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/cvs/deliantra/server/server/monster.C
Revision: 1.25
Committed: Mon Apr 16 11:50:44 2007 UTC (17 years, 1 month ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.24: +4 -1 lines
Log Message:
finally fixed the inactive pet monsters and the disappearing pet monsters
of traps/runes and doors. yay!

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