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/cvs/deliantra/server/server/monster.C
Revision: 1.19
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +1 -1 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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