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/cvs/deliantra/server/server/monster.C
Revision: 1.43
Committed: Mon Sep 29 10:20:49 2008 UTC (15 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.42: +5 -3 lines
Log Message:
do the same everywhere else

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
20 *
21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */
23
24 #include <global.h>
25 #include <sproto.h>
26 #include <spells.h>
27 #include <skills.h>
28
29 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
30
31 /* checks npc->enemy and returns that enemy if still valid,
32 * NULL otherwise.
33 * this is map tile aware.
34 * If this returns an enemy, the range vector rv should also be
35 * set to sane values.
36 */
37 object *
38 check_enemy (object *npc, rv_vector * rv)
39 {
40
41 /* if this is pet, let him attack the same enemy as his owner
42 * TODO: when there is no ower enemy, try to find a target,
43 * which CAN attack the owner. */
44 if ((npc->attack_movement & HI4) == PETMOVE)
45 {
46 if (npc->owner == NULL)
47 npc->enemy = NULL;
48 else if (npc->enemy == NULL)
49 npc->enemy = npc->owner->enemy;
50 }
51
52 /* periodically, a monster mayu change its target. Also, if the object
53 * has been destroyed, etc, clear the enemy.
54 * TODO: this should be changed, because it invokes to attack forced or
55 * attacked monsters to leave the attacker alone, before it is destroyed
56 */
57 /* i had removed the random target leave, this invokes problems with friendly
58 * objects, getting attacked and defending herself - they don't try to attack
59 * again then but perhaps get attack on and on
60 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61 * too. */
62
63 if (npc->enemy)
64 {
65 /* I broke these if's apart to better be able to see what
66 * the grouping checks are. Code is the same.
67 */
68 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71 npc->enemy = NULL;
72
73 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || npc->enemy == npc->owner))
77 npc->enemy = NULL;
78
79
80 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81 npc->enemy = NULL;
82
83 /* I've noticed that pets could sometimes get an arrow as the
84 * target enemy - this code below makes sure the enemy is something
85 * that should be attacked. My guess is that the arrow hits
86 * the creature/owner, and so the creature then takes that
87 * as the enemy to attack.
88 */
89 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91 && npc->enemy->type != PLAYER
92 && npc->enemy->type != GOLEM)
93 npc->enemy = NULL;
94
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
173 return tmp;
174 }
175
176 /* Here is the main enemy selection.
177 * We want this: if there is an enemy, attack him until its not possible or
178 * one of both is dead.
179 * If we have no enemy and we are...
180 * a monster: try to find a player, a pet or a friendly monster
181 * a friendly: only target a monster which is targeting you first or targeting a player
182 * a neutral: fight a attacker (but there should be none), then do nothing
183 * a pet: attack player enemy or a monster
184 */
185
186 /* pet move */
187 if ((npc->attack_movement & HI4) == PETMOVE)
188 {
189 tmp = get_pet_enemy (npc, rv);
190
191 if (tmp)
192 get_rangevector (npc, tmp, rv, 0);
193
194 return tmp;
195 }
196
197 /* we check our old enemy. */
198 if (!(tmp = check_enemy (npc, rv)))
199 {
200 if (attacker) /* if we have an attacker, check him */
201 {
202 /* TODO: thats not finished */
203 /* we don't want a fight evil vs evil or good against non evil */
204
205 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
210 {
211 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212 npc->enemy = attacker;
213 return attacker; /* yes, we face our attacker! */
214 }
215 }
216
217 /* we have no legal enemy or attacker, so we try to target a new one */
218 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
219 {
220 npc->enemy = get_nearest_player (npc);
221 if (npc->enemy)
222 tmp = check_enemy (npc, rv);
223 }
224
225 }
226
227 return tmp;
228 }
229
230 /* Sees if this monster should wake up.
231 * Currently, this is only called from move_monster, and
232 * if enemy is set, then so should be rv.
233 * returns 1 if the monster should wake up, 0 otherwise.
234 */
235 int
236 check_wakeup (object *op, object *enemy, rv_vector * rv)
237 {
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy)
242 return 0;
243
244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS;
247
248 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in
252 * the dark. */
253
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263
264 /* enemy should already be on this map, so don't really need to check
265 * for that.
266 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268 {
269 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1;
271 }
272 return 0;
273 }
274
275 int
276 move_randomly (object *op)
277 {
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++)
282 {
283 if (move_object (op, rndm (8) + 1))
284 return 1;
285 }
286 return 0;
287 }
288
289 /*
290 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */
292 int
293 move_monster (object *op)
294 {
295 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
296 object *owner, *enemy, *part, *oph = op;
297 rv_vector rv;
298
299 /* Monsters not on maps don't do anything. These monsters are things
300 * Like royal guards in city dwellers inventories.
301 */
302 if (!op->map)
303 return 0;
304
305 /* for target facing, we copy this value here for fast access */
306 if (oph->head) /* force update the head - one arch one pic */
307 oph = oph->head;
308
309 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL;
311 else if ((enemy = find_enemy (op, &rv)))
312 /* we have an enemy, just tell him we want him dead */
313 enemy->attacked_by = op; /* our ptr */
314
315 /* generate hp, if applicable */
316 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317 {
318
319 /* last heal is in funny units. Dividing by speed puts
320 * the regeneration rate on a basis of time instead of
321 * #moves the monster makes. The scaling by 8 is
322 * to capture 8th's of a hp fraction regens
323 *
324 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
325 * overflow might produce monsters with negative hp.
326 */
327
328 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
329 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
330 op->last_heal %= 32;
331
332 /* So if the monster has gained enough HP that they are no longer afraid */
333 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
334 CLEAR_FLAG (op, FLAG_RUN_AWAY);
335
336 if (op->stats.hp > op->stats.maxhp)
337 op->stats.hp = op->stats.maxhp;
338 }
339
340 /* generate sp, if applicable */
341 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342 {
343
344 /* last_sp is in funny units. Dividing by speed puts
345 * the regeneration rate on a basis of time instead of
346 * #moves the monster makes. The scaling by 8 is
347 * to capture 8th's of a sp fraction regens
348 *
349 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350 * overflow might produce monsters with negative sp.
351 */
352
353 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
354 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
355 op->last_sp %= 128;
356 }
357
358 /* this should probably get modified by many more values.
359 * (eg, creatures resistance to fear, level, etc. )
360 */
361 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 {
363 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 }
365
366 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367 return QUERY_FLAG (op, FLAG_FREED);
368
369 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
371 {
372 if (!check_wakeup (op, enemy, &rv))
373 return 0;
374 }
375
376 /* check if monster pops out of hidden spot */
377 if (op->hide)
378 do_hidden_move (op);
379
380 if (op->pick_up)
381 monster_check_pickup (op);
382
383 if (op->will_apply)
384 monster_apply_below (op); /* Check for items to apply below */
385
386 /* If we don't have an enemy, do special movement or the like */
387 if (!enemy)
388 {
389 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390 {
391 op->destroy_inv (true); // be explicit about dropping
392 op->destroy (true);
393 return 1;
394 }
395
396 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set.
398 */
399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
401 if (op->attack_movement & HI4)
402 {
403 switch (op->attack_movement & HI4)
404 {
405 case (PETMOVE):
406 pet_move (op);
407 break;
408
409 case (CIRCLE1):
410 circ1_move (op);
411 break;
412
413 case (CIRCLE2):
414 circ2_move (op);
415 break;
416
417 case (PACEV):
418 pace_movev (op);
419 break;
420
421 case (PACEH):
422 pace_moveh (op);
423 break;
424
425 case (PACEV2):
426 pace2_movev (op);
427 break;
428
429 case (PACEH2):
430 pace2_moveh (op);
431 break;
432
433 case (RANDO):
434 rand_move (op);
435 break;
436
437 case (RANDO2):
438 move_randomly (op);
439 break;
440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
447 return 0;
448 } /* no enemy */
449
450 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE
452 && (owner = op->owner) != NULL
453 && !on_same_map (op, owner)
454 && !owner->flag [FLAG_REMOVED])
455 return follow_owner (op, owner);
456
457 /* doppleganger code to change monster facing to that of the nearest
458 * player. Hmm. The code is here, but no monster in the current
459 * arch set uses it.
460 */
461 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
462 {
463 op->face = enemy->face;
464 op->name = enemy->name;
465 }
466
467 /* Calculate range information for closest body part - this
468 * is used for the 'skill' code, which isn't that smart when
469 * it comes to figuring it out - otherwise, giants throw boulders
470 * into themselves.
471 */
472 get_rangevector (op, enemy, &rv, 0);
473
474 /* Move the check for scared up here - if the monster was scared,
475 * we were not doing any of the logic below, so might as well save
476 * a few cpu cycles.
477 */
478 if (!QUERY_FLAG (op, FLAG_SCARED))
479 {
480 rv_vector rv1;
481
482 /* now we test every part of an object .... this is a real ugly piece of code */
483 for (part = op; part; part = part->more)
484 {
485 get_rangevector (part, enemy, &rv1, 0x1);
486 dir = rv1.direction;
487
488 /* hm, not sure about this part - in original was a scared flag here too
489 * but that we test above... so can be old code here
490 */
491 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
492 dir = absdir (dir + 4);
493
494 if (QUERY_FLAG (op, FLAG_CONFUSED))
495 dir = absdir (dir + rndm (3) + rndm (3) - 2);
496
497 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
498 if (monster_cast_spell (op, part, enemy, dir, &rv1))
499 return 0;
500
501 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
502 if (monster_use_scroll (op, part, enemy, dir, &rv1))
503 return 0;
504
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 if (monster_use_range (op, part, enemy, dir))
507 return 0;
508
509 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
510 if (monster_use_skill (op, rv.part, enemy, rv.direction))
511 return 0;
512
513 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
514 if (monster_use_bow (op, part, enemy, dir))
515 return 0;
516 } /* for processing of all parts */
517 } /* If not scared */
518
519
520 part = rv.part;
521 dir = rv.direction;
522
523 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
524 dir = absdir (dir + 4);
525
526 if (QUERY_FLAG (op, FLAG_CONFUSED))
527 dir = absdir (dir + rndm (3) + rndm (3) - 2);
528
529 pre_att_dir = dir; /* remember the original direction */
530
531 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
532 {
533 switch (op->attack_movement & LO4)
534 {
535 case DISTATT:
536 dir = dist_att (dir, op, enemy, part, &rv);
537 break;
538
539 case RUNATT:
540 dir = run_att (dir, op, enemy, part, &rv);
541 break;
542
543 case HITRUN:
544 dir = hitrun_att (dir, op, enemy);
545 break;
546
547 case WAITATT:
548 dir = wait_att (dir, op, enemy, part, &rv);
549 break;
550
551 case RUSH: /* default - monster normally moves towards player */
552 case ALLRUN:
553 break;
554
555 case DISTHIT:
556 dir = disthit_att (dir, op, enemy, part, &rv);
557 break;
558
559 case WAIT2:
560 dir = wait_att2 (dir, op, enemy, part, &rv);
561 break;
562
563 default:
564 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
565 }
566 }
567
568 if (!dir)
569 return 0;
570
571 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
572 {
573 if (move_object (op, dir)) /* Can the monster move directly toward player? */
574 {
575 /* elmex: Turn our monster after it moved if it has DISTATT attack */
576 if ((op->attack_movement & LO4) == DISTATT)
577 op->direction = pre_att_dir;
578
579 return 0;
580 }
581
582 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
583 {
584
585 /* Try move around corners if !close */
586 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
587
588 for (diff = 1; diff <= maxdiff; diff++)
589 {
590 /* try different detours */
591 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
592
593 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
594 return 0;
595 }
596 }
597 } /* if monster is not standing still */
598
599 /* elmex: Turn our monster after it moved if it has DISTATT attack */
600 if ((op->attack_movement & LO4) == DISTATT)
601 op->direction = pre_att_dir;
602
603 /*
604 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
605 * direction if they can't move away.
606 */
607 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
608 if (move_randomly (op))
609 return 0;
610
611 /*
612 * Try giving the monster a new enemy - the player that is closest
613 * to it. In this way, it won't just keep trying to get to a target
614 * that is inaccessible.
615 * This could be more clever - it should go through a list of several
616 * enemies, as it is now, you could perhaps get situations where there
617 * are two players flanking the monster at close distance, but which
618 * the monster can't get to, and a third one at a far distance that
619 * the monster could get to - as it is, the monster won't look at that
620 * third one.
621 */
622 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
623 {
624 object *nearest_player = get_nearest_player (op);
625
626 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
627 {
628 op->enemy = NULL;
629 enemy = nearest_player;
630 }
631 }
632
633 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
634 {
635 /* The adjustement to wc that was here before looked totally bogus -
636 * since wc can in fact get negative, that would mean by adding
637 * the current wc, the creature gets better? Instead, just
638 * add a fixed amount - nasty creatures that are runny away should
639 * still be pretty nasty.
640 */
641 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
642 {
643 part->stats.wc += 10;
644 (void) skill_attack (enemy, part, 0, NULL, NULL);
645 part->stats.wc -= 10;
646 }
647 else
648 (void) skill_attack (enemy, part, 0, NULL, NULL);
649 } /* if monster is in attack range */
650
651 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
652 return 1;
653
654 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
655 {
656 op->destroy_inv (true); // be explicit about dropping
657 op->destroy (true);
658 return 1;
659 }
660
661 return 0;
662 }
663
664 int
665 can_hit (object *ob1, object *ob2, rv_vector * rv)
666 {
667 object *more;
668 rv_vector rv1;
669
670 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
671 return 0;
672
673 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
674 return 1;
675
676 /* check all the parts of ob2 - just because we can't get to
677 * its head doesn't mean we don't want to pound its feet
678 */
679 for (more = ob2->more; more != NULL; more = more->more)
680 {
681 get_rangevector (ob1, more, &rv1, 0);
682 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
683 return 1;
684 }
685 return 0;
686
687 }
688
689 /* Returns 1 is monster should cast spell sp at an enemy
690 * Returns 0 if the monster should not cast this spell.
691 *
692 * Note that this function does not check to see if the monster can
693 * in fact cast the spell (sp dependencies and what not.) That is because
694 * this function is also sued to see if the monster should use spell items
695 * (rod/horn/wand/scroll).
696 * Note that there are certainly other offensive spells that could be
697 * included, but I decided to leave out the spells that may kill more
698 * monsters than players (eg, disease).
699 *
700 * This could be a lot smarter - if there are few monsters around,
701 * then disease might not be as bad. Likewise, if the monster is damaged,
702 * the right type of healing spell could be useful.
703 */
704
705 static int
706 monster_should_cast_spell (object *monster, object *spell_ob)
707 {
708 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
709 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
710 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
711 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
712 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
713 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
714
715 return 1;
716
717 return 0;
718 }
719
720
721 #define MAX_KNOWN_SPELLS 20
722
723 /* Returns a randomly selected spell. This logic is still
724 * less than ideal. This code also only seems to deal with
725 * wizard spells, as the check is against sp, and not grace.
726 * can mosnters know cleric spells?
727 */
728 object *
729 monster_choose_random_spell (object *monster)
730 {
731 object *altern[MAX_KNOWN_SPELLS];
732 object *tmp;
733 int i = 0;
734
735 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
736 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
737 {
738 /* Check and see if it's actually a useful spell.
739 * If its a spellbook, the spell is actually the inventory item.
740 * if it is a spell, then it is just the object itself.
741 */
742 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
743 {
744 altern[i++] = tmp;
745 if (i == MAX_KNOWN_SPELLS)
746 break;
747 }
748 }
749 if (!i)
750 return NULL;
751 return altern[RANDOM () % i];
752 }
753
754 /* This checks to see if the monster should cast a spell/ability.
755 * it returns true if the monster casts a spell, 0 if he doesn't.
756 * head is the head of the monster.
757 * part is the part of the monster we are checking against.
758 * pl is the target.
759 * dir is the direction to case.
760 * rv is the vector which describes where the enemy is.
761 */
762
763 int
764 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
765 {
766 object *spell_item;
767 object *owner;
768 rv_vector rv1;
769
770 /* If you want monsters to cast spells over friends, this spell should
771 * be removed. It probably should be in most cases, since monsters still
772 * don't care about residual effects (ie, casting a cone which may have a
773 * clear path to the player, the side aspects of the code will still hit
774 * other monsters)
775 */
776 if (!(dir = path_to_player (part, pl, 0)))
777 return 0;
778
779 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
780 {
781 get_rangevector (head, owner, &rv1, 0x1);
782 if (dirdiff (dir, rv1.direction) < 2)
783 {
784 return 0; /* Might hit owner with spell */
785 }
786 }
787
788 if (QUERY_FLAG (head, FLAG_CONFUSED))
789 dir = absdir (dir + rndm (3) + rndm (3) - 2);
790
791 /* If the monster hasn't already chosen a spell, choose one
792 * I'm not sure if it really make sense to pre-select spells (events
793 * could be different by the time the monster goes again).
794 */
795 if (head->spellitem == NULL)
796 {
797 if ((spell_item = monster_choose_random_spell (head)) == NULL)
798 {
799 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
800 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
801 return 0;
802 }
803 if (spell_item->type == SPELLBOOK)
804 {
805 if (!spell_item->inv)
806 {
807 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
808 return 0;
809 }
810 spell_item = spell_item->inv;
811 }
812 }
813 else
814 spell_item = head->spellitem;
815
816 if (!spell_item)
817 return 0;
818
819 /* Best guess this is a defensive/healing spell */
820 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
821 dir = 0;
822
823 /* Monster doesn't have enough spell-points */
824 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
825 return 0;
826
827 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
828 return 0;
829
830 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
831 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
832
833 /* set this to null, so next time monster will choose something different */
834 head->spellitem = NULL;
835
836 return cast_spell (part, part, dir, spell_item, NULL);
837 }
838
839
840 int
841 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
842 {
843 object *scroll;
844 object *owner;
845 rv_vector rv1;
846
847 /* If you want monsters to cast spells over friends, this spell should
848 * be removed. It probably should be in most cases, since monsters still
849 * don't care about residual effects (ie, casting a cone which may have a
850 * clear path to the player, the side aspects of the code will still hit
851 * other monsters)
852 */
853 if (!(dir = path_to_player (part, pl, 0)))
854 return 0;
855
856 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
857 {
858 get_rangevector (head, owner, &rv1, 0x1);
859 if (dirdiff (dir, rv1.direction) < 2)
860 {
861 return 0; /* Might hit owner with spell */
862 }
863 }
864
865 if (QUERY_FLAG (head, FLAG_CONFUSED))
866 dir = absdir (dir + rndm (3) + rndm (3) - 2);
867
868 for (scroll = head->inv; scroll; scroll = scroll->below)
869 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
870 break;
871
872 /* Used up all his scrolls, so nothing do to */
873 if (!scroll)
874 {
875 CLEAR_FLAG (head, FLAG_READY_SCROLL);
876 return 0;
877 }
878
879 /* Spell should be cast on caster (ie, heal, strength) */
880 if (scroll->inv->range == 0)
881 dir = 0;
882
883 apply_scroll (part, scroll, dir);
884 return 1;
885 }
886
887 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
888 * Note that monsters do not need the skills SK_MELEE_WEAPON and
889 * SK_MISSILE_WEAPON to make those respective attacks, if we
890 * required that we would drastically increase the memory
891 * requirements of CF!!
892 *
893 * The skills we are treating here are all but those. -b.t.
894 *
895 * At the moment this is only useful for throwing, perhaps for
896 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
897 */
898 int
899 monster_use_skill (object *head, object *part, object *pl, int dir)
900 {
901 object *skill, *owner;
902
903 if (!(dir = path_to_player (part, pl, 0)))
904 return 0;
905
906 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
907 {
908 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
909
910 if (dirdiff (dir, dir2) < 1)
911 return 0; /* Might hit owner with skill -thrown rocks for example ? */
912 }
913
914 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916
917 /* skill selection - monster will use the next unused skill.
918 * well...the following scenario will allow the monster to
919 * toggle between 2 skills. One day it would be nice to make
920 * more skills available to monsters.
921 */
922 for (skill = head->inv; skill; skill = skill->below)
923 if (skill->type == SKILL && skill != head->chosen_skill)
924 {
925 head->chosen_skill = skill;
926 break;
927 }
928
929 if (!skill && !head->chosen_skill)
930 {
931 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
932 CLEAR_FLAG (head, FLAG_READY_SKILL);
933 return 0;
934 }
935
936 /* use skill */
937 return do_skill (head, part, head->chosen_skill, dir, NULL);
938 }
939
940 /* Monster will use a ranged spell attack. */
941 int
942 monster_use_range (object *head, object *part, object *pl, int dir)
943 {
944 object *wand, *owner;
945 int at_least_one = 0;
946
947 if (!(dir = path_to_player (part, pl, 0)))
948 return 0;
949
950 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
951 {
952 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
953
954 if (dirdiff (dir, dir2) < 2)
955 return 0; /* Might hit owner with spell */
956 }
957
958 if (QUERY_FLAG (head, FLAG_CONFUSED))
959 dir = absdir (dir + rndm (3) + rndm (3) - 2);
960
961 for (wand = head->inv; wand; wand = wand->below)
962 {
963 if (wand->type == WAND)
964 {
965 /* Found a wand, let's see if it has charges left */
966 at_least_one = 1;
967 if (wand->stats.food <= 0)
968 continue;
969
970 cast_spell (head, wand, dir, wand->inv, NULL);
971
972 if (!(--wand->stats.food))
973 {
974 if (wand->arch)
975 {
976 CLEAR_FLAG (wand, FLAG_ANIMATE);
977 wand->face = wand->arch->face;
978 wand->set_speed (0);
979 }
980 }
981 /* Success */
982 return 1;
983 }
984 else if (wand->type == ROD || wand->type == HORN)
985 {
986 /* Found rod/horn, let's use it if possible */
987 at_least_one = 1;
988 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
989 continue;
990
991 /* drain charge before casting spell - can be a case where the
992 * spell destroys the monster, and rod, so if done after, results
993 * in crash.
994 */
995 drain_rod_charge (wand);
996 cast_spell (head, wand, dir, wand->inv, NULL);
997
998 /* Success */
999 return 1;
1000 }
1001 }
1002
1003 if (at_least_one)
1004 return 0;
1005
1006 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1007 CLEAR_FLAG (head, FLAG_READY_RANGE);
1008 return 0;
1009 }
1010
1011 int
1012 monster_use_bow (object *head, object *part, object *pl, int dir)
1013 {
1014 object *owner;
1015
1016 if (!(dir = path_to_player (part, pl, 0)))
1017 return 0;
1018
1019 if (QUERY_FLAG (head, FLAG_CONFUSED))
1020 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1021
1022 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1023 {
1024 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1025
1026 if (dirdiff (dir, dir2) < 1)
1027 return 0; /* Might hit owner with arrow */
1028 }
1029
1030 /* in server/player.c */
1031 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1032
1033 }
1034
1035 /* Checks if putting on 'item' will make 'who' do more
1036 * damage. This is a very simplistic check - also checking things
1037 * like speed and ac are also relevant.
1038 *
1039 * return true if item is a better object.
1040 */
1041 int
1042 check_good_weapon (object *who, object *item)
1043 {
1044 object *other_weap;
1045 int val = 0, i;
1046
1047 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1048 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1049 break;
1050
1051 if (!other_weap) /* No other weapons */
1052 return 1;
1053
1054 /* Rather than go through and apply the new one, and see if it is
1055 * better, just do some simple checks
1056 * Put some multipliers for things that hvae several effects,
1057 * eg, magic affects both damage and wc, so it has more weight
1058 */
1059
1060 val = item->stats.dam - other_weap->stats.dam;
1061 val += (item->magic - other_weap->magic) * 3;
1062 /* Monsters don't really get benefits from things like regen rates
1063 * from items. But the bonus for their stats are very important.
1064 */
1065 for (i = 0; i < NUM_STATS; i++)
1066 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1067
1068 if (val > 0)
1069 return 1;
1070 else
1071 return 0;
1072 }
1073
1074 int
1075 check_good_armour (object *who, object *item)
1076 {
1077 object *other_armour;
1078 int val = 0, i;
1079
1080 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1081 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1082 break;
1083
1084 if (other_armour == NULL) /* No other armour, use the new */
1085 return 1;
1086
1087 /* Like above function , see which is better */
1088 val = item->stats.ac - other_armour->stats.ac;
1089 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1090 val += (item->magic - other_armour->magic) * 3;
1091
1092 /* for the other protections, do weigh them very much in the equation -
1093 * it is the armor protection which is most important, because there is
1094 * no good way to know what the player may attack the monster with.
1095 * So if the new item has better protection than the old, give that higher
1096 * value. If the reverse, then decrease the value of this item some.
1097 */
1098 for (i = 1; i < NROFATTACKS; i++)
1099 {
1100 if (item->resist[i] > other_armour->resist[i])
1101 val++;
1102 else if (item->resist[i] < other_armour->resist[i])
1103 val--;
1104 }
1105
1106 /* Very few armours have stats, so not much need to worry about those. */
1107
1108 if (val > 0)
1109 return 1;
1110 else
1111 return 0;
1112 }
1113
1114 /*
1115 * monster_check_pickup(): checks for items that monster can pick up.
1116 *
1117 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1118 * Each time the blob passes over some treasure, it will
1119 * grab it a.s.a.p.
1120 *
1121 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1122 * to handle this.
1123 *
1124 * This function was seen be continueing looping at one point (tmp->below
1125 * became a recursive loop. It may be better to call monster_check_apply
1126 * after we pick everything up, since that function may call others which
1127 * affect stacking on this space.
1128 */
1129 void
1130 monster_check_pickup (object *monster)
1131 {
1132 object *tmp, *next;
1133
1134 for (tmp = monster->below; tmp != NULL; tmp = next)
1135 {
1136 next = tmp->below;
1137 if (monster_can_pick (monster, tmp))
1138 {
1139 tmp->remove ();
1140 tmp = insert_ob_in_ob (tmp, monster);
1141 (void) monster_check_apply (monster, tmp);
1142 }
1143 /* We could try to re-establish the cycling, of the space, but probably
1144 * not a big deal to just bail out.
1145 */
1146 if (next && next->destroyed ())
1147 return;
1148 }
1149 }
1150
1151 /*
1152 * monster_can_pick(): If the monster is interested in picking up
1153 * the item, then return 0. Otherwise 0.
1154 * Instead of pick_up, flags for "greed", etc, should be used.
1155 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1156 */
1157 int
1158 monster_can_pick (object *monster, object *item)
1159 {
1160 int flag = 0;
1161 int i;
1162
1163 if (!can_pick (monster, item))
1164 return 0;
1165
1166 if (QUERY_FLAG (item, FLAG_UNPAID))
1167 return 0;
1168
1169 if (monster->pick_up & 64) /* All */
1170 flag = 1;
1171
1172 else
1173 switch (item->type)
1174 {
1175 case MONEY:
1176 case GEM:
1177 flag = monster->pick_up & 2;
1178 break;
1179
1180 case FOOD:
1181 flag = monster->pick_up & 4;
1182 break;
1183
1184 case WEAPON:
1185 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1186 break;
1187
1188 case ARMOUR:
1189 case SHIELD:
1190 case HELMET:
1191 case BOOTS:
1192 case GLOVES:
1193 case GIRDLE:
1194 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1195 break;
1196
1197 case SKILL:
1198 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1199 break;
1200
1201 case RING:
1202 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1203 break;
1204
1205 case WAND:
1206 case HORN:
1207 case ROD:
1208 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1209 break;
1210
1211 case SPELLBOOK:
1212 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1213 break;
1214
1215 case SCROLL:
1216 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1217 break;
1218
1219 case BOW:
1220 case ARROW:
1221 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1222 break;
1223 }
1224
1225 /* Simplistic check - if the monster has a location to equip it, he will
1226 * pick it up. Note that this doesn't handle cases where an item may
1227 * use several locations.
1228 */
1229 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1230 {
1231 if (monster->slot[i].info && item->slot[i].info)
1232 {
1233 flag = 1;
1234 break;
1235 }
1236 }
1237
1238 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1239 return 1;
1240 return 0;
1241 }
1242
1243 /*
1244 * monster_apply_below():
1245 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1246 * eager to apply things, encounters something apply-able,
1247 * then make him apply it
1248 */
1249 void
1250 monster_apply_below (object *monster)
1251 {
1252 object *tmp, *next;
1253
1254 for (tmp = monster->below; tmp != NULL; tmp = next)
1255 {
1256 next = tmp->below;
1257 switch (tmp->type)
1258 {
1259 case CF_HANDLE:
1260 case TRIGGER:
1261 if (monster->will_apply & 1)
1262 manual_apply (monster, tmp, 0);
1263 break;
1264
1265 case TREASURE:
1266 if (monster->will_apply & 2)
1267 manual_apply (monster, tmp, 0);
1268 break;
1269
1270 }
1271 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1272 break;
1273 }
1274 }
1275
1276 /*
1277 * monster_check_apply() is meant to be called after an item is
1278 * inserted in a monster.
1279 * If an item becomes outdated (monster found a better item),
1280 * a pointer to that object is returned, so it can be dropped.
1281 * (so that other monsters can pick it up and use it)
1282 * Note that as things are now, monsters never drop something -
1283 * they can pick up all that they can use.
1284 */
1285 /* Sept 96, fixed this so skills will be readied -b.t.*/
1286 void
1287 monster_check_apply (object *mon, object *item)
1288 {
1289 int flag = 0;
1290
1291 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1292 {
1293 SET_FLAG (mon, FLAG_CAST_SPELL);
1294 return;
1295 }
1296
1297 /* If for some reason, this item is already applied, no more work to do */
1298 if (QUERY_FLAG (item, FLAG_APPLIED))
1299 return;
1300
1301 /* Might be better not to do this - if the monster can fire a bow,
1302 * it is possible in his wanderings, he will find one to use. In
1303 * which case, it would be nice to have ammo for it.
1304 */
1305 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1306 {
1307 /* Check for the right kind of bow */
1308 object *bow;
1309
1310 for (bow = mon->inv; bow; bow = bow->below)
1311 if (bow->type == BOW && bow->race == item->race)
1312 {
1313 SET_FLAG (mon, FLAG_READY_BOW);
1314 LOG (llevMonster, "Found correct bow for arrows.\n");
1315 return; /* nothing more to do for arrows */
1316 }
1317 }
1318
1319 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1320 flag = 1;
1321 /* Eating food gets hp back */
1322 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1323 flag = 1;
1324 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1325 {
1326 if (!item->inv)
1327 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1328 else if (monster_should_cast_spell (mon, item->inv))
1329 SET_FLAG (mon, FLAG_READY_SCROLL);
1330 /* Don't use it right now */
1331 return;
1332 }
1333 else if (item->type == WEAPON)
1334 flag = check_good_weapon (mon, item);
1335 else if (item->is_armor ())
1336 flag = check_good_armour (mon, item);
1337 /* Should do something more, like make sure this is a better item */
1338 else if (item->type == RING)
1339 flag = 1;
1340 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1341 {
1342 /* We never really 'ready' the wand/rod/horn, because that would mean the
1343 * weapon would get undone.
1344 */
1345 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1346 {
1347 SET_FLAG (mon, FLAG_READY_RANGE);
1348 SET_FLAG (item, FLAG_APPLIED);
1349 }
1350 return;
1351 }
1352 else if (item->type == BOW)
1353 {
1354 /* We never really 'ready' the bow, because that would mean the
1355 * weapon would get undone.
1356 */
1357 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1358 SET_FLAG (mon, FLAG_READY_BOW);
1359 return;
1360 }
1361 else if (item->type == SKILL)
1362 {
1363 /*
1364 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1365 * else they can't use the skill...
1366 * Skills also don't need to get applied, so return now.
1367 */
1368 SET_FLAG (mon, FLAG_READY_SKILL);
1369 return;
1370 }
1371
1372 /* if we don't match one of the above types, return now.
1373 * can_apply_object will say that we can apply things like flesh,
1374 * bolts, and whatever else, because it only checks against the
1375 * body_info locations.
1376 */
1377 if (!flag)
1378 return;
1379
1380 /* Check to see if the monster can use this item. If not, no need
1381 * to do further processing. Note that can_apply_object already checks
1382 * for the CAN_USE flags.
1383 */
1384 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1385 return;
1386
1387 /* should only be applying this item, not unapplying it.
1388 * also, ignore status of curse so they can take off old armour.
1389 * monsters have some advantages after all.
1390 */
1391 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1392 }
1393
1394 void
1395 npc_call_help (object *op)
1396 {
1397 int x, y, mflags;
1398 object *npc;
1399 sint16 sx, sy;
1400 maptile *m;
1401
1402 for (x = -3; x < 4; x++)
1403 for (y = -3; y < 4; y++)
1404 {
1405 m = op->map;
1406 sx = op->x + x;
1407 sy = op->y + y;
1408 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1409 /* If nothing alive on this space, no need to search the space. */
1410 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1411 continue;
1412
1413 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1414 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1415 npc->enemy = op->enemy;
1416 }
1417 }
1418
1419 int
1420 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1421 {
1422 if (can_hit (part, enemy, rv))
1423 return dir;
1424 if (rv->distance < 10)
1425 return absdir (dir + 4);
1426 else if (rv->distance > 18)
1427 return dir;
1428
1429 return 0;
1430 }
1431
1432 int
1433 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1434 {
1435 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1436 {
1437 ob->move_status++;
1438 return (dir);
1439 }
1440 else if (ob->move_status > 20)
1441 ob->move_status = 0;
1442
1443 return absdir (dir + 4);
1444 }
1445
1446 int
1447 hitrun_att (int dir, object *ob, object *enemy)
1448 {
1449 if (ob->move_status++ < 25)
1450 return dir;
1451 else if (ob->move_status < 50)
1452 return absdir (dir + 4);
1453 else
1454 ob->move_status = 0;
1455
1456 return absdir (dir + 4);
1457 }
1458
1459 int
1460 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461 {
1462
1463 int inrange = can_hit (part, enemy, rv);
1464
1465 if (ob->move_status || inrange)
1466 ob->move_status++;
1467
1468 if (ob->move_status == 0)
1469 return 0;
1470 else if (ob->move_status < 10)
1471 return dir;
1472 else if (ob->move_status < 15)
1473 return absdir (dir + 4);
1474
1475 ob->move_status = 0;
1476 return 0;
1477 }
1478
1479 int
1480 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1481 {
1482
1483 /* The logic below here looked plain wrong before. Basically, what should
1484 * happen is that if the creatures hp percentage falls below run_away,
1485 * the creature should run away (dir+4)
1486 * I think its wrong for a creature to have a zero maxhp value, but
1487 * at least one map has this set, and whatever the map contains, the
1488 * server should try to be resilant enough to avoid the problem
1489 */
1490 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1491 return absdir (dir + 4);
1492
1493 return dist_att (dir, ob, enemy, part, rv);
1494 }
1495
1496 int
1497 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1498 {
1499 if (rv->distance < 9)
1500 return absdir (dir + 4);
1501
1502 return 0;
1503 }
1504
1505 void
1506 circ1_move (object *ob)
1507 {
1508 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1509
1510 if (++ob->move_status > 11)
1511 ob->move_status = 0;
1512
1513 if (!(move_object (ob, circle[ob->move_status])))
1514 move_object (ob, rndm (8) + 1);
1515 }
1516
1517 void
1518 circ2_move (object *ob)
1519 {
1520 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1521
1522 if (++ob->move_status > 19)
1523 ob->move_status = 0;
1524
1525 if (!(move_object (ob, circle[ob->move_status])))
1526 move_object (ob, rndm (8) + 1);
1527 }
1528
1529 void
1530 pace_movev (object *ob)
1531 {
1532 if (ob->move_status++ > 6)
1533 ob->move_status = 0;
1534
1535 if (ob->move_status < 4)
1536 move_object (ob, 5);
1537 else
1538 move_object (ob, 1);
1539 }
1540
1541 void
1542 pace_moveh (object *ob)
1543 {
1544 if (ob->move_status++ > 6)
1545 ob->move_status = 0;
1546
1547 if (ob->move_status < 4)
1548 move_object (ob, 3);
1549 else
1550 move_object (ob, 7);
1551 }
1552
1553 void
1554 pace2_movev (object *ob)
1555 {
1556 if (ob->move_status++ > 16)
1557 ob->move_status = 0;
1558
1559 if (ob->move_status < 6)
1560 move_object (ob, 5);
1561 else if (ob->move_status < 8)
1562 return;
1563 else if (ob->move_status < 13)
1564 move_object (ob, 1);
1565 else
1566 return;
1567 }
1568
1569 void
1570 pace2_moveh (object *ob)
1571 {
1572 if (ob->move_status++ > 16)
1573 ob->move_status = 0;
1574
1575 if (ob->move_status < 6)
1576 move_object (ob, 3);
1577 else if (ob->move_status < 8)
1578 return;
1579 else if (ob->move_status < 13)
1580 move_object (ob, 7);
1581 else
1582 return;
1583 }
1584
1585 void
1586 rand_move (object *ob)
1587 {
1588 int i;
1589
1590 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1591 for (i = 0; i < 5; i++)
1592 if (move_object (ob, ob->move_status = rndm (8) + 1))
1593 return;
1594 }
1595
1596 void
1597 check_earthwalls (object *op, maptile *m, int x, int y)
1598 {
1599 object *tmp;
1600
1601 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1602 {
1603 if (tmp->type == EARTHWALL)
1604 {
1605 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1606 return;
1607 }
1608 }
1609 }
1610
1611 void
1612 check_doors (object *op, maptile *m, int x, int y)
1613 {
1614 object *tmp;
1615
1616 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1617 {
1618 if (tmp->type == DOOR)
1619 {
1620 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1621 return;
1622 }
1623 }
1624 }
1625
1626 /* find_mon_throw_ob() - modeled on find_throw_ob
1627 * This is probably overly simplistic as it is now - We want
1628 * monsters to throw things like chairs and other pieces of
1629 * furniture, even if they are not good throwable objects.
1630 * Probably better to have the monster throw a throwable object
1631 * first, then throw any non equipped weapon.
1632 */
1633 object *
1634 find_mon_throw_ob (object *op)
1635 {
1636 object *tmp = NULL;
1637
1638 if (op->head)
1639 tmp = op->head;
1640 else
1641 tmp = op;
1642
1643 /* New throw code: look through the inventory. Grap the first legal is_thrown
1644 * marked item and throw it to the enemy.
1645 */
1646 for (tmp = op->inv; tmp; tmp = tmp->below)
1647 {
1648 /* Can't throw invisible objects or items that are applied */
1649 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1650 continue;
1651
1652 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1653 break;
1654
1655 }
1656
1657 #ifdef DEBUG_THROW
1658 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1659 #endif
1660
1661 return tmp;
1662 }
1663
1664 /* determine if we can 'detect' the enemy. Check for walls blocking the
1665 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1666 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1667 * modified by MSW to use the get_rangevector so that map tiling works
1668 * properly. I also so odd code in place that checked for x distance
1669 * OR y distance being within some range - that seemed wrong - both should
1670 * be within the valid range. MSW 2001-08-05
1671 * Returns 0 if enemy can not be detected, 1 if it is detected
1672 */
1673 int
1674 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1675 {
1676 int radius = MIN_MON_RADIUS, hide_discovery;
1677
1678 /* null detection for any of these condtions always */
1679 if (!op || !enemy || !op->map || !enemy->map)
1680 return 0;
1681
1682 /* If the monster (op) has no way to get to the enemy, do nothing */
1683 if (!on_same_map (op, enemy))
1684 return 0;
1685
1686 get_rangevector (op, enemy, rv, 0);
1687
1688 /* Monsters always ignore the DM */
1689 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1690 return 0;
1691
1692 /* simple check. Should probably put some range checks in here. */
1693 if (can_see_enemy (op, enemy))
1694 return 1;
1695
1696 /* The rest of this is for monsters. Players are on their own for
1697 * finding enemies!
1698 */
1699 if (op->type == PLAYER)
1700 return 0;
1701
1702 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1703 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1704 */
1705 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1706 return 0;
1707
1708 /* use this for invis also */
1709 hide_discovery = op->stats.Int / 5;
1710
1711 /* Determine Detection radii */
1712 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1713 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1714 else
1715 { /* a level/INT/Dex adjustment for hiding */
1716 int bonus = op->level / 2 + op->stats.Int / 5;
1717
1718 if (enemy->type == PLAYER)
1719 {
1720 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1721 bonus -= sk_hide->level;
1722 else
1723 {
1724 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1725 make_visible (enemy);
1726 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1727 }
1728 }
1729 else /* enemy is not a player */
1730 bonus -= enemy->level;
1731
1732 radius += bonus / 5;
1733 hide_discovery += bonus * 5;
1734 } /* else creature has modifiers for hiding */
1735
1736 /* Radii stealth adjustment. Only if you are stealthy
1737 * will you be able to sneak up closer to creatures */
1738 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1739 {
1740 radius /= 2;
1741 hide_discovery /= 3;
1742 }
1743
1744 /* Radii adjustment for enemy standing in the dark */
1745 if (op->map->darkness > 0 && !stand_in_light (enemy))
1746 {
1747 /* on dark maps body heat can help indicate location with infravision
1748 * undead don't have body heat, so no benefit detecting them.
1749 */
1750 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1751 radius += op->map->darkness / 2;
1752 else
1753 radius -= op->map->darkness / 2;
1754
1755 /* op next to a monster (and not in complete darkness)
1756 * the monster should have a chance to see you.
1757 */
1758 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1759 radius = MIN_MON_RADIUS;
1760 } /* if on dark map */
1761
1762 /* Lets not worry about monsters that have incredible detection
1763 * radii, we only need to worry here about things the player can
1764 * (potentially) see. This is 13, as that is the maximum size the player
1765 * may have for their map - in that way, creatures at the edge will
1766 * do something. Note that the distance field in the
1767 * vector is real distance, so in theory this should be 18 to
1768 * find that.
1769 */
1770 // note that the above reasoning was utter bullshit even at the time it was written
1771 // we use 25, lets see if we have the cpu time for it
1772 radius = min (25, radius);
1773
1774 /* Enemy in range! Now test for detection */
1775 if (rv->distance <= radius)
1776 {
1777 /* ah, we are within range, detected? take cases */
1778 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1779 return 1;
1780
1781 /* hidden or low-quality invisible */
1782 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery)
1783 {
1784 make_visible (enemy);
1785
1786 /* inform players of new status */
1787 if (enemy->type == PLAYER && player_can_view (enemy, op))
1788 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1789
1790 return 1; /* detected enemy */
1791 }
1792 else if (enemy->invisible)
1793 {
1794 /* Change this around - instead of negating the invisible, just
1795 * return true so that the monster that managed to detect you can
1796 * do something to you. Decreasing the duration of invisible
1797 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1798 * can then basically negate the spell. The spell isn't negated -
1799 * they just know where you are!
1800 */
1801 if (rndm (50) <= hide_discovery)
1802 {
1803 if (enemy->type == PLAYER)
1804 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805
1806 return 1;
1807 }
1808 }
1809 } /* within range */
1810
1811 /* Wasn't detected above, so still hidden */
1812 return 0;
1813 }
1814
1815 /* determine if op stands in a lighted square. This is not a very
1816 * intellegent algorithm. For one thing, we ignore los here, SO it
1817 * is possible for a bright light to illuminate a player on the
1818 * other side of a wall (!).
1819 */
1820 int
1821 stand_in_light (object *op)
1822 {
1823 if (!op)
1824 return 0;
1825
1826 if (op->glow_radius > 0)
1827 return 1;
1828
1829 if (op->map)
1830 {
1831 /* Check the spaces with the max light radius to see if any of them
1832 * have lights, and if any of them light the player enough, then return 1.
1833 */
1834 for (int x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1835 {
1836 for (int y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1837 {
1838 maptile *m = op->map;
1839 sint16 nx = x;
1840 sint16 ny = y;
1841
1842 if (xy_normalise (m, nx, ny))
1843 if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1844 return 1;
1845 }
1846 }
1847 }
1848
1849 return 0;
1850 }
1851
1852 /* assuming no walls/barriers, lets check to see if its *possible*
1853 * to see an enemy. Note, "detection" is different from "seeing".
1854 * See can_detect_enemy() for more details. -b.t.
1855 * return 0 if can't be seen, 1 if can be
1856 */
1857 int
1858 can_see_enemy (object *op, object *enemy)
1859 {
1860 object *looker = op->head ? op->head : op;
1861
1862 /* safety */
1863 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1864 return 0;
1865
1866 /* we dont give a full treatment of xrays here (shorter range than normal,
1867 * see through walls). Should we change the code elsewhere to make you
1868 * blind even if you can xray?
1869 */
1870 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1871 return 0;
1872
1873 /* checking for invisible things */
1874 if (enemy->invisible)
1875 {
1876 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1877 * However,if you carry any source of light, then the hidden
1878 * creature is seeable (and stupid) */
1879
1880 if (has_carried_lights (enemy))
1881 {
1882 if (enemy->hide)
1883 {
1884 make_visible (enemy);
1885 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1886 }
1887
1888 return 1;
1889 }
1890 else if (enemy->hide)
1891 return 0;
1892
1893 /* Invisible enemy. Break apart the check for invis undead/invis looker
1894 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1895 * and making it a conditional makes the code pretty ugly.
1896 */
1897 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1898 if (makes_invisible_to (enemy, looker))
1899 return 0;
1900 }
1901 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1902 if (player_can_view (looker, enemy))
1903 return 1;
1904
1905 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1906 * unless they carry a light or stand in light. Darkness doesnt
1907 * inhibit the undead per se (but we should give their archs
1908 * CAN_SEE_IN_DARK, this is just a safety
1909 * we care about the enemy maps status, not the looker.
1910 * only relevant for tiled maps, but it is possible that the
1911 * enemy is on a bright map and the looker on a dark - in that
1912 * case, the looker can still see the enemy
1913 */
1914 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1915 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1916 return 0;
1917
1918 return 1;
1919 }
1920