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Revision: 1.8
Committed: Sun Sep 10 15:59:57 2006 UTC (17 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1388 -1199 lines
Log Message:
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File Contents

# Content
1
2 /*
3 * static char *rcsid_monster_c =
4 * "$Id: monster.C,v 1.7 2006-09-07 10:01:58 pippijn 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 = NULL; /* 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 if (tmp)
187 get_rangevector (npc, tmp, rv, 0);
188 return tmp;
189 }
190
191 /* Here is the main enemy selection.
192 * We want this: if there is an enemy, attack him until its not possible or
193 * one of both is dead.
194 * If we have no enemy and we are...
195 * a monster: try to find a player, a pet or a friendly monster
196 * a friendly: only target a monster which is targeting you first or targeting a player
197 * a neutral: fight a attacker (but there should be none), then do nothing
198 * a pet: attack player enemy or a monster
199 */
200
201 /* pet move */
202 if ((npc->attack_movement & HI4) == PETMOVE)
203 {
204 tmp = get_pet_enemy (npc, rv);
205 if (tmp)
206 get_rangevector (npc, tmp, rv, 0);
207 return tmp;
208 }
209
210 /* we check our old enemy. */
211 if ((tmp = check_enemy (npc, rv)) == NULL)
212 {
213 if (attacker) /* if we have an attacker, check him */
214 {
215 /* we want be sure this is the right one! */
216 if (attacker->count == npc->attacked_by_count)
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
234 /* we have no legal enemy or attacker, so we try to target a new one */
235 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
236 {
237 npc->enemy = get_nearest_player (npc);
238 if (npc->enemy)
239 tmp = check_enemy (npc, rv);
240 }
241
242 }
243
244 return tmp;
245 }
246
247 /* Sees if this monster should wake up.
248 * Currently, this is only called from move_monster, and
249 * if enemy is set, then so should be rv.
250 * returns 1 if the monster should wake up, 0 otherwise.
251 */
252
253 int
254 check_wakeup (object *op, object *enemy, rv_vector * rv)
255 {
256 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
257
258 /* Trim work - if no enemy, no need to do anything below */
259 if (!enemy)
260 return 0;
261
262 /* blinded monsters can only find nearby objects to attack */
263 if (QUERY_FLAG (op, FLAG_BLIND))
264 radius = MIN_MON_RADIUS;
265
266 /* This covers the situation where the monster is in the dark
267 * and has an enemy. If the enemy has no carried light (or isnt
268 * glowing!) then the monster has trouble finding the enemy.
269 * Remember we already checked to see if the monster can see in
270 * the dark. */
271
272 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
273 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
274 {
275 int dark = radius / (op->map->darkness);
276
277 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
278 }
279 else if (!QUERY_FLAG (op, FLAG_SLEEP))
280 return 1;
281
282 /* enemy should already be on this map, so don't really need to check
283 * for that.
284 */
285 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
286 {
287 CLEAR_FLAG (op, FLAG_SLEEP);
288 return 1;
289 }
290 return 0;
291 }
292
293 int
294 move_randomly (object *op)
295 {
296 int i;
297
298 /* Give up to 15 chances for a monster to move randomly */
299 for (i = 0; i < 15; i++)
300 {
301 if (move_object (op, RANDOM () % 8 + 1))
302 return 1;
303 }
304 return 0;
305 }
306
307 /*
308 * Move-monster returns 1 if the object has been freed, otherwise 0.
309 */
310
311 int
312 move_monster (object *op)
313 {
314 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
315 object *owner, *enemy, *part, *oph = op;
316 rv_vector rv;
317
318 /* Monsters not on maps don't do anything. These monsters are things
319 * Like royal guards in city dwellers inventories.
320 */
321 if (!op->map)
322 return 0;
323
324 /* for target facing, we copy this value here for fast access */
325 if (oph->head) /* force update the head - one arch one pic */
326 oph = oph->head;
327
328 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
329 enemy = op->enemy = NULL;
330 else if ((enemy = find_enemy (op, &rv)))
331 {
332 /* we have an enemy, just tell him we want him dead */
333 enemy->attacked_by = op; /* our ptr */
334 enemy->attacked_by_count = op->count; /* our tag */
335 }
336
337 /* generate hp, if applicable */
338 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
339 {
340
341 /* last heal is in funny units. Dividing by speed puts
342 * the regeneration rate on a basis of time instead of
343 * #moves the monster makes. The scaling by 8 is
344 * to capture 8th's of a hp fraction regens
345 *
346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
347 * overflow might produce monsters with negative hp.
348 */
349
350 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
351 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
352 op->last_heal %= 32;
353
354 /* So if the monster has gained enough HP that they are no longer afraid */
355 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
356 CLEAR_FLAG (op, FLAG_RUN_AWAY);
357
358 if (op->stats.hp > op->stats.maxhp)
359 op->stats.hp = op->stats.maxhp;
360 }
361
362 /* generate sp, if applicable */
363 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
364 {
365
366 /* last_sp is in funny units. Dividing by speed puts
367 * the regeneration rate on a basis of time instead of
368 * #moves the monster makes. The scaling by 8 is
369 * to capture 8th's of a sp fraction regens
370 *
371 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
372 * overflow might produce monsters with negative sp.
373 */
374
375 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
376 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
377 op->last_sp %= 128;
378 }
379
380 /* this should probably get modified by many more values.
381 * (eg, creatures resistance to fear, level, etc. )
382 */
383 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
384 {
385 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
386 }
387
388 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
389 return QUERY_FLAG (op, FLAG_FREED);
390
391 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
392 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
393 {
394 if (!check_wakeup (op, enemy, &rv))
395 return 0;
396 }
397
398 /* check if monster pops out of hidden spot */
399 if (op->hide)
400 do_hidden_move (op);
401
402 if (op->pick_up)
403 monster_check_pickup (op);
404
405 if (op->will_apply)
406 monster_apply_below (op); /* Check for items to apply below */
407
408 /* If we don't have an enemy, do special movement or the like */
409 if (!enemy)
410 {
411 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
412 {
413 remove_ob (op);
414 free_object (op);
415 return 1;
416 }
417
418 /* Probably really a bug for a creature to have both
419 * stand still and a movement type set.
420 */
421 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
422 {
423 if (op->attack_movement & HI4)
424 {
425 switch (op->attack_movement & HI4)
426 {
427 case (PETMOVE):
428 pet_move (op);
429 break;
430
431 case (CIRCLE1):
432 circ1_move (op);
433 break;
434
435 case (CIRCLE2):
436 circ2_move (op);
437 break;
438
439 case (PACEV):
440 pace_movev (op);
441 break;
442
443 case (PACEH):
444 pace_moveh (op);
445 break;
446
447 case (PACEV2):
448 pace2_movev (op);
449 break;
450
451 case (PACEH2):
452 pace2_moveh (op);
453 break;
454
455 case (RANDO):
456 rand_move (op);
457 break;
458
459 case (RANDO2):
460 move_randomly (op);
461 break;
462 }
463 return 0;
464 }
465 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
466 (void) move_randomly (op);
467
468 } /* stand still */
469 return 0;
470 } /* no enemy */
471
472 /* We have an enemy. Block immediately below is for pets */
473 if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
474 return follow_owner (op, owner);
475
476 /* doppleganger code to change monster facing to that of the nearest
477 * player. Hmm. The code is here, but no monster in the current
478 * arch set uses it.
479 */
480 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
481 {
482 op->face = enemy->face;
483 op->name = enemy->name;
484 }
485
486 /* Calculate range information for closest body part - this
487 * is used for the 'skill' code, which isn't that smart when
488 * it comes to figuring it out - otherwise, giants throw boulders
489 * into themselves.
490 */
491 get_rangevector (op, enemy, &rv, 0);
492
493 /* Move the check for scared up here - if the monster was scared,
494 * we were not doing any of the logic below, so might as well save
495 * a few cpu cycles.
496 */
497 if (!QUERY_FLAG (op, FLAG_SCARED))
498 {
499 rv_vector rv1;
500
501 /* now we test every part of an object .... this is a real ugly piece of code */
502 for (part = op; part != NULL; part = part->more)
503 {
504 get_rangevector (part, enemy, &rv1, 0x1);
505 dir = rv1.direction;
506
507 /* hm, not sure about this part - in original was a scared flag here too
508 * but that we test above... so can be old code here
509 */
510 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
511 dir = absdir (dir + 4);
512 if (QUERY_FLAG (op, FLAG_CONFUSED))
513 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
514
515 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
516 {
517 if (monster_cast_spell (op, part, enemy, dir, &rv1))
518 return 0;
519 }
520
521 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
522 {
523 if (monster_use_scroll (op, part, enemy, dir, &rv1))
524 return 0;
525 }
526
527 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
528 {
529 if (monster_use_range (op, part, enemy, dir))
530 return 0;
531 }
532 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
533 {
534 if (monster_use_skill (op, rv.part, enemy, rv.direction))
535 return 0;
536 }
537 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
538 {
539 if (monster_use_bow (op, part, enemy, dir))
540 return 0;
541 }
542 } /* for processing of all parts */
543 } /* If not scared */
544
545
546 part = rv.part;
547 dir = rv.direction;
548
549 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550 dir = absdir (dir + 4);
551
552 if (QUERY_FLAG (op, FLAG_CONFUSED))
553 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
554
555 pre_att_dir = dir; /* remember the original direction */
556
557 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558 {
559 switch (op->attack_movement & LO4)
560 {
561 case DISTATT:
562 dir = dist_att (dir, op, enemy, part, &rv);
563 break;
564
565 case RUNATT:
566 dir = run_att (dir, op, enemy, part, &rv);
567 break;
568
569 case HITRUN:
570 dir = hitrun_att (dir, op, enemy);
571 break;
572
573 case WAITATT:
574 dir = wait_att (dir, op, enemy, part, &rv);
575 break;
576
577 case RUSH: /* default - monster normally moves towards player */
578 case ALLRUN:
579 break;
580
581 case DISTHIT:
582 dir = disthit_att (dir, op, enemy, part, &rv);
583 break;
584
585 case WAIT2:
586 dir = wait_att2 (dir, op, enemy, part, &rv);
587 break;
588
589 default:
590 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
591 }
592 }
593
594 if (!dir)
595 return 0;
596
597 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598 {
599 if (move_object (op, dir)) /* Can the monster move directly toward player? */
600 {
601 /* elmex: Turn our monster after it moved if it has DISTATT attack */
602 if ((op->attack_movement & LO4) == DISTATT)
603 op->direction = pre_att_dir;
604
605 return 0;
606 }
607
608 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
609 {
610
611 /* Try move around corners if !close */
612 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
613
614 for (diff = 1; diff <= maxdiff; diff++)
615 {
616 /* try different detours */
617 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
618
619 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
620 return 0;
621 }
622 }
623 } /* if monster is not standing still */
624
625 /* elmex: Turn our monster after it moved if it has DISTATT attack */
626 if ((op->attack_movement & LO4) == DISTATT)
627 op->direction = pre_att_dir;
628
629 /*
630 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
631 * direction if they can't move away.
632 */
633 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
634 if (move_randomly (op))
635 return 0;
636
637 /*
638 * Try giving the monster a new enemy - the player that is closest
639 * to it. In this way, it won't just keep trying to get to a target
640 * that is inaccessible.
641 * This could be more clever - it should go through a list of several
642 * enemies, as it is now, you could perhaps get situations where there
643 * are two players flanking the monster at close distance, but which
644 * the monster can't get to, and a third one at a far distance that
645 * the monster could get to - as it is, the monster won't look at that
646 * third one.
647 */
648 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
649 {
650 object *nearest_player = get_nearest_player (op);
651
652 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
653 {
654 op->enemy = NULL;
655 enemy = nearest_player;
656 }
657 }
658
659 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
660 {
661 /* The adjustement to wc that was here before looked totally bogus -
662 * since wc can in fact get negative, that would mean by adding
663 * the current wc, the creature gets better? Instead, just
664 * add a fixed amount - nasty creatures that are runny away should
665 * still be pretty nasty.
666 */
667 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
668 {
669 part->stats.wc += 10;
670 (void) skill_attack (enemy, part, 0, NULL, NULL);
671 part->stats.wc -= 10;
672 }
673 else
674 (void) skill_attack (enemy, part, 0, NULL, NULL);
675 } /* if monster is in attack range */
676
677 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
678 return 1;
679
680 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
681 {
682 remove_ob (op);
683 free_object (op);
684 return 1;
685 }
686 return 0;
687 }
688
689 int
690 can_hit (object *ob1, object *ob2, rv_vector * rv)
691 {
692 object *more;
693 rv_vector rv1;
694
695 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
696 return 0;
697
698 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
699 return 1;
700
701 /* check all the parts of ob2 - just because we can't get to
702 * its head doesn't mean we don't want to pound its feet
703 */
704 for (more = ob2->more; more != NULL; more = more->more)
705 {
706 get_rangevector (ob1, more, &rv1, 0);
707 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
708 return 1;
709 }
710 return 0;
711
712 }
713
714 /* Returns 1 is monster should cast spell sp at an enemy
715 * Returns 0 if the monster should not cast this spell.
716 *
717 * Note that this function does not check to see if the monster can
718 * in fact cast the spell (sp dependencies and what not.) That is because
719 * this function is also sued to see if the monster should use spell items
720 * (rod/horn/wand/scroll).
721 * Note that there are certainly other offensive spells that could be
722 * included, but I decided to leave out the spells that may kill more
723 * monsters than players (eg, disease).
724 *
725 * This could be a lot smarter - if there are few monsters around,
726 * then disease might not be as bad. Likewise, if the monster is damaged,
727 * the right type of healing spell could be useful.
728 */
729
730 static int
731 monster_should_cast_spell (object *monster, object *spell_ob)
732 {
733 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
734 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
735 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
736 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
737 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
738 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
739
740 return 1;
741
742 return 0;
743 }
744
745
746 #define MAX_KNOWN_SPELLS 20
747
748 /* Returns a randomly selected spell. This logic is still
749 * less than ideal. This code also only seems to deal with
750 * wizard spells, as the check is against sp, and not grace.
751 * can mosnters know cleric spells?
752 */
753 object *
754 monster_choose_random_spell (object *monster)
755 {
756 object *altern[MAX_KNOWN_SPELLS];
757 object *tmp;
758 int i = 0;
759
760 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
761 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
762 {
763 /* Check and see if it's actually a useful spell.
764 * If its a spellbook, the spell is actually the inventory item.
765 * if it is a spell, then it is just the object itself.
766 */
767 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
768 {
769 altern[i++] = tmp;
770 if (i == MAX_KNOWN_SPELLS)
771 break;
772 }
773 }
774 if (!i)
775 return NULL;
776 return altern[RANDOM () % i];
777 }
778
779 /* This checks to see if the monster should cast a spell/ability.
780 * it returns true if the monster casts a spell, 0 if he doesn't.
781 * head is the head of the monster.
782 * part is the part of the monster we are checking against.
783 * pl is the target.
784 * dir is the direction to case.
785 * rv is the vector which describes where the enemy is.
786 */
787
788 int
789 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
790 {
791 object *spell_item;
792 object *owner;
793 rv_vector rv1;
794
795 /* If you want monsters to cast spells over friends, this spell should
796 * be removed. It probably should be in most cases, since monsters still
797 * don't care about residual effects (ie, casting a cone which may have a
798 * clear path to the player, the side aspects of the code will still hit
799 * other monsters)
800 */
801 if (!(dir = path_to_player (part, pl, 0)))
802 return 0;
803
804 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
805 {
806 get_rangevector (head, owner, &rv1, 0x1);
807 if (dirdiff (dir, rv1.direction) < 2)
808 {
809 return 0; /* Might hit owner with spell */
810 }
811 }
812
813 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
815
816 /* If the monster hasn't already chosen a spell, choose one
817 * I'm not sure if it really make sense to pre-select spells (events
818 * could be different by the time the monster goes again).
819 */
820 if (head->spellitem == NULL)
821 {
822 if ((spell_item = monster_choose_random_spell (head)) == NULL)
823 {
824 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
826 return 0;
827 }
828 if (spell_item->type == SPELLBOOK)
829 {
830 if (!spell_item->inv)
831 {
832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833 return 0;
834 }
835 spell_item = spell_item->inv;
836 }
837 }
838 else
839 spell_item = head->spellitem;
840
841 if (!spell_item)
842 return 0;
843
844 /* Best guess this is a defensive/healing spell */
845 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
846 dir = 0;
847
848 /* Monster doesn't have enough spell-points */
849 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
850 return 0;
851
852 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
853 return 0;
854
855 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
856 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
857
858 /* set this to null, so next time monster will choose something different */
859 head->spellitem = NULL;
860
861 return cast_spell (part, part, dir, spell_item, NULL);
862 }
863
864
865 int
866 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867 {
868 object *scroll;
869 object *owner;
870 rv_vector rv1;
871
872 /* If you want monsters to cast spells over friends, this spell should
873 * be removed. It probably should be in most cases, since monsters still
874 * don't care about residual effects (ie, casting a cone which may have a
875 * clear path to the player, the side aspects of the code will still hit
876 * other monsters)
877 */
878 if (!(dir = path_to_player (part, pl, 0)))
879 return 0;
880
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
882 {
883 get_rangevector (head, owner, &rv1, 0x1);
884 if (dirdiff (dir, rv1.direction) < 2)
885 {
886 return 0; /* Might hit owner with spell */
887 }
888 }
889
890 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
892
893 for (scroll = head->inv; scroll; scroll = scroll->below)
894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
896
897 /* Used up all his scrolls, so nothing do to */
898 if (!scroll)
899 {
900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
901 return 0;
902 }
903
904 /* Spell should be cast on caster (ie, heal, strength) */
905 if (scroll->inv->range == 0)
906 dir = 0;
907
908 apply_scroll (part, scroll, dir);
909 return 1;
910 }
911
912 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
914 * SK_MISSILE_WEAPON to make those respective attacks, if we
915 * required that we would drastically increase the memory
916 * requirements of CF!!
917 *
918 * The skills we are treating here are all but those. -b.t.
919 *
920 * At the moment this is only useful for throwing, perhaps for
921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 */
923
924 int
925 monster_use_skill (object *head, object *part, object *pl, int dir)
926 {
927 object *skill, *owner;
928
929 if (!(dir = path_to_player (part, pl, 0)))
930 return 0;
931
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
933 {
934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
936 if (dirdiff (dir, dir2) < 1)
937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
938 }
939 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
941
942 /* skill selection - monster will use the next unused skill.
943 * well...the following scenario will allow the monster to
944 * toggle between 2 skills. One day it would be nice to make
945 * more skills available to monsters.
946 */
947
948 for (skill = head->inv; skill != NULL; skill = skill->below)
949 if (skill->type == SKILL && skill != head->chosen_skill)
950 {
951 head->chosen_skill = skill;
952 break;
953 }
954
955 if (!skill && !head->chosen_skill)
956 {
957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
958 CLEAR_FLAG (head, FLAG_READY_SKILL);
959 return 0;
960 }
961 /* use skill */
962 return do_skill (head, part, head->chosen_skill, dir, NULL);
963 }
964
965 /* Monster will use a ranged spell attack. */
966
967 int
968 monster_use_range (object *head, object *part, object *pl, int dir)
969 {
970 object *wand, *owner;
971 int at_least_one = 0;
972
973 if (!(dir = path_to_player (part, pl, 0)))
974 return 0;
975
976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
977 {
978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979
980 if (dirdiff (dir, dir2) < 2)
981 return 0; /* Might hit owner with spell */
982 }
983 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
985
986 for (wand = head->inv; wand != NULL; wand = wand->below)
987 {
988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
998 {
999 if (wand->arch)
1000 {
1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 wand->face = wand->arch->clone.face;
1003 wand->speed = 0;
1004 update_ob_speed (wand);
1005 }
1006 }
1007 /* Success */
1008 return 1;
1009 }
1010 else if (wand->type == ROD || wand->type == HORN)
1011 {
1012 /* Found rod/horn, let's use it if possible */
1013 at_least_one = 1;
1014 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1015 continue;
1016
1017 /* drain charge before casting spell - can be a case where the
1018 * spell destroys the monster, and rod, so if done after, results
1019 * in crash.
1020 */
1021 drain_rod_charge (wand);
1022 cast_spell (head, wand, dir, wand->inv, NULL);
1023
1024 /* Success */
1025 return 1;
1026 }
1027 }
1028
1029 if (at_least_one)
1030 return 0;
1031
1032 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034 return 0;
1035 }
1036
1037 int
1038 monster_use_bow (object *head, object *part, object *pl, int dir)
1039 {
1040 object *owner;
1041
1042 if (!(dir = path_to_player (part, pl, 0)))
1043 return 0;
1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1046
1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1048 {
1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
1051 if (dirdiff (dir, dir2) < 1)
1052 return 0; /* Might hit owner with arrow */
1053 }
1054
1055 /* in server/player.c */
1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057
1058 }
1059
1060 /* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant.
1063 *
1064 * return true if item is a better object.
1065 */
1066
1067 int
1068 check_good_weapon (object *who, object *item)
1069 {
1070 object *other_weap;
1071 int val = 0, i;
1072
1073 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1074 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1075 break;
1076
1077 if (other_weap == NULL) /* No other weapons */
1078 return 1;
1079
1080 /* Rather than go through and apply the new one, and see if it is
1081 * better, just do some simple checks
1082 * Put some multipliers for things that hvae several effects,
1083 * eg, magic affects both damage and wc, so it has more weight
1084 */
1085
1086 val = item->stats.dam - other_weap->stats.dam;
1087 val += (item->magic - other_weap->magic) * 3;
1088 /* Monsters don't really get benefits from things like regen rates
1089 * from items. But the bonus for their stats are very important.
1090 */
1091 for (i = 0; i < NUM_STATS; i++)
1092 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1093
1094 if (val > 0)
1095 return 1;
1096 else
1097 return 0;
1098
1099 }
1100
1101 int
1102 check_good_armour (object *who, object *item)
1103 {
1104 object *other_armour;
1105 int val = 0, i;
1106
1107 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1109 break;
1110
1111 if (other_armour == NULL) /* No other armour, use the new */
1112 return 1;
1113
1114 /* Like above function , see which is better */
1115 val = item->stats.ac - other_armour->stats.ac;
1116 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1117 val += (item->magic - other_armour->magic) * 3;
1118
1119 /* for the other protections, do weigh them very much in the equation -
1120 * it is the armor protection which is most important, because there is
1121 * no good way to know what the player may attack the monster with.
1122 * So if the new item has better protection than the old, give that higher
1123 * value. If the reverse, then decrease the value of this item some.
1124 */
1125 for (i = 1; i < NROFATTACKS; i++)
1126 {
1127 if (item->resist[i] > other_armour->resist[i])
1128 val++;
1129 else if (item->resist[i] < other_armour->resist[i])
1130 val--;
1131 }
1132
1133 /* Very few armours have stats, so not much need to worry about those. */
1134
1135 if (val > 0)
1136 return 1;
1137 else
1138 return 0;
1139
1140 }
1141
1142 /*
1143 * monster_check_pickup(): checks for items that monster can pick up.
1144 *
1145 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1146 * Each time the blob passes over some treasure, it will
1147 * grab it a.s.a.p.
1148 *
1149 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1150 * to handle this.
1151 *
1152 * This function was seen be continueing looping at one point (tmp->below
1153 * became a recursive loop. It may be better to call monster_check_apply
1154 * after we pick everything up, since that function may call others which
1155 * affect stacking on this space.
1156 */
1157
1158 void
1159 monster_check_pickup (object *monster)
1160 {
1161 object *tmp, *next;
1162 int next_tag;
1163
1164 for (tmp = monster->below; tmp != NULL; tmp = next)
1165 {
1166 next = tmp->below;
1167 next_tag = next ? next->count : 0;
1168 if (monster_can_pick (monster, tmp))
1169 {
1170 remove_ob (tmp);
1171 tmp = insert_ob_in_ob (tmp, monster);
1172 (void) monster_check_apply (monster, tmp);
1173 }
1174 /* We could try to re-establish the cycling, of the space, but probably
1175 * not a big deal to just bail out.
1176 */
1177 if (next && was_destroyed (next, next_tag))
1178 return;
1179 }
1180 }
1181
1182 /*
1183 * monster_can_pick(): If the monster is interested in picking up
1184 * the item, then return 0. Otherwise 0.
1185 * Instead of pick_up, flags for "greed", etc, should be used.
1186 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1187 */
1188
1189 int
1190 monster_can_pick (object *monster, object *item)
1191 {
1192 int flag = 0;
1193 int i;
1194
1195 if (!can_pick (monster, item))
1196 return 0;
1197
1198 if (QUERY_FLAG (item, FLAG_UNPAID))
1199 return 0;
1200
1201 if (monster->pick_up & 64) /* All */
1202 flag = 1;
1203
1204 else
1205 switch (item->type)
1206 {
1207 case MONEY:
1208 case GEM:
1209 flag = monster->pick_up & 2;
1210 break;
1211
1212 case FOOD:
1213 flag = monster->pick_up & 4;
1214 break;
1215
1216 case WEAPON:
1217 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1218 break;
1219
1220 case ARMOUR:
1221 case SHIELD:
1222 case HELMET:
1223 case BOOTS:
1224 case GLOVES:
1225 case GIRDLE:
1226 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1227 break;
1228
1229 case SKILL:
1230 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1231 break;
1232
1233 case RING:
1234 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1235 break;
1236
1237 case WAND:
1238 case HORN:
1239 case ROD:
1240 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1241 break;
1242
1243 case SPELLBOOK:
1244 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1245 break;
1246
1247 case SCROLL:
1248 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1249 break;
1250
1251 case BOW:
1252 case ARROW:
1253 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1254 break;
1255 }
1256 /* Simplistic check - if the monster has a location to equip it, he will
1257 * pick it up. Note that this doesn't handle cases where an item may
1258 * use several locations.
1259 */
1260 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1261 {
1262 if (monster->body_info[i] && item->body_info[i])
1263 {
1264 flag = 1;
1265 break;
1266 }
1267 }
1268
1269 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1270 return 1;
1271 return 0;
1272 }
1273
1274 /*
1275 * monster_apply_below():
1276 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1277 * eager to apply things, encounters something apply-able,
1278 * then make him apply it
1279 */
1280
1281 void
1282 monster_apply_below (object *monster)
1283 {
1284 object *tmp, *next;
1285
1286 for (tmp = monster->below; tmp != NULL; tmp = next)
1287 {
1288 next = tmp->below;
1289 switch (tmp->type)
1290 {
1291 case CF_HANDLE:
1292 case TRIGGER:
1293 if (monster->will_apply & 1)
1294 manual_apply (monster, tmp, 0);
1295 break;
1296
1297 case TREASURE:
1298 if (monster->will_apply & 2)
1299 manual_apply (monster, tmp, 0);
1300 break;
1301
1302 }
1303 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1304 break;
1305 }
1306 }
1307
1308 /*
1309 * monster_check_apply() is meant to be called after an item is
1310 * inserted in a monster.
1311 * If an item becomes outdated (monster found a better item),
1312 * a pointer to that object is returned, so it can be dropped.
1313 * (so that other monsters can pick it up and use it)
1314 * Note that as things are now, monsters never drop something -
1315 * they can pick up all that they can use.
1316 */
1317
1318 /* Sept 96, fixed this so skills will be readied -b.t.*/
1319
1320 void
1321 monster_check_apply (object *mon, object *item)
1322 {
1323
1324 int flag = 0;
1325
1326 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1327 {
1328 SET_FLAG (mon, FLAG_CAST_SPELL);
1329 return;
1330 }
1331
1332 /* If for some reason, this item is already applied, no more work to do */
1333 if (QUERY_FLAG (item, FLAG_APPLIED))
1334 return;
1335
1336 /* Might be better not to do this - if the monster can fire a bow,
1337 * it is possible in his wanderings, he will find one to use. In
1338 * which case, it would be nice to have ammo for it.
1339 */
1340 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1341 {
1342 /* Check for the right kind of bow */
1343 object *bow;
1344
1345 for (bow = mon->inv; bow != NULL; bow = bow->below)
1346 if (bow->type == BOW && bow->race == item->race)
1347 {
1348 SET_FLAG (mon, FLAG_READY_BOW);
1349 LOG (llevMonster, "Found correct bow for arrows.\n");
1350 return; /* nothing more to do for arrows */
1351 }
1352 }
1353
1354 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1355 flag = 1;
1356 /* Eating food gets hp back */
1357 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1358 flag = 1;
1359 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1360 {
1361 if (!item->inv)
1362 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1363 else if (monster_should_cast_spell (mon, item->inv))
1364 SET_FLAG (mon, FLAG_READY_SCROLL);
1365 /* Don't use it right now */
1366 return;
1367 }
1368 else if (item->type == WEAPON)
1369 flag = check_good_weapon (mon, item);
1370 else if (IS_ARMOR (item))
1371 flag = check_good_armour (mon, item);
1372 /* Should do something more, like make sure this is a better item */
1373 else if (item->type == RING)
1374 flag = 1;
1375 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1376 {
1377 /* We never really 'ready' the wand/rod/horn, because that would mean the
1378 * weapon would get undone.
1379 */
1380 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1381 {
1382 SET_FLAG (mon, FLAG_READY_RANGE);
1383 SET_FLAG (item, FLAG_APPLIED);
1384 }
1385 return;
1386 }
1387 else if (item->type == BOW)
1388 {
1389 /* We never really 'ready' the bow, because that would mean the
1390 * weapon would get undone.
1391 */
1392 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1393 SET_FLAG (mon, FLAG_READY_BOW);
1394 return;
1395 }
1396 else if (item->type == SKILL)
1397 {
1398 /*
1399 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1400 * else they can't use the skill...
1401 * Skills also don't need to get applied, so return now.
1402 */
1403 SET_FLAG (mon, FLAG_READY_SKILL);
1404 return;
1405 }
1406
1407
1408 /* if we don't match one of the above types, return now.
1409 * can_apply_object will say that we can apply things like flesh,
1410 * bolts, and whatever else, because it only checks against the
1411 * body_info locations.
1412 */
1413 if (!flag)
1414 return;
1415
1416 /* Check to see if the monster can use this item. If not, no need
1417 * to do further processing. Note that can_apply_object already checks
1418 * for the CAN_USE flags.
1419 */
1420 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1421 return;
1422
1423 /* should only be applying this item, not unapplying it.
1424 * also, ignore status of curse so they can take off old armour.
1425 * monsters have some advantages after all.
1426 */
1427 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1428
1429 return;
1430 }
1431
1432 void
1433 npc_call_help (object *op)
1434 {
1435 int x, y, mflags;
1436 object *npc;
1437 sint16 sx, sy;
1438 mapstruct *m;
1439
1440 for (x = -3; x < 4; x++)
1441 for (y = -3; y < 4; y++)
1442 {
1443 m = op->map;
1444 sx = op->x + x;
1445 sy = op->y + y;
1446 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1447 /* If nothing alive on this space, no need to search the space. */
1448 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1449 continue;
1450
1451 for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1452 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1453 npc->enemy = op->enemy;
1454 }
1455 }
1456
1457
1458 int
1459 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460 {
1461
1462 if (can_hit (part, enemy, rv))
1463 return dir;
1464 if (rv->distance < 10)
1465 return absdir (dir + 4);
1466 else if (rv->distance > 18)
1467 return dir;
1468 return 0;
1469 }
1470
1471 int
1472 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1473 {
1474
1475 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1476 {
1477 ob->move_status++;
1478 return (dir);
1479 }
1480 else if (ob->move_status > 20)
1481 ob->move_status = 0;
1482 return absdir (dir + 4);
1483 }
1484
1485 int
1486 hitrun_att (int dir, object *ob, object *enemy)
1487 {
1488 if (ob->move_status++ < 25)
1489 return dir;
1490 else if (ob->move_status < 50)
1491 return absdir (dir + 4);
1492 else
1493 ob->move_status = 0;
1494 return absdir (dir + 4);
1495 }
1496
1497 int
1498 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1499 {
1500
1501 int inrange = can_hit (part, enemy, rv);
1502
1503 if (ob->move_status || inrange)
1504 ob->move_status++;
1505
1506 if (ob->move_status == 0)
1507 return 0;
1508 else if (ob->move_status < 10)
1509 return dir;
1510 else if (ob->move_status < 15)
1511 return absdir (dir + 4);
1512 ob->move_status = 0;
1513 return 0;
1514 }
1515
1516 int
1517 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518 {
1519
1520 /* The logic below here looked plain wrong before. Basically, what should
1521 * happen is that if the creatures hp percentage falls below run_away,
1522 * the creature should run away (dir+4)
1523 * I think its wrong for a creature to have a zero maxhp value, but
1524 * at least one map has this set, and whatever the map contains, the
1525 * server should try to be resilant enough to avoid the problem
1526 */
1527 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1528 return absdir (dir + 4);
1529 return dist_att (dir, ob, enemy, part, rv);
1530 }
1531
1532 int
1533 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1534 {
1535 if (rv->distance < 9)
1536 return absdir (dir + 4);
1537 return 0;
1538 }
1539
1540 void
1541 circ1_move (object *ob)
1542 {
1543 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1544 if (++ob->move_status > 11)
1545 ob->move_status = 0;
1546 if (!(move_object (ob, circle[ob->move_status])))
1547 (void) move_object (ob, RANDOM () % 8 + 1);
1548 }
1549
1550 void
1551 circ2_move (object *ob)
1552 {
1553 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1554 if (++ob->move_status > 19)
1555 ob->move_status = 0;
1556 if (!(move_object (ob, circle[ob->move_status])))
1557 (void) move_object (ob, RANDOM () % 8 + 1);
1558 }
1559
1560 void
1561 pace_movev (object *ob)
1562 {
1563 if (ob->move_status++ > 6)
1564 ob->move_status = 0;
1565 if (ob->move_status < 4)
1566 (void) move_object (ob, 5);
1567 else
1568 (void) move_object (ob, 1);
1569 }
1570
1571 void
1572 pace_moveh (object *ob)
1573 {
1574 if (ob->move_status++ > 6)
1575 ob->move_status = 0;
1576 if (ob->move_status < 4)
1577 (void) move_object (ob, 3);
1578 else
1579 (void) move_object (ob, 7);
1580 }
1581
1582 void
1583 pace2_movev (object *ob)
1584 {
1585 if (ob->move_status++ > 16)
1586 ob->move_status = 0;
1587 if (ob->move_status < 6)
1588 (void) move_object (ob, 5);
1589 else if (ob->move_status < 8)
1590 return;
1591 else if (ob->move_status < 13)
1592 (void) move_object (ob, 1);
1593 else
1594 return;
1595 }
1596
1597 void
1598 pace2_moveh (object *ob)
1599 {
1600 if (ob->move_status++ > 16)
1601 ob->move_status = 0;
1602 if (ob->move_status < 6)
1603 (void) move_object (ob, 3);
1604 else if (ob->move_status < 8)
1605 return;
1606 else if (ob->move_status < 13)
1607 (void) move_object (ob, 7);
1608 else
1609 return;
1610 }
1611
1612 void
1613 rand_move (object *ob)
1614 {
1615 int i;
1616
1617 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1618 for (i = 0; i < 5; i++)
1619 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1620 return;
1621 }
1622
1623 void
1624 check_earthwalls (object *op, mapstruct *m, int x, int y)
1625 {
1626 object *tmp;
1627
1628 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1629 {
1630 if (tmp->type == EARTHWALL)
1631 {
1632 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1633 return;
1634 }
1635 }
1636 }
1637
1638 void
1639 check_doors (object *op, mapstruct *m, int x, int y)
1640 {
1641 object *tmp;
1642
1643 for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1644 {
1645 if (tmp->type == DOOR)
1646 {
1647 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1648 return;
1649 }
1650 }
1651 }
1652
1653 /* find_mon_throw_ob() - modeled on find_throw_ob
1654 * This is probably overly simplistic as it is now - We want
1655 * monsters to throw things like chairs and other pieces of
1656 * furniture, even if they are not good throwable objects.
1657 * Probably better to have the monster throw a throwable object
1658 * first, then throw any non equipped weapon.
1659 */
1660
1661 object *
1662 find_mon_throw_ob (object *op)
1663 {
1664 object *tmp = NULL;
1665
1666 if (op->head)
1667 tmp = op->head;
1668 else
1669 tmp = op;
1670
1671 /* New throw code: look through the inventory. Grap the first legal is_thrown
1672 * marked item and throw it to the enemy.
1673 */
1674
1675 for (tmp = op->inv; tmp; tmp = tmp->below)
1676 {
1677
1678 /* Can't throw invisible objects or items that are applied */
1679 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1680 continue;
1681
1682 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1683 break;
1684
1685 }
1686
1687 #ifdef DEBUG_THROW
1688 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1689 #endif
1690
1691 return tmp;
1692 }
1693
1694 /* determine if we can 'detect' the enemy. Check for walls blocking the
1695 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1696 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1697 * modified by MSW to use the get_rangevector so that map tiling works
1698 * properly. I also so odd code in place that checked for x distance
1699 * OR y distance being within some range - that seemed wrong - both should
1700 * be within the valid range. MSW 2001-08-05
1701 * Returns 0 if enemy can not be detected, 1 if it is detected
1702 */
1703
1704 int
1705 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1706 {
1707 int radius = MIN_MON_RADIUS, hide_discovery;
1708
1709 /* null detection for any of these condtions always */
1710 if (!op || !enemy || !op->map || !enemy->map)
1711 return 0;
1712
1713 /* If the monster (op) has no way to get to the enemy, do nothing */
1714 if (!on_same_map (op, enemy))
1715 return 0;
1716
1717 get_rangevector (op, enemy, rv, 0);
1718
1719 /* Monsters always ignore the DM */
1720 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1721 return 0;
1722
1723 /* simple check. Should probably put some range checks in here. */
1724 if (can_see_enemy (op, enemy))
1725 return 1;
1726
1727 /* The rest of this is for monsters. Players are on their own for
1728 * finding enemies!
1729 */
1730 if (op->type == PLAYER)
1731 return 0;
1732
1733 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1734 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1735 */
1736 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1737 return 0;
1738
1739 /* use this for invis also */
1740 hide_discovery = op->stats.Int / 5;
1741
1742 /* Determine Detection radii */
1743 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1744 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1745 else
1746 { /* a level/INT/Dex adjustment for hiding */
1747 object *sk_hide;
1748 int bonus = (op->level / 2) + (op->stats.Int / 5);
1749
1750 if (enemy->type == PLAYER)
1751 {
1752 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1753 bonus -= sk_hide->level;
1754 else
1755 {
1756 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1757 make_visible (enemy);
1758 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1759 }
1760 }
1761 else /* enemy is not a player */
1762 bonus -= enemy->level;
1763
1764 radius += bonus / 5;
1765 hide_discovery += bonus * 5;
1766 } /* else creature has modifiers for hiding */
1767
1768 /* Radii stealth adjustment. Only if you are stealthy
1769 * will you be able to sneak up closer to creatures */
1770 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1771 radius = radius / 2, hide_discovery = hide_discovery / 3;
1772
1773 /* Radii adjustment for enemy standing in the dark */
1774 if (op->map->darkness > 0 && !stand_in_light (enemy))
1775 {
1776 /* on dark maps body heat can help indicate location with infravision
1777 * undead don't have body heat, so no benefit detecting them.
1778 */
1779 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1780 radius += op->map->darkness / 2;
1781 else
1782 radius -= op->map->darkness / 2;
1783
1784 /* op next to a monster (and not in complete darkness)
1785 * the monster should have a chance to see you.
1786 */
1787 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1788 radius = MIN_MON_RADIUS;
1789 } /* if on dark map */
1790
1791 /* Lets not worry about monsters that have incredible detection
1792 * radii, we only need to worry here about things the player can
1793 * (potentially) see. This is 13, as that is the maximum size the player
1794 * may have for their map - in that way, creatures at the edge will
1795 * do something. Note that the distance field in the
1796 * vector is real distance, so in theory this should be 18 to
1797 * find that.
1798 */
1799 if (radius > 13)
1800 radius = 13;
1801
1802 /* Enemy in range! Now test for detection */
1803 if ((int) rv->distance <= radius)
1804 {
1805 /* ah, we are within range, detected? take cases */
1806 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1807 return 1;
1808
1809 /* hidden or low-quality invisible */
1810 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1811 {
1812 make_visible (enemy);
1813 /* inform players of new status */
1814 if (enemy->type == PLAYER && player_can_view (enemy, op))
1815 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1816 return 1; /* detected enemy */
1817 }
1818 else if (enemy->invisible)
1819 {
1820 /* Change this around - instead of negating the invisible, just
1821 * return true so that the mosnter that managed to detect you can
1822 * do something to you. Decreasing the duration of invisible
1823 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1824 * can then basically negate the spell. The spell isn't negated -
1825 * they just know where you are!
1826 */
1827 if ((RANDOM () % 50) <= hide_discovery)
1828 {
1829 if (enemy->type == PLAYER)
1830 {
1831 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1832 }
1833 return 1;
1834 }
1835 }
1836 } /* within range */
1837
1838 /* Wasn't detected above, so still hidden */
1839 return 0;
1840 }
1841
1842 /* determine if op stands in a lighted square. This is not a very
1843 * intellegent algorithm. For one thing, we ignore los here, SO it
1844 * is possible for a bright light to illuminate a player on the
1845 * other side of a wall (!).
1846 */
1847
1848 int
1849 stand_in_light (object *op)
1850 {
1851 sint16 nx, ny;
1852 mapstruct *m;
1853
1854
1855 if (!op)
1856 return 0;
1857 if (op->glow_radius > 0)
1858 return 1;
1859
1860 if (op->map)
1861 {
1862 int x, y, x1, y1;
1863
1864
1865
1866 /* Check the spaces with the max light radius to see if any of them
1867 * have lights, and if any of them light the player enough, then return 1.
1868 */
1869 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1870 {
1871 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1872 {
1873 m = op->map;
1874 nx = x;
1875 ny = y;
1876
1877 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1878 continue;
1879
1880 x1 = abs (x - op->x) * abs (x - op->x);
1881 y1 = abs (y - op->y) * abs (y - op->y);
1882 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1883 return 1;
1884 }
1885 }
1886 }
1887 return 0;
1888 }
1889
1890
1891 /* assuming no walls/barriers, lets check to see if its *possible*
1892 * to see an enemy. Note, "detection" is different from "seeing".
1893 * See can_detect_enemy() for more details. -b.t.
1894 * return 0 if can't be seen, 1 if can be
1895 */
1896
1897 int
1898 can_see_enemy (object *op, object *enemy)
1899 {
1900 object *looker = op->head ? op->head : op;
1901
1902 /* safety */
1903 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1904 return 0;
1905
1906 /* we dont give a full treatment of xrays here (shorter range than normal,
1907 * see through walls). Should we change the code elsewhere to make you
1908 * blind even if you can xray?
1909 */
1910 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1911 return 0;
1912
1913 /* checking for invisible things */
1914 if (enemy->invisible)
1915 {
1916 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1917 * However,if you carry any source of light, then the hidden
1918 * creature is seeable (and stupid) */
1919
1920 if (has_carried_lights (enemy))
1921 {
1922 if (enemy->hide)
1923 {
1924 make_visible (enemy);
1925 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1926 }
1927 return 1;
1928 }
1929 else if (enemy->hide)
1930 return 0;
1931
1932 /* Invisible enemy. Break apart the check for invis undead/invis looker
1933 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1934 * and making it a conditional makes the code pretty ugly.
1935 */
1936 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1937 {
1938 if (makes_invisible_to (enemy, looker))
1939 return 0;
1940 }
1941 }
1942 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1943 if (player_can_view (looker, enemy))
1944 return 1;
1945
1946 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1947 * unless they carry a light or stand in light. Darkness doesnt
1948 * inhibit the undead per se (but we should give their archs
1949 * CAN_SEE_IN_DARK, this is just a safety
1950 * we care about the enemy maps status, not the looker.
1951 * only relevant for tiled maps, but it is possible that the
1952 * enemy is on a bright map and the looker on a dark - in that
1953 * case, the looker can still see the enemy
1954 */
1955 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1956 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1957 return 0;
1958
1959 return 1;
1960 }