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/cvs/deliantra/server/server/monster.C
Revision: 1.37
Committed: Wed Aug 22 20:46:46 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +21 -16 lines
Log Message:
cleanup

File Contents

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