1544 }
1545
1546 void
1547 circ2_move (object *ob)
1548 {
1549 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1550 if (++ob->move_status > 19)
1551 ob->move_status = 0;
1552 if (!(move_object (ob, circle[ob->move_status])))
1553 (void) move_object (ob, RANDOM () % 8 + 1);
1554 }
1555
1556 void
1557 pace_movev (object *ob)
1558 {
1559 if (ob->move_status++ > 6)
1560 ob->move_status = 0;
1561 if (ob->move_status < 4)
1562 (void) move_object (ob, 5);
1563 else
1564 (void) move_object (ob, 1);
1565 }
1566
1567 void
1568 pace_moveh (object *ob)
1569 {
1570 if (ob->move_status++ > 6)
1571 ob->move_status = 0;
1572 if (ob->move_status < 4)
1573 (void) move_object (ob, 3);
1574 else
1575 (void) move_object (ob, 7);
1576 }
1577
1578 void
1579 pace2_movev (object *ob)
1580 {
1581 if (ob->move_status++ > 16)
1582 ob->move_status = 0;
1583 if (ob->move_status < 6)
1584 (void) move_object (ob, 5);
1585 else if (ob->move_status < 8)
1586 return;
1587 else if (ob->move_status < 13)
1588 (void) move_object (ob, 1);
1589 else
1590 return;
1591 }
1592
1593 void
1594 pace2_moveh (object *ob)
1595 {
1596 if (ob->move_status++ > 16)
1597 ob->move_status = 0;
1598 if (ob->move_status < 6)
1599 (void) move_object (ob, 3);
1600 else if (ob->move_status < 8)
1601 return;
1602 else if (ob->move_status < 13)
1603 (void) move_object (ob, 7);
1604 else
1605 return;
1606 }
1607
1608 void
1609 rand_move (object *ob)
1610 {
1611 int i;
1612
1613 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1614 for (i = 0; i < 5; i++)
1615 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1616 return;
1617 }
1618
1619 void
1620 check_earthwalls (object *op, mapstruct *m, int x, int y)
1621 {
1622 object *tmp;
1623
1624 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1625 {
1626 if (tmp->type == EARTHWALL)
1627 {
1628 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1629 return;
1630 }
1631 }
1632 }
1633
1634 void
1635 check_doors (object *op, mapstruct *m, int x, int y)
1636 {
1637 object *tmp;
1638
1639 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1640 {
1641 if (tmp->type == DOOR)
1642 {
1643 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1644 return;
1645 }
1646 }
1647 }
1648
1649 /* find_mon_throw_ob() - modeled on find_throw_ob
1650 * This is probably overly simplistic as it is now - We want
1651 * monsters to throw things like chairs and other pieces of
1652 * furniture, even if they are not good throwable objects.
1653 * Probably better to have the monster throw a throwable object
1654 * first, then throw any non equipped weapon.
1655 */
1656
1657 object *
1658 find_mon_throw_ob (object *op)
1659 {
1660 object *tmp = NULL;
1661
1662 if (op->head)
1663 tmp = op->head;
1664 else
1665 tmp = op;
1666
1667 /* New throw code: look through the inventory. Grap the first legal is_thrown
1668 * marked item and throw it to the enemy.
1669 */
1670
1671 for (tmp = op->inv; tmp; tmp = tmp->below)
1672 {
1673
1674 /* Can't throw invisible objects or items that are applied */
1675 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1676 continue;
1677
1678 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1679 break;
1680
1681 }
1682
1683 #ifdef DEBUG_THROW
1684 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1685 #endif
1686
1687 return tmp;
1688 }
1689
1690 /* determine if we can 'detect' the enemy. Check for walls blocking the
1691 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1692 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1693 * modified by MSW to use the get_rangevector so that map tiling works
1694 * properly. I also so odd code in place that checked for x distance
1695 * OR y distance being within some range - that seemed wrong - both should
1696 * be within the valid range. MSW 2001-08-05
1697 * Returns 0 if enemy can not be detected, 1 if it is detected
1698 */
1699
1700 int
1701 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1702 {
1703 int radius = MIN_MON_RADIUS, hide_discovery;
1704
1705 /* null detection for any of these condtions always */
1706 if (!op || !enemy || !op->map || !enemy->map)
1707 return 0;
1708
1709 /* If the monster (op) has no way to get to the enemy, do nothing */
1710 if (!on_same_map (op, enemy))
1711 return 0;
1712
1713 get_rangevector (op, enemy, rv, 0);
1714
1715 /* Monsters always ignore the DM */
1716 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1717 return 0;
1718
1719 /* simple check. Should probably put some range checks in here. */
1720 if (can_see_enemy (op, enemy))
1721 return 1;
1722
1723 /* The rest of this is for monsters. Players are on their own for
1724 * finding enemies!
1725 */
1726 if (op->type == PLAYER)
1727 return 0;
1728
1729 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1730 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1731 */
1732 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1733 return 0;
1734
1735 /* use this for invis also */
1736 hide_discovery = op->stats.Int / 5;
1737
1738 /* Determine Detection radii */
1739 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1740 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1741 else
1742 { /* a level/INT/Dex adjustment for hiding */
1743 object *sk_hide;
1744 int bonus = (op->level / 2) + (op->stats.Int / 5);
1745
1746 if (enemy->type == PLAYER)
1747 {
1748 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1749 bonus -= sk_hide->level;
1750 else
1751 {
1752 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1753 make_visible (enemy);
1754 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1755 }
1756 }
1757 else /* enemy is not a player */
1758 bonus -= enemy->level;
1759
1760 radius += bonus / 5;
1761 hide_discovery += bonus * 5;
1762 } /* else creature has modifiers for hiding */
1763
1764 /* Radii stealth adjustment. Only if you are stealthy
1765 * will you be able to sneak up closer to creatures */
1766 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1767 radius = radius / 2, hide_discovery = hide_discovery / 3;
1768
1769 /* Radii adjustment for enemy standing in the dark */
1770 if (op->map->darkness > 0 && !stand_in_light (enemy))
1771 {
1772 /* on dark maps body heat can help indicate location with infravision
1773 * undead don't have body heat, so no benefit detecting them.
1774 */
1775 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1776 radius += op->map->darkness / 2;
1777 else
1778 radius -= op->map->darkness / 2;
1779
1780 /* op next to a monster (and not in complete darkness)
1781 * the monster should have a chance to see you.
1782 */
1783 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1784 radius = MIN_MON_RADIUS;
1785 } /* if on dark map */
1786
1787 /* Lets not worry about monsters that have incredible detection
1788 * radii, we only need to worry here about things the player can
1789 * (potentially) see. This is 13, as that is the maximum size the player
1790 * may have for their map - in that way, creatures at the edge will
1791 * do something. Note that the distance field in the
1792 * vector is real distance, so in theory this should be 18 to
1793 * find that.
1794 */
1795 if (radius > 13)
1796 radius = 13;
1797
1798 /* Enemy in range! Now test for detection */
1799 if ((int) rv->distance <= radius)
1800 {
1801 /* ah, we are within range, detected? take cases */
1802 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1803 return 1;
1804
1805 /* hidden or low-quality invisible */
1806 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1807 {
1808 make_visible (enemy);
1809 /* inform players of new status */
1810 if (enemy->type == PLAYER && player_can_view (enemy, op))
1811 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1812 return 1; /* detected enemy */
1813 }
1814 else if (enemy->invisible)
1815 {
1816 /* Change this around - instead of negating the invisible, just
1817 * return true so that the mosnter that managed to detect you can
1818 * do something to you. Decreasing the duration of invisible
1819 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1820 * can then basically negate the spell. The spell isn't negated -
1821 * they just know where you are!
1822 */
1823 if ((RANDOM () % 50) <= hide_discovery)
1824 {
1825 if (enemy->type == PLAYER)
1826 {
1827 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1828 }
1829 return 1;
1830 }
1831 }
1832 } /* within range */
1833
1834 /* Wasn't detected above, so still hidden */
1835 return 0;
1836 }
1837
1838 /* determine if op stands in a lighted square. This is not a very
1839 * intellegent algorithm. For one thing, we ignore los here, SO it
1840 * is possible for a bright light to illuminate a player on the
1841 * other side of a wall (!).
1842 */
1843
1844 int
1845 stand_in_light (object *op)
1846 {
1847 sint16 nx, ny;
1848 mapstruct *m;
1849
1850
1851 if (!op)
1852 return 0;
1853 if (op->glow_radius > 0)
1854 return 1;
1855
1856 if (op->map)
1857 {
1858 int x, y, x1, y1;
1859
1860
1861
1862 /* Check the spaces with the max light radius to see if any of them
1863 * have lights, and if any of them light the player enough, then return 1.
1864 */
1865 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1866 {
1867 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1868 {
1869 m = op->map;
1870 nx = x;
1871 ny = y;
1872
1873 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1874 continue;
1875
1876 x1 = abs (x - op->x) * abs (x - op->x);
1877 y1 = abs (y - op->y) * abs (y - op->y);
1878 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1879 return 1;
1880 }
1881 }
1882 }
1883 return 0;
1884 }
1885
1886
1887 /* assuming no walls/barriers, lets check to see if its *possible*
1888 * to see an enemy. Note, "detection" is different from "seeing".
1889 * See can_detect_enemy() for more details. -b.t.
1890 * return 0 if can't be seen, 1 if can be
1891 */
1892
1893 int
1894 can_see_enemy (object *op, object *enemy)
1895 {
1896 object *looker = op->head ? op->head : op;
1897
1898 /* safety */
1899 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1900 return 0;
1901
1902 /* we dont give a full treatment of xrays here (shorter range than normal,
1903 * see through walls). Should we change the code elsewhere to make you
1904 * blind even if you can xray?
1905 */
1906 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1907 return 0;
1908
1909 /* checking for invisible things */
1910 if (enemy->invisible)
1911 {
1912 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1913 * However,if you carry any source of light, then the hidden
1914 * creature is seeable (and stupid) */
1915
1916 if (has_carried_lights (enemy))
1917 {
1918 if (enemy->hide)
1919 {
1920 make_visible (enemy);
1921 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1922 }
1923 return 1;
1924 }
1925 else if (enemy->hide)
1926 return 0;
1927
1928 /* Invisible enemy. Break apart the check for invis undead/invis looker
1929 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1930 * and making it a conditional makes the code pretty ugly.
1931 */
1932 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1933 {
1934 if (makes_invisible_to (enemy, looker))
1935 return 0;
1936 }
1937 }
1938 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1939 if (player_can_view (looker, enemy))
1940 return 1;
1941
1942 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1943 * unless they carry a light or stand in light. Darkness doesnt
1944 * inhibit the undead per se (but we should give their archs
1945 * CAN_SEE_IN_DARK, this is just a safety
1946 * we care about the enemy maps status, not the looker.
1947 * only relevant for tiled maps, but it is possible that the
1948 * enemy is on a bright map and the looker on a dark - in that
1949 * case, the looker can still see the enemy
1950 */
1951 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1952 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1953 return 0;
1954
1955 return 1;
1956 }