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Revision: 1.16
Committed: Mon Dec 18 03:00:02 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.15: +1 -1 lines
Log Message:
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File Contents

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