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/cvs/deliantra/server/server/monster.C
Revision: 1.21
Committed: Sun Jan 14 23:35:04 2007 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.20: +7 -15 lines
Log Message:
- potentially fix the bug associated with
  2007-01-14 18:51:45.228 find_nearest_living_creature: map /mlab/cwdccastleofmarquis3 (40,44) has is_alive set but did not find a monster?

a) the mesage seemed to be totally bogus. P_IS_ALIVE means something with FLAG_IS_ALIVE is here, not a monster or anything else.
b) map flags caching was disabled due to my stupidity, probably causing high cpu usage.
c) ymmv

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen
7
8 This program is free software; you can redistribute it and/or modify
9 it under the terms of the GNU General Public License as published by
10 the Free Software Foundation; either version 2 of the License, or
11 (at your option) any later version.
12
13 This program is distributed in the hope that it will be useful,
14 but WITHOUT ANY WARRANTY; without even the implied warranty of
15 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 GNU General Public License for more details.
17
18 You should have received a copy of the GNU General Public License
19 along with this program; if not, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21
22 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 */
24
25 #include <global.h>
26 #include <sproto.h>
27 #include <spells.h>
28 #include <skills.h>
29
30 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
31
32 /* checks npc->enemy and returns that enemy if still valid,
33 * NULL otherwise.
34 * this is map tile aware.
35 * If this returns an enemy, the range vector rv should also be
36 * set to sane values.
37 */
38 object *
39 check_enemy (object *npc, rv_vector * rv)
40 {
41
42 /* if this is pet, let him attack the same enemy as his owner
43 * TODO: when there is no ower enemy, try to find a target,
44 * which CAN attack the owner. */
45 if ((npc->attack_movement & HI4) == PETMOVE)
46 {
47 if (npc->owner == NULL)
48 npc->enemy = NULL;
49 else if (npc->enemy == NULL)
50 npc->enemy = npc->owner->enemy;
51 }
52
53 /* periodically, a monster mayu change its target. Also, if the object
54 * has been destroyed, etc, clear the enemy.
55 * TODO: this should be changed, because it invokes to attack forced or
56 * attacked monsters to leave the attacker alone, before it is destroyed
57 */
58 /* i had removed the random target leave, this invokes problems with friendly
59 * objects, getting attacked and defending herself - they don't try to attack
60 * again then but perhaps get attack on and on
61 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62 * too. */
63
64 if (npc->enemy)
65 {
66 /* I broke these if's apart to better be able to see what
67 * the grouping checks are. Code is the same.
68 */
69 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72 npc->enemy = NULL;
73
74 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || npc->enemy == npc->owner))
78 npc->enemy = NULL;
79
80
81 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82 npc->enemy = NULL;
83
84 /* I've noticed that pets could sometimes get an arrow as the
85 * target enemy - this code below makes sure the enemy is something
86 * that should be attacked. My guess is that the arrow hits
87 * the creature/owner, and so the creature then takes that
88 * as the enemy to attack.
89 */
90 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
91 !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
92 npc->enemy = NULL;
93
94 }
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96 }
97
98 /* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more
101 * likely to be skipped - instead of just skipping the 'start' number
102 * of direction, revisit them after looking at all the other spaces.
103 *
104 * Note that being this may skip some number of spaces, it will
105 * not necessarily find the nearest living creature - it basically
106 * chooses one from within a 3 space radius, and since it skips
107 * the first few directions, it could very well choose something
108 * 3 spaces away even though something directly north is closer.
109 *
110 * this function is map tile aware.
111 */
112 object *
113 find_nearest_living_creature (object *npc)
114 {
115 int i, mflags;
116 sint16 nx, ny;
117 maptile *m;
118 int search_arr[SIZEOFFREE];
119
120 get_search_arr (search_arr);
121
122 for (i = 0; i < SIZEOFFREE; i++)
123 {
124 /* modified to implement smart searching using search_arr
125 * guidance array to determine direction of search order
126 */
127 nx = npc->x + freearr_x[search_arr[i]];
128 ny = npc->y + freearr_y[search_arr[i]];
129 m = npc->map;
130
131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132
133 if (mflags & P_OUT_OF_MAP)
134 continue;
135
136 if (mflags & P_IS_ALIVE)
137 {
138 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
139 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
140 if (can_see_monsterP (m, nx, ny, i))
141 return tmp;
142 }
143 }
144
145 return 0;
146 }
147
148
149 /* Tries to find an enmy for npc. We pass the range vector since
150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in
154 * many cases.
155 */
156
157 object *
158 find_enemy (object *npc, rv_vector * rv)
159 {
160 object *attacker, *tmp = NULL;
161
162 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
163 npc->attacked_by = 0; /* always clear the attacker entry */
164
165 /* if we berserk, we don't care about others - we attack all we can find */
166 if (QUERY_FLAG (npc, FLAG_BERSERK))
167 {
168 tmp = find_nearest_living_creature (npc);
169
170 if (tmp)
171 get_rangevector (npc, tmp, rv, 0);
172 return tmp;
173 }
174
175 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or
177 * one of both is dead.
178 * If we have no enemy and we are...
179 * a monster: try to find a player, a pet or a friendly monster
180 * a friendly: only target a monster which is targeting you first or targeting a player
181 * a neutral: fight a attacker (but there should be none), then do nothing
182 * a pet: attack player enemy or a monster
183 */
184
185 /* pet move */
186 if ((npc->attack_movement & HI4) == PETMOVE)
187 {
188 tmp = get_pet_enemy (npc, rv);
189
190 if (tmp)
191 get_rangevector (npc, tmp, rv, 0);
192
193 return tmp;
194 }
195
196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv)))
198 {
199 if (attacker) /* if we have an attacker, check him */
200 {
201 /* TODO: thats not finished */
202 /* we don't want a fight evil vs evil or good against non evil */
203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
209 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */
213 }
214 }
215
216 /* we have no legal enemy or attacker, so we try to target a new one */
217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 {
219 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy)
221 tmp = check_enemy (npc, rv);
222 }
223
224 }
225
226 return tmp;
227 }
228
229 /* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise.
233 */
234
235 int
236 check_wakeup (object *op, object *enemy, rv_vector * rv)
237 {
238 int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239
240 /* Trim work - if no enemy, no need to do anything below */
241 if (!enemy)
242 return 0;
243
244 /* blinded monsters can only find nearby objects to attack */
245 if (QUERY_FLAG (op, FLAG_BLIND))
246 radius = MIN_MON_RADIUS;
247
248 /* This covers the situation where the monster is in the dark
249 * and has an enemy. If the enemy has no carried light (or isnt
250 * glowing!) then the monster has trouble finding the enemy.
251 * Remember we already checked to see if the monster can see in
252 * the dark. */
253
254 else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
255 !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256 {
257 int dark = radius / (op->map->darkness);
258
259 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260 }
261 else if (!QUERY_FLAG (op, FLAG_SLEEP))
262 return 1;
263
264 /* enemy should already be on this map, so don't really need to check
265 * for that.
266 */
267 if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268 {
269 CLEAR_FLAG (op, FLAG_SLEEP);
270 return 1;
271 }
272 return 0;
273 }
274
275 int
276 move_randomly (object *op)
277 {
278 int i;
279
280 /* Give up to 15 chances for a monster to move randomly */
281 for (i = 0; i < 15; i++)
282 {
283 if (move_object (op, RANDOM () % 8 + 1))
284 return 1;
285 }
286 return 0;
287 }
288
289 /*
290 * Move-monster returns 1 if the object has been freed, otherwise 0.
291 */
292
293 int
294 move_monster (object *op)
295 {
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph = op;
298 rv_vector rv;
299
300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map)
304 return 0;
305
306 /* for target facing, we copy this value here for fast access */
307 if (oph->head) /* force update the head - one arch one pic */
308 oph = oph->head;
309
310 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
311 enemy = op->enemy = NULL;
312 else if ((enemy = find_enemy (op, &rv)))
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315
316 /* generate hp, if applicable */
317 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318 {
319
320 /* last heal is in funny units. Dividing by speed puts
321 * the regeneration rate on a basis of time instead of
322 * #moves the monster makes. The scaling by 8 is
323 * to capture 8th's of a hp fraction regens
324 *
325 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
326 * overflow might produce monsters with negative hp.
327 */
328
329 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331 op->last_heal %= 32;
332
333 /* So if the monster has gained enough HP that they are no longer afraid */
334 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
335 CLEAR_FLAG (op, FLAG_RUN_AWAY);
336
337 if (op->stats.hp > op->stats.maxhp)
338 op->stats.hp = op->stats.maxhp;
339 }
340
341 /* generate sp, if applicable */
342 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343 {
344
345 /* last_sp is in funny units. Dividing by speed puts
346 * the regeneration rate on a basis of time instead of
347 * #moves the monster makes. The scaling by 8 is
348 * to capture 8th's of a sp fraction regens
349 *
350 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351 * overflow might produce monsters with negative sp.
352 */
353
354 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
355 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356 op->last_sp %= 128;
357 }
358
359 /* this should probably get modified by many more values.
360 * (eg, creatures resistance to fear, level, etc. )
361 */
362 if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
363 {
364 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 }
366
367 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368 return QUERY_FLAG (op, FLAG_FREED);
369
370 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372 {
373 if (!check_wakeup (op, enemy, &rv))
374 return 0;
375 }
376
377 /* check if monster pops out of hidden spot */
378 if (op->hide)
379 do_hidden_move (op);
380
381 if (op->pick_up)
382 monster_check_pickup (op);
383
384 if (op->will_apply)
385 monster_apply_below (op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if (!enemy)
389 {
390 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391 {
392 op->destroy ();
393 return 1;
394 }
395
396 /* Probably really a bug for a creature to have both
397 * stand still and a movement type set.
398 */
399 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400 {
401 if (op->attack_movement & HI4)
402 {
403 switch (op->attack_movement & HI4)
404 {
405 case (PETMOVE):
406 pet_move (op);
407 break;
408
409 case (CIRCLE1):
410 circ1_move (op);
411 break;
412
413 case (CIRCLE2):
414 circ2_move (op);
415 break;
416
417 case (PACEV):
418 pace_movev (op);
419 break;
420
421 case (PACEH):
422 pace_moveh (op);
423 break;
424
425 case (PACEV2):
426 pace2_movev (op);
427 break;
428
429 case (PACEH2):
430 pace2_moveh (op);
431 break;
432
433 case (RANDO):
434 rand_move (op);
435 break;
436
437 case (RANDO2):
438 move_randomly (op);
439 break;
440 }
441 return 0;
442 }
443 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444 (void) move_randomly (op);
445
446 } /* stand still */
447 return 0;
448 } /* no enemy */
449
450 /* We have an enemy. Block immediately below is for pets */
451 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
452 return follow_owner (op, owner);
453
454 /* doppleganger code to change monster facing to that of the nearest
455 * player. Hmm. The code is here, but no monster in the current
456 * arch set uses it.
457 */
458 if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459 {
460 op->face = enemy->face;
461 op->name = enemy->name;
462 }
463
464 /* Calculate range information for closest body part - this
465 * is used for the 'skill' code, which isn't that smart when
466 * it comes to figuring it out - otherwise, giants throw boulders
467 * into themselves.
468 */
469 get_rangevector (op, enemy, &rv, 0);
470
471 /* Move the check for scared up here - if the monster was scared,
472 * we were not doing any of the logic below, so might as well save
473 * a few cpu cycles.
474 */
475 if (!QUERY_FLAG (op, FLAG_SCARED))
476 {
477 rv_vector rv1;
478
479 /* now we test every part of an object .... this is a real ugly piece of code */
480 for (part = op; part != NULL; part = part->more)
481 {
482 get_rangevector (part, enemy, &rv1, 0x1);
483 dir = rv1.direction;
484
485 /* hm, not sure about this part - in original was a scared flag here too
486 * but that we test above... so can be old code here
487 */
488 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489 dir = absdir (dir + 4);
490 if (QUERY_FLAG (op, FLAG_CONFUSED))
491 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
492
493 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
494 {
495 if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 return 0;
497 }
498
499 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
500 {
501 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502 return 0;
503 }
504
505 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
506 {
507 if (monster_use_range (op, part, enemy, dir))
508 return 0;
509 }
510 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
511 {
512 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513 return 0;
514 }
515 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
516 {
517 if (monster_use_bow (op, part, enemy, dir))
518 return 0;
519 }
520 } /* for processing of all parts */
521 } /* If not scared */
522
523
524 part = rv.part;
525 dir = rv.direction;
526
527 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528 dir = absdir (dir + 4);
529
530 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
532
533 pre_att_dir = dir; /* remember the original direction */
534
535 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536 {
537 switch (op->attack_movement & LO4)
538 {
539 case DISTATT:
540 dir = dist_att (dir, op, enemy, part, &rv);
541 break;
542
543 case RUNATT:
544 dir = run_att (dir, op, enemy, part, &rv);
545 break;
546
547 case HITRUN:
548 dir = hitrun_att (dir, op, enemy);
549 break;
550
551 case WAITATT:
552 dir = wait_att (dir, op, enemy, part, &rv);
553 break;
554
555 case RUSH: /* default - monster normally moves towards player */
556 case ALLRUN:
557 break;
558
559 case DISTHIT:
560 dir = disthit_att (dir, op, enemy, part, &rv);
561 break;
562
563 case WAIT2:
564 dir = wait_att2 (dir, op, enemy, part, &rv);
565 break;
566
567 default:
568 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 }
570 }
571
572 if (!dir)
573 return 0;
574
575 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
576 {
577 if (move_object (op, dir)) /* Can the monster move directly toward player? */
578 {
579 /* elmex: Turn our monster after it moved if it has DISTATT attack */
580 if ((op->attack_movement & LO4) == DISTATT)
581 op->direction = pre_att_dir;
582
583 return 0;
584 }
585
586 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587 {
588
589 /* Try move around corners if !close */
590 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591
592 for (diff = 1; diff <= maxdiff; diff++)
593 {
594 /* try different detours */
595 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
596
597 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 return 0;
599 }
600 }
601 } /* if monster is not standing still */
602
603 /* elmex: Turn our monster after it moved if it has DISTATT attack */
604 if ((op->attack_movement & LO4) == DISTATT)
605 op->direction = pre_att_dir;
606
607 /*
608 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
609 * direction if they can't move away.
610 */
611 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
612 if (move_randomly (op))
613 return 0;
614
615 /*
616 * Try giving the monster a new enemy - the player that is closest
617 * to it. In this way, it won't just keep trying to get to a target
618 * that is inaccessible.
619 * This could be more clever - it should go through a list of several
620 * enemies, as it is now, you could perhaps get situations where there
621 * are two players flanking the monster at close distance, but which
622 * the monster can't get to, and a third one at a far distance that
623 * the monster could get to - as it is, the monster won't look at that
624 * third one.
625 */
626 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
627 {
628 object *nearest_player = get_nearest_player (op);
629
630 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631 {
632 op->enemy = NULL;
633 enemy = nearest_player;
634 }
635 }
636
637 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638 {
639 /* The adjustement to wc that was here before looked totally bogus -
640 * since wc can in fact get negative, that would mean by adding
641 * the current wc, the creature gets better? Instead, just
642 * add a fixed amount - nasty creatures that are runny away should
643 * still be pretty nasty.
644 */
645 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 {
647 part->stats.wc += 10;
648 (void) skill_attack (enemy, part, 0, NULL, NULL);
649 part->stats.wc -= 10;
650 }
651 else
652 (void) skill_attack (enemy, part, 0, NULL, NULL);
653 } /* if monster is in attack range */
654
655 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656 return 1;
657
658 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 {
660 op->remove ();
661 op->destroy ();
662 return 1;
663 }
664 return 0;
665 }
666
667 int
668 can_hit (object *ob1, object *ob2, rv_vector * rv)
669 {
670 object *more;
671 rv_vector rv1;
672
673 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
674 return 0;
675
676 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677 return 1;
678
679 /* check all the parts of ob2 - just because we can't get to
680 * its head doesn't mean we don't want to pound its feet
681 */
682 for (more = ob2->more; more != NULL; more = more->more)
683 {
684 get_rangevector (ob1, more, &rv1, 0);
685 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686 return 1;
687 }
688 return 0;
689
690 }
691
692 /* Returns 1 is monster should cast spell sp at an enemy
693 * Returns 0 if the monster should not cast this spell.
694 *
695 * Note that this function does not check to see if the monster can
696 * in fact cast the spell (sp dependencies and what not.) That is because
697 * this function is also sued to see if the monster should use spell items
698 * (rod/horn/wand/scroll).
699 * Note that there are certainly other offensive spells that could be
700 * included, but I decided to leave out the spells that may kill more
701 * monsters than players (eg, disease).
702 *
703 * This could be a lot smarter - if there are few monsters around,
704 * then disease might not be as bad. Likewise, if the monster is damaged,
705 * the right type of healing spell could be useful.
706 */
707
708 static int
709 monster_should_cast_spell (object *monster, object *spell_ob)
710 {
711 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
712 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717
718 return 1;
719
720 return 0;
721 }
722
723
724 #define MAX_KNOWN_SPELLS 20
725
726 /* Returns a randomly selected spell. This logic is still
727 * less than ideal. This code also only seems to deal with
728 * wizard spells, as the check is against sp, and not grace.
729 * can mosnters know cleric spells?
730 */
731 object *
732 monster_choose_random_spell (object *monster)
733 {
734 object *altern[MAX_KNOWN_SPELLS];
735 object *tmp;
736 int i = 0;
737
738 for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
739 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740 {
741 /* Check and see if it's actually a useful spell.
742 * If its a spellbook, the spell is actually the inventory item.
743 * if it is a spell, then it is just the object itself.
744 */
745 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746 {
747 altern[i++] = tmp;
748 if (i == MAX_KNOWN_SPELLS)
749 break;
750 }
751 }
752 if (!i)
753 return NULL;
754 return altern[RANDOM () % i];
755 }
756
757 /* This checks to see if the monster should cast a spell/ability.
758 * it returns true if the monster casts a spell, 0 if he doesn't.
759 * head is the head of the monster.
760 * part is the part of the monster we are checking against.
761 * pl is the target.
762 * dir is the direction to case.
763 * rv is the vector which describes where the enemy is.
764 */
765
766 int
767 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768 {
769 object *spell_item;
770 object *owner;
771 rv_vector rv1;
772
773 /* If you want monsters to cast spells over friends, this spell should
774 * be removed. It probably should be in most cases, since monsters still
775 * don't care about residual effects (ie, casting a cone which may have a
776 * clear path to the player, the side aspects of the code will still hit
777 * other monsters)
778 */
779 if (!(dir = path_to_player (part, pl, 0)))
780 return 0;
781
782 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 {
784 get_rangevector (head, owner, &rv1, 0x1);
785 if (dirdiff (dir, rv1.direction) < 2)
786 {
787 return 0; /* Might hit owner with spell */
788 }
789 }
790
791 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
793
794 /* If the monster hasn't already chosen a spell, choose one
795 * I'm not sure if it really make sense to pre-select spells (events
796 * could be different by the time the monster goes again).
797 */
798 if (head->spellitem == NULL)
799 {
800 if ((spell_item = monster_choose_random_spell (head)) == NULL)
801 {
802 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804 return 0;
805 }
806 if (spell_item->type == SPELLBOOK)
807 {
808 if (!spell_item->inv)
809 {
810 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811 return 0;
812 }
813 spell_item = spell_item->inv;
814 }
815 }
816 else
817 spell_item = head->spellitem;
818
819 if (!spell_item)
820 return 0;
821
822 /* Best guess this is a defensive/healing spell */
823 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
824 dir = 0;
825
826 /* Monster doesn't have enough spell-points */
827 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
828 return 0;
829
830 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
831 return 0;
832
833 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
834 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
835
836 /* set this to null, so next time monster will choose something different */
837 head->spellitem = NULL;
838
839 return cast_spell (part, part, dir, spell_item, NULL);
840 }
841
842
843 int
844 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845 {
846 object *scroll;
847 object *owner;
848 rv_vector rv1;
849
850 /* If you want monsters to cast spells over friends, this spell should
851 * be removed. It probably should be in most cases, since monsters still
852 * don't care about residual effects (ie, casting a cone which may have a
853 * clear path to the player, the side aspects of the code will still hit
854 * other monsters)
855 */
856 if (!(dir = path_to_player (part, pl, 0)))
857 return 0;
858
859 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
860 {
861 get_rangevector (head, owner, &rv1, 0x1);
862 if (dirdiff (dir, rv1.direction) < 2)
863 {
864 return 0; /* Might hit owner with spell */
865 }
866 }
867
868 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
870
871 for (scroll = head->inv; scroll; scroll = scroll->below)
872 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873 break;
874
875 /* Used up all his scrolls, so nothing do to */
876 if (!scroll)
877 {
878 CLEAR_FLAG (head, FLAG_READY_SCROLL);
879 return 0;
880 }
881
882 /* Spell should be cast on caster (ie, heal, strength) */
883 if (scroll->inv->range == 0)
884 dir = 0;
885
886 apply_scroll (part, scroll, dir);
887 return 1;
888 }
889
890 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
891 * Note that monsters do not need the skills SK_MELEE_WEAPON and
892 * SK_MISSILE_WEAPON to make those respective attacks, if we
893 * required that we would drastically increase the memory
894 * requirements of CF!!
895 *
896 * The skills we are treating here are all but those. -b.t.
897 *
898 * At the moment this is only useful for throwing, perhaps for
899 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 */
901
902 int
903 monster_use_skill (object *head, object *part, object *pl, int dir)
904 {
905 object *skill, *owner;
906
907 if (!(dir = path_to_player (part, pl, 0)))
908 return 0;
909
910 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
911 {
912 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913
914 if (dirdiff (dir, dir2) < 1)
915 return 0; /* Might hit owner with skill -thrown rocks for example ? */
916 }
917 if (QUERY_FLAG (head, FLAG_CONFUSED))
918 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
919
920 /* skill selection - monster will use the next unused skill.
921 * well...the following scenario will allow the monster to
922 * toggle between 2 skills. One day it would be nice to make
923 * more skills available to monsters.
924 */
925
926 for (skill = head->inv; skill != NULL; skill = skill->below)
927 if (skill->type == SKILL && skill != head->chosen_skill)
928 {
929 head->chosen_skill = skill;
930 break;
931 }
932
933 if (!skill && !head->chosen_skill)
934 {
935 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936 CLEAR_FLAG (head, FLAG_READY_SKILL);
937 return 0;
938 }
939 /* use skill */
940 return do_skill (head, part, head->chosen_skill, dir, NULL);
941 }
942
943 /* Monster will use a ranged spell attack. */
944
945 int
946 monster_use_range (object *head, object *part, object *pl, int dir)
947 {
948 object *wand, *owner;
949 int at_least_one = 0;
950
951 if (!(dir = path_to_player (part, pl, 0)))
952 return 0;
953
954 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
955 {
956 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957
958 if (dirdiff (dir, dir2) < 2)
959 return 0; /* Might hit owner with spell */
960 }
961 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
963
964 for (wand = head->inv; wand != NULL; wand = wand->below)
965 {
966 if (wand->type == WAND)
967 {
968 /* Found a wand, let's see if it has charges left */
969 at_least_one = 1;
970 if (wand->stats.food <= 0)
971 continue;
972
973 cast_spell (head, wand, dir, wand->inv, NULL);
974
975 if (!(--wand->stats.food))
976 {
977 if (wand->arch)
978 {
979 CLEAR_FLAG (wand, FLAG_ANIMATE);
980 wand->face = wand->arch->clone.face;
981 wand->set_speed (0);
982 }
983 }
984 /* Success */
985 return 1;
986 }
987 else if (wand->type == ROD || wand->type == HORN)
988 {
989 /* Found rod/horn, let's use it if possible */
990 at_least_one = 1;
991 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
992 continue;
993
994 /* drain charge before casting spell - can be a case where the
995 * spell destroys the monster, and rod, so if done after, results
996 * in crash.
997 */
998 drain_rod_charge (wand);
999 cast_spell (head, wand, dir, wand->inv, NULL);
1000
1001 /* Success */
1002 return 1;
1003 }
1004 }
1005
1006 if (at_least_one)
1007 return 0;
1008
1009 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1010 CLEAR_FLAG (head, FLAG_READY_RANGE);
1011 return 0;
1012 }
1013
1014 int
1015 monster_use_bow (object *head, object *part, object *pl, int dir)
1016 {
1017 object *owner;
1018
1019 if (!(dir = path_to_player (part, pl, 0)))
1020 return 0;
1021 if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1023
1024 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 {
1026 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027
1028 if (dirdiff (dir, dir2) < 1)
1029 return 0; /* Might hit owner with arrow */
1030 }
1031
1032 /* in server/player.c */
1033 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034
1035 }
1036
1037 /* Checks if putting on 'item' will make 'who' do more
1038 * damage. This is a very simplistic check - also checking things
1039 * like speed and ac are also relevant.
1040 *
1041 * return true if item is a better object.
1042 */
1043
1044 int
1045 check_good_weapon (object *who, object *item)
1046 {
1047 object *other_weap;
1048 int val = 0, i;
1049
1050 for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1051 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052 break;
1053
1054 if (other_weap == NULL) /* No other weapons */
1055 return 1;
1056
1057 /* Rather than go through and apply the new one, and see if it is
1058 * better, just do some simple checks
1059 * Put some multipliers for things that hvae several effects,
1060 * eg, magic affects both damage and wc, so it has more weight
1061 */
1062
1063 val = item->stats.dam - other_weap->stats.dam;
1064 val += (item->magic - other_weap->magic) * 3;
1065 /* Monsters don't really get benefits from things like regen rates
1066 * from items. But the bonus for their stats are very important.
1067 */
1068 for (i = 0; i < NUM_STATS; i++)
1069 val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1070
1071 if (val > 0)
1072 return 1;
1073 else
1074 return 0;
1075
1076 }
1077
1078 int
1079 check_good_armour (object *who, object *item)
1080 {
1081 object *other_armour;
1082 int val = 0, i;
1083
1084 for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1085 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086 break;
1087
1088 if (other_armour == NULL) /* No other armour, use the new */
1089 return 1;
1090
1091 /* Like above function , see which is better */
1092 val = item->stats.ac - other_armour->stats.ac;
1093 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1094 val += (item->magic - other_armour->magic) * 3;
1095
1096 /* for the other protections, do weigh them very much in the equation -
1097 * it is the armor protection which is most important, because there is
1098 * no good way to know what the player may attack the monster with.
1099 * So if the new item has better protection than the old, give that higher
1100 * value. If the reverse, then decrease the value of this item some.
1101 */
1102 for (i = 1; i < NROFATTACKS; i++)
1103 {
1104 if (item->resist[i] > other_armour->resist[i])
1105 val++;
1106 else if (item->resist[i] < other_armour->resist[i])
1107 val--;
1108 }
1109
1110 /* Very few armours have stats, so not much need to worry about those. */
1111
1112 if (val > 0)
1113 return 1;
1114 else
1115 return 0;
1116
1117 }
1118
1119 /*
1120 * monster_check_pickup(): checks for items that monster can pick up.
1121 *
1122 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1123 * Each time the blob passes over some treasure, it will
1124 * grab it a.s.a.p.
1125 *
1126 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1127 * to handle this.
1128 *
1129 * This function was seen be continueing looping at one point (tmp->below
1130 * became a recursive loop. It may be better to call monster_check_apply
1131 * after we pick everything up, since that function may call others which
1132 * affect stacking on this space.
1133 */
1134
1135 void
1136 monster_check_pickup (object *monster)
1137 {
1138 object *tmp, *next;
1139
1140 for (tmp = monster->below; tmp != NULL; tmp = next)
1141 {
1142 next = tmp->below;
1143 if (monster_can_pick (monster, tmp))
1144 {
1145 tmp->remove ();
1146 tmp = insert_ob_in_ob (tmp, monster);
1147 (void) monster_check_apply (monster, tmp);
1148 }
1149 /* We could try to re-establish the cycling, of the space, but probably
1150 * not a big deal to just bail out.
1151 */
1152 if (next && next->destroyed ())
1153 return;
1154 }
1155 }
1156
1157 /*
1158 * monster_can_pick(): If the monster is interested in picking up
1159 * the item, then return 0. Otherwise 0.
1160 * Instead of pick_up, flags for "greed", etc, should be used.
1161 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162 */
1163
1164 int
1165 monster_can_pick (object *monster, object *item)
1166 {
1167 int flag = 0;
1168 int i;
1169
1170 if (!can_pick (monster, item))
1171 return 0;
1172
1173 if (QUERY_FLAG (item, FLAG_UNPAID))
1174 return 0;
1175
1176 if (monster->pick_up & 64) /* All */
1177 flag = 1;
1178
1179 else
1180 switch (item->type)
1181 {
1182 case MONEY:
1183 case GEM:
1184 flag = monster->pick_up & 2;
1185 break;
1186
1187 case FOOD:
1188 flag = monster->pick_up & 4;
1189 break;
1190
1191 case WEAPON:
1192 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 break;
1194
1195 case ARMOUR:
1196 case SHIELD:
1197 case HELMET:
1198 case BOOTS:
1199 case GLOVES:
1200 case GIRDLE:
1201 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 break;
1203
1204 case SKILL:
1205 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 break;
1207
1208 case RING:
1209 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 break;
1211
1212 case WAND:
1213 case HORN:
1214 case ROD:
1215 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 break;
1217
1218 case SPELLBOOK:
1219 flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1220 break;
1221
1222 case SCROLL:
1223 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 break;
1225
1226 case BOW:
1227 case ARROW:
1228 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 break;
1230 }
1231 /* Simplistic check - if the monster has a location to equip it, he will
1232 * pick it up. Note that this doesn't handle cases where an item may
1233 * use several locations.
1234 */
1235 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236 {
1237 if (monster->body_info[i] && item->body_info[i])
1238 {
1239 flag = 1;
1240 break;
1241 }
1242 }
1243
1244 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245 return 1;
1246 return 0;
1247 }
1248
1249 /*
1250 * monster_apply_below():
1251 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252 * eager to apply things, encounters something apply-able,
1253 * then make him apply it
1254 */
1255
1256 void
1257 monster_apply_below (object *monster)
1258 {
1259 object *tmp, *next;
1260
1261 for (tmp = monster->below; tmp != NULL; tmp = next)
1262 {
1263 next = tmp->below;
1264 switch (tmp->type)
1265 {
1266 case CF_HANDLE:
1267 case TRIGGER:
1268 if (monster->will_apply & 1)
1269 manual_apply (monster, tmp, 0);
1270 break;
1271
1272 case TREASURE:
1273 if (monster->will_apply & 2)
1274 manual_apply (monster, tmp, 0);
1275 break;
1276
1277 }
1278 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1279 break;
1280 }
1281 }
1282
1283 /*
1284 * monster_check_apply() is meant to be called after an item is
1285 * inserted in a monster.
1286 * If an item becomes outdated (monster found a better item),
1287 * a pointer to that object is returned, so it can be dropped.
1288 * (so that other monsters can pick it up and use it)
1289 * Note that as things are now, monsters never drop something -
1290 * they can pick up all that they can use.
1291 */
1292
1293 /* Sept 96, fixed this so skills will be readied -b.t.*/
1294
1295 void
1296 monster_check_apply (object *mon, object *item)
1297 {
1298
1299 int flag = 0;
1300
1301 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1302 {
1303 SET_FLAG (mon, FLAG_CAST_SPELL);
1304 return;
1305 }
1306
1307 /* If for some reason, this item is already applied, no more work to do */
1308 if (QUERY_FLAG (item, FLAG_APPLIED))
1309 return;
1310
1311 /* Might be better not to do this - if the monster can fire a bow,
1312 * it is possible in his wanderings, he will find one to use. In
1313 * which case, it would be nice to have ammo for it.
1314 */
1315 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316 {
1317 /* Check for the right kind of bow */
1318 object *bow;
1319
1320 for (bow = mon->inv; bow != NULL; bow = bow->below)
1321 if (bow->type == BOW && bow->race == item->race)
1322 {
1323 SET_FLAG (mon, FLAG_READY_BOW);
1324 LOG (llevMonster, "Found correct bow for arrows.\n");
1325 return; /* nothing more to do for arrows */
1326 }
1327 }
1328
1329 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1330 flag = 1;
1331 /* Eating food gets hp back */
1332 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1333 flag = 1;
1334 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1335 {
1336 if (!item->inv)
1337 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1338 else if (monster_should_cast_spell (mon, item->inv))
1339 SET_FLAG (mon, FLAG_READY_SCROLL);
1340 /* Don't use it right now */
1341 return;
1342 }
1343 else if (item->type == WEAPON)
1344 flag = check_good_weapon (mon, item);
1345 else if (item->is_armor ())
1346 flag = check_good_armour (mon, item);
1347 /* Should do something more, like make sure this is a better item */
1348 else if (item->type == RING)
1349 flag = 1;
1350 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1351 {
1352 /* We never really 'ready' the wand/rod/horn, because that would mean the
1353 * weapon would get undone.
1354 */
1355 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356 {
1357 SET_FLAG (mon, FLAG_READY_RANGE);
1358 SET_FLAG (item, FLAG_APPLIED);
1359 }
1360 return;
1361 }
1362 else if (item->type == BOW)
1363 {
1364 /* We never really 'ready' the bow, because that would mean the
1365 * weapon would get undone.
1366 */
1367 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368 SET_FLAG (mon, FLAG_READY_BOW);
1369 return;
1370 }
1371 else if (item->type == SKILL)
1372 {
1373 /*
1374 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1375 * else they can't use the skill...
1376 * Skills also don't need to get applied, so return now.
1377 */
1378 SET_FLAG (mon, FLAG_READY_SKILL);
1379 return;
1380 }
1381
1382
1383 /* if we don't match one of the above types, return now.
1384 * can_apply_object will say that we can apply things like flesh,
1385 * bolts, and whatever else, because it only checks against the
1386 * body_info locations.
1387 */
1388 if (!flag)
1389 return;
1390
1391 /* Check to see if the monster can use this item. If not, no need
1392 * to do further processing. Note that can_apply_object already checks
1393 * for the CAN_USE flags.
1394 */
1395 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1396 return;
1397
1398 /* should only be applying this item, not unapplying it.
1399 * also, ignore status of curse so they can take off old armour.
1400 * monsters have some advantages after all.
1401 */
1402 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403
1404 return;
1405 }
1406
1407 void
1408 npc_call_help (object *op)
1409 {
1410 int x, y, mflags;
1411 object *npc;
1412 sint16 sx, sy;
1413 maptile *m;
1414
1415 for (x = -3; x < 4; x++)
1416 for (y = -3; y < 4; y++)
1417 {
1418 m = op->map;
1419 sx = op->x + x;
1420 sy = op->y + y;
1421 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1422 /* If nothing alive on this space, no need to search the space. */
1423 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1424 continue;
1425
1426 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1427 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428 npc->enemy = op->enemy;
1429 }
1430 }
1431
1432
1433 int
1434 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435 {
1436
1437 if (can_hit (part, enemy, rv))
1438 return dir;
1439 if (rv->distance < 10)
1440 return absdir (dir + 4);
1441 else if (rv->distance > 18)
1442 return dir;
1443 return 0;
1444 }
1445
1446 int
1447 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448 {
1449
1450 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451 {
1452 ob->move_status++;
1453 return (dir);
1454 }
1455 else if (ob->move_status > 20)
1456 ob->move_status = 0;
1457 return absdir (dir + 4);
1458 }
1459
1460 int
1461 hitrun_att (int dir, object *ob, object *enemy)
1462 {
1463 if (ob->move_status++ < 25)
1464 return dir;
1465 else if (ob->move_status < 50)
1466 return absdir (dir + 4);
1467 else
1468 ob->move_status = 0;
1469 return absdir (dir + 4);
1470 }
1471
1472 int
1473 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474 {
1475
1476 int inrange = can_hit (part, enemy, rv);
1477
1478 if (ob->move_status || inrange)
1479 ob->move_status++;
1480
1481 if (ob->move_status == 0)
1482 return 0;
1483 else if (ob->move_status < 10)
1484 return dir;
1485 else if (ob->move_status < 15)
1486 return absdir (dir + 4);
1487 ob->move_status = 0;
1488 return 0;
1489 }
1490
1491 int
1492 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493 {
1494
1495 /* The logic below here looked plain wrong before. Basically, what should
1496 * happen is that if the creatures hp percentage falls below run_away,
1497 * the creature should run away (dir+4)
1498 * I think its wrong for a creature to have a zero maxhp value, but
1499 * at least one map has this set, and whatever the map contains, the
1500 * server should try to be resilant enough to avoid the problem
1501 */
1502 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503 return absdir (dir + 4);
1504 return dist_att (dir, ob, enemy, part, rv);
1505 }
1506
1507 int
1508 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509 {
1510 if (rv->distance < 9)
1511 return absdir (dir + 4);
1512 return 0;
1513 }
1514
1515 void
1516 circ1_move (object *ob)
1517 {
1518 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1519 if (++ob->move_status > 11)
1520 ob->move_status = 0;
1521 if (!(move_object (ob, circle[ob->move_status])))
1522 (void) move_object (ob, RANDOM () % 8 + 1);
1523 }
1524
1525 void
1526 circ2_move (object *ob)
1527 {
1528 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1529 if (++ob->move_status > 19)
1530 ob->move_status = 0;
1531 if (!(move_object (ob, circle[ob->move_status])))
1532 (void) move_object (ob, RANDOM () % 8 + 1);
1533 }
1534
1535 void
1536 pace_movev (object *ob)
1537 {
1538 if (ob->move_status++ > 6)
1539 ob->move_status = 0;
1540 if (ob->move_status < 4)
1541 (void) move_object (ob, 5);
1542 else
1543 (void) move_object (ob, 1);
1544 }
1545
1546 void
1547 pace_moveh (object *ob)
1548 {
1549 if (ob->move_status++ > 6)
1550 ob->move_status = 0;
1551 if (ob->move_status < 4)
1552 (void) move_object (ob, 3);
1553 else
1554 (void) move_object (ob, 7);
1555 }
1556
1557 void
1558 pace2_movev (object *ob)
1559 {
1560 if (ob->move_status++ > 16)
1561 ob->move_status = 0;
1562 if (ob->move_status < 6)
1563 (void) move_object (ob, 5);
1564 else if (ob->move_status < 8)
1565 return;
1566 else if (ob->move_status < 13)
1567 (void) move_object (ob, 1);
1568 else
1569 return;
1570 }
1571
1572 void
1573 pace2_moveh (object *ob)
1574 {
1575 if (ob->move_status++ > 16)
1576 ob->move_status = 0;
1577 if (ob->move_status < 6)
1578 (void) move_object (ob, 3);
1579 else if (ob->move_status < 8)
1580 return;
1581 else if (ob->move_status < 13)
1582 (void) move_object (ob, 7);
1583 else
1584 return;
1585 }
1586
1587 void
1588 rand_move (object *ob)
1589 {
1590 int i;
1591
1592 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1593 for (i = 0; i < 5; i++)
1594 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1595 return;
1596 }
1597
1598 void
1599 check_earthwalls (object *op, maptile *m, int x, int y)
1600 {
1601 object *tmp;
1602
1603 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1604 {
1605 if (tmp->type == EARTHWALL)
1606 {
1607 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608 return;
1609 }
1610 }
1611 }
1612
1613 void
1614 check_doors (object *op, maptile *m, int x, int y)
1615 {
1616 object *tmp;
1617
1618 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1619 {
1620 if (tmp->type == DOOR)
1621 {
1622 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623 return;
1624 }
1625 }
1626 }
1627
1628 /* find_mon_throw_ob() - modeled on find_throw_ob
1629 * This is probably overly simplistic as it is now - We want
1630 * monsters to throw things like chairs and other pieces of
1631 * furniture, even if they are not good throwable objects.
1632 * Probably better to have the monster throw a throwable object
1633 * first, then throw any non equipped weapon.
1634 */
1635
1636 object *
1637 find_mon_throw_ob (object *op)
1638 {
1639 object *tmp = NULL;
1640
1641 if (op->head)
1642 tmp = op->head;
1643 else
1644 tmp = op;
1645
1646 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647 * marked item and throw it to the enemy.
1648 */
1649
1650 for (tmp = op->inv; tmp; tmp = tmp->below)
1651 {
1652
1653 /* Can't throw invisible objects or items that are applied */
1654 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1655 continue;
1656
1657 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1658 break;
1659
1660 }
1661
1662 #ifdef DEBUG_THROW
1663 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1664 #endif
1665
1666 return tmp;
1667 }
1668
1669 /* determine if we can 'detect' the enemy. Check for walls blocking the
1670 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1671 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1672 * modified by MSW to use the get_rangevector so that map tiling works
1673 * properly. I also so odd code in place that checked for x distance
1674 * OR y distance being within some range - that seemed wrong - both should
1675 * be within the valid range. MSW 2001-08-05
1676 * Returns 0 if enemy can not be detected, 1 if it is detected
1677 */
1678
1679 int
1680 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1681 {
1682 int radius = MIN_MON_RADIUS, hide_discovery;
1683
1684 /* null detection for any of these condtions always */
1685 if (!op || !enemy || !op->map || !enemy->map)
1686 return 0;
1687
1688 /* If the monster (op) has no way to get to the enemy, do nothing */
1689 if (!on_same_map (op, enemy))
1690 return 0;
1691
1692 get_rangevector (op, enemy, rv, 0);
1693
1694 /* Monsters always ignore the DM */
1695 if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0;
1697
1698 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy))
1700 return 1;
1701
1702 /* The rest of this is for monsters. Players are on their own for
1703 * finding enemies!
1704 */
1705 if (op->type == PLAYER)
1706 return 0;
1707
1708 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1709 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1710 */
1711 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1712 return 0;
1713
1714 /* use this for invis also */
1715 hide_discovery = op->stats.Int / 5;
1716
1717 /* Determine Detection radii */
1718 if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1719 radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1720 else
1721 { /* a level/INT/Dex adjustment for hiding */
1722 object *sk_hide;
1723 int bonus = (op->level / 2) + (op->stats.Int / 5);
1724
1725 if (enemy->type == PLAYER)
1726 {
1727 if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1728 bonus -= sk_hide->level;
1729 else
1730 {
1731 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1732 make_visible (enemy);
1733 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1734 }
1735 }
1736 else /* enemy is not a player */
1737 bonus -= enemy->level;
1738
1739 radius += bonus / 5;
1740 hide_discovery += bonus * 5;
1741 } /* else creature has modifiers for hiding */
1742
1743 /* Radii stealth adjustment. Only if you are stealthy
1744 * will you be able to sneak up closer to creatures */
1745 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1746 radius = radius / 2, hide_discovery = hide_discovery / 3;
1747
1748 /* Radii adjustment for enemy standing in the dark */
1749 if (op->map->darkness > 0 && !stand_in_light (enemy))
1750 {
1751 /* on dark maps body heat can help indicate location with infravision
1752 * undead don't have body heat, so no benefit detecting them.
1753 */
1754 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1755 radius += op->map->darkness / 2;
1756 else
1757 radius -= op->map->darkness / 2;
1758
1759 /* op next to a monster (and not in complete darkness)
1760 * the monster should have a chance to see you.
1761 */
1762 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1763 radius = MIN_MON_RADIUS;
1764 } /* if on dark map */
1765
1766 /* Lets not worry about monsters that have incredible detection
1767 * radii, we only need to worry here about things the player can
1768 * (potentially) see. This is 13, as that is the maximum size the player
1769 * may have for their map - in that way, creatures at the edge will
1770 * do something. Note that the distance field in the
1771 * vector is real distance, so in theory this should be 18 to
1772 * find that.
1773 */
1774 if (radius > 13)
1775 radius = 13;
1776
1777 /* Enemy in range! Now test for detection */
1778 if ((int) rv->distance <= radius)
1779 {
1780 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1;
1783
1784 /* hidden or low-quality invisible */
1785 if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1786 {
1787 make_visible (enemy);
1788 /* inform players of new status */
1789 if (enemy->type == PLAYER && player_can_view (enemy, op))
1790 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1791 return 1; /* detected enemy */
1792 }
1793 else if (enemy->invisible)
1794 {
1795 /* Change this around - instead of negating the invisible, just
1796 * return true so that the mosnter that managed to detect you can
1797 * do something to you. Decreasing the duration of invisible
1798 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1799 * can then basically negate the spell. The spell isn't negated -
1800 * they just know where you are!
1801 */
1802 if ((RANDOM () % 50) <= hide_discovery)
1803 {
1804 if (enemy->type == PLAYER)
1805 {
1806 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1807 }
1808 return 1;
1809 }
1810 }
1811 } /* within range */
1812
1813 /* Wasn't detected above, so still hidden */
1814 return 0;
1815 }
1816
1817 /* determine if op stands in a lighted square. This is not a very
1818 * intellegent algorithm. For one thing, we ignore los here, SO it
1819 * is possible for a bright light to illuminate a player on the
1820 * other side of a wall (!).
1821 */
1822
1823 int
1824 stand_in_light (object *op)
1825 {
1826 sint16 nx, ny;
1827 maptile *m;
1828
1829
1830 if (!op)
1831 return 0;
1832 if (op->glow_radius > 0)
1833 return 1;
1834
1835 if (op->map)
1836 {
1837 int x, y, x1, y1;
1838
1839
1840
1841 /* Check the spaces with the max light radius to see if any of them
1842 * have lights, and if any of them light the player enough, then return 1.
1843 */
1844 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1845 {
1846 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1847 {
1848 m = op->map;
1849 nx = x;
1850 ny = y;
1851
1852 if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1853 continue;
1854
1855 x1 = abs (x - op->x) * abs (x - op->x);
1856 y1 = abs (y - op->y) * abs (y - op->y);
1857 if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1858 return 1;
1859 }
1860 }
1861 }
1862 return 0;
1863 }
1864
1865
1866 /* assuming no walls/barriers, lets check to see if its *possible*
1867 * to see an enemy. Note, "detection" is different from "seeing".
1868 * See can_detect_enemy() for more details. -b.t.
1869 * return 0 if can't be seen, 1 if can be
1870 */
1871
1872 int
1873 can_see_enemy (object *op, object *enemy)
1874 {
1875 object *looker = op->head ? op->head : op;
1876
1877 /* safety */
1878 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1879 return 0;
1880
1881 /* we dont give a full treatment of xrays here (shorter range than normal,
1882 * see through walls). Should we change the code elsewhere to make you
1883 * blind even if you can xray?
1884 */
1885 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1886 return 0;
1887
1888 /* checking for invisible things */
1889 if (enemy->invisible)
1890 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */
1894
1895 if (has_carried_lights (enemy))
1896 {
1897 if (enemy->hide)
1898 {
1899 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 }
1902 return 1;
1903 }
1904 else if (enemy->hide)
1905 return 0;
1906
1907 /* Invisible enemy. Break apart the check for invis undead/invis looker
1908 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1909 * and making it a conditional makes the code pretty ugly.
1910 */
1911 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1912 {
1913 if (makes_invisible_to (enemy, looker))
1914 return 0;
1915 }
1916 }
1917 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1918 if (player_can_view (looker, enemy))
1919 return 1;
1920
1921 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1922 * unless they carry a light or stand in light. Darkness doesnt
1923 * inhibit the undead per se (but we should give their archs
1924 * CAN_SEE_IN_DARK, this is just a safety
1925 * we care about the enemy maps status, not the looker.
1926 * only relevant for tiled maps, but it is possible that the
1927 * enemy is on a bright map and the looker on a dark - in that
1928 * case, the looker can still see the enemy
1929 */
1930 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1931 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1932 return 0;
1933
1934 return 1;
1935 }