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/cvs/deliantra/server/server/monster.C
Revision: 1.50
Committed: Fri Dec 26 13:27:31 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.49: +24 -24 lines
Log Message:
slight changes

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra 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 <support@deliantra.net>
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: that's 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)) /* that's 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 /* Trim work - if no enemy, no need to do anything below */
239 if (!enemy)
240 return 0;
241
242 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
243
244 if (op->flag [FLAG_BLIND])
245 /* blinded monsters can only find nearby objects to attack */
246 radius = MIN_MON_RADIUS;
247 else if (op->map
248 && !enemy->invisible
249 && !stand_in_light (enemy)
250 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
251 /* This covers the situation where the monster is in the dark
252 * and has an enemy. If the enemy has no carried light (or isnt
253 * glowing!) then the monster has trouble finding the enemy.
254 * Remember we already checked to see if the monster can see in
255 * the dark. */
256 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
257 else if (!op->flag [FLAG_SLEEP])
258 return 1;
259
260 if (enemy->flag [FLAG_STEALTH])
261 radius = radius / 2 + 1;
262
263 /* enemy should already be on this map, so don't really need to check
264 * for that.
265 */
266 if (rv->distance <= radius)
267 {
268 CLEAR_FLAG (op, FLAG_SLEEP);
269 return 1;
270 }
271
272 return 0;
273 }
274
275 int
276 move_randomly (object *op)
277 {
278 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1))
281 return 1;
282
283 return 0;
284 }
285
286 /*
287 * Move-monster returns 1 if the object has been freed, otherwise 0.
288 */
289 int
290 move_monster (object *op)
291 {
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
293 object *owner, *enemy, *part, *oph = op;
294 rv_vector rv;
295
296 /* Monsters not on maps don't do anything. These monsters are things
297 * Like royal guards in city dwellers inventories.
298 */
299 if (!op->map)
300 return 0;
301
302 /* for target facing, we copy this value here for fast access */
303 if (oph->head) /* force update the head - one arch one pic */
304 oph = oph->head;
305
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
307 enemy = op->enemy = NULL;
308 else if ((enemy = find_enemy (op, &rv)))
309 /* we have an enemy, just tell him we want him dead */
310 enemy->attacked_by = op; /* our ptr */
311
312 /* generate hp, if applicable */
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 {
315 /* last heal is in funny units. Dividing by speed puts
316 * the regeneration rate on a basis of time instead of
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 *
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
321 * overflow might produce monsters with negative hp.
322 */
323
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
349 op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1;
384 }
385
386 /* Probably really a bug for a creature to have both
387 * stand still and a movement type set.
388 */
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510
511 part = rv.part;
512 dir = rv.direction;
513
514 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
515 dir = absdir (dir + 4);
516
517 if (QUERY_FLAG (op, FLAG_CONFUSED))
518 dir = absdir (dir + rndm (3) + rndm (3) - 2);
519
520 pre_att_dir = dir; /* remember the original direction */
521
522 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
523 {
524 switch (op->attack_movement & LO4)
525 {
526 case DISTATT:
527 dir = dist_att (dir, op, enemy, part, &rv);
528 break;
529
530 case RUNATT:
531 dir = run_att (dir, op, enemy, part, &rv);
532 break;
533
534 case HITRUN:
535 dir = hitrun_att (dir, op, enemy);
536 break;
537
538 case WAITATT:
539 dir = wait_att (dir, op, enemy, part, &rv);
540 break;
541
542 case RUSH: /* default - monster normally moves towards player */
543 case ALLRUN:
544 break;
545
546 case DISTHIT:
547 dir = disthit_att (dir, op, enemy, part, &rv);
548 break;
549
550 case WAIT2:
551 dir = wait_att2 (dir, op, enemy, part, &rv);
552 break;
553
554 default:
555 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
556 }
557 }
558
559 if (!dir)
560 return 0;
561
562 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
563 {
564 if (move_object (op, dir)) /* Can the monster move directly toward player? */
565 {
566 /* elmex: Turn our monster after it moved if it has DISTATT attack */
567 if ((op->attack_movement & LO4) == DISTATT)
568 op->direction = pre_att_dir;
569
570 return 0;
571 }
572
573 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
574 {
575 /* Try move around corners if !close */
576 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
577
578 for (diff = 1; diff <= maxdiff; diff++)
579 {
580 /* try different detours */
581 int m = 1 - (RANDOM () & 2); /* Try left or right first? */
582
583 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
584 return 0;
585 }
586 }
587 } /* if monster is not standing still */
588
589 /* elmex: Turn our monster after it moved if it has DISTATT attack */
590 if ((op->attack_movement & LO4) == DISTATT)
591 op->direction = pre_att_dir;
592
593 /*
594 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595 * direction if they can't move away.
596 */
597 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
598 if (move_randomly (op))
599 return 0;
600
601 /*
602 * Try giving the monster a new enemy - the player that is closest
603 * to it. In this way, it won't just keep trying to get to a target
604 * that is inaccessible.
605 * This could be more clever - it should go through a list of several
606 * enemies, as it is now, you could perhaps get situations where there
607 * are two players flanking the monster at close distance, but which
608 * the monster can't get to, and a third one at a far distance that
609 * the monster could get to - as it is, the monster won't look at that
610 * third one.
611 */
612 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
613 {
614 object *nearest_player = get_nearest_player (op);
615
616 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
617 {
618 op->enemy = 0;
619 enemy = nearest_player;
620 }
621 }
622
623 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
624 {
625 /* The adjustement to wc that was here before looked totally bogus -
626 * since wc can in fact get negative, that would mean by adding
627 * the current wc, the creature gets better? Instead, just
628 * add a fixed amount - nasty creatures that are runny away should
629 * still be pretty nasty.
630 */
631 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
632 {
633 part->stats.wc += 10;
634 skill_attack (enemy, part, 0, NULL, NULL);
635 part->stats.wc -= 10;
636 }
637 else
638 skill_attack (enemy, part, 0, NULL, NULL);
639 } /* if monster is in attack range */
640
641 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
642 return 1;
643
644 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
645 {
646 op->drop_and_destroy ();
647 return 1;
648 }
649
650 return 0;
651 }
652
653 int
654 can_hit (object *ob1, object *ob2, rv_vector * rv)
655 {
656 object *more;
657 rv_vector rv1;
658
659 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
660 return 0;
661
662 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
663 return 1;
664
665 /* check all the parts of ob2 - just because we can't get to
666 * its head doesn't mean we don't want to pound its feet
667 */
668 for (more = ob2->more; more != NULL; more = more->more)
669 {
670 get_rangevector (ob1, more, &rv1, 0);
671 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672 return 1;
673 }
674
675 return 0;
676 }
677
678 /* Returns 1 is monster should cast spell sp at an enemy
679 * Returns 0 if the monster should not cast this spell.
680 *
681 * Note that this function does not check to see if the monster can
682 * in fact cast the spell (sp dependencies and what not.) That is because
683 * this function is also sued to see if the monster should use spell items
684 * (rod/horn/wand/scroll).
685 * Note that there are certainly other offensive spells that could be
686 * included, but I decided to leave out the spells that may kill more
687 * monsters than players (eg, disease).
688 *
689 * This could be a lot smarter - if there are few monsters around,
690 * then disease might not be as bad. Likewise, if the monster is damaged,
691 * the right type of healing spell could be useful.
692 */
693
694 static int
695 monster_should_cast_spell (object *monster, object *spell_ob)
696 {
697 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
698 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
699 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
700 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
701 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
702 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
703 return 1;
704
705 return 0;
706 }
707
708 #define MAX_KNOWN_SPELLS 20
709
710 /* Returns a randomly selected spell. This logic is still
711 * less than ideal. This code also only seems to deal with
712 * wizard spells, as the check is against sp, and not grace.
713 * can mosnters know cleric spells?
714 */
715 object *
716 monster_choose_random_spell (object *monster)
717 {
718 object *altern[MAX_KNOWN_SPELLS];
719 int i = 0;
720
721 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
722 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
723 {
724 /* Check and see if it's actually a useful spell.
725 * If its a spellbook, the spell is actually the inventory item.
726 * if it is a spell, then it is just the object itself.
727 */
728 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
729 {
730 altern [i++] = tmp;
731
732 if (i == MAX_KNOWN_SPELLS)
733 break;
734 }
735 }
736
737 return i ? altern [rndm (i)] : 0;
738 }
739
740 /* This checks to see if the monster should cast a spell/ability.
741 * it returns true if the monster casts a spell, 0 if he doesn't.
742 * head is the head of the monster.
743 * part is the part of the monster we are checking against.
744 * pl is the target.
745 * dir is the direction to case.
746 * rv is the vector which describes where the enemy is.
747 */
748 int
749 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
750 {
751 object *spell_item;
752 object *owner;
753 rv_vector rv1;
754
755 /* If you want monsters to cast spells over friends, this spell should
756 * be removed. It probably should be in most cases, since monsters still
757 * don't care about residual effects (ie, casting a cone which may have a
758 * clear path to the player, the side aspects of the code will still hit
759 * other monsters)
760 */
761 if (!(dir = path_to_player (part, pl, 0)))
762 return 0;
763
764 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
765 {
766 get_rangevector (head, owner, &rv1, 0x1);
767 if (dirdiff (dir, rv1.direction) < 2)
768 return 0; /* Might hit owner with spell */
769 }
770
771 if (QUERY_FLAG (head, FLAG_CONFUSED))
772 dir = absdir (dir + rndm (3) + rndm (3) - 2);
773
774 /* If the monster hasn't already chosen a spell, choose one
775 * I'm not sure if it really make sense to pre-select spells (events
776 * could be different by the time the monster goes again).
777 */
778 if (head->spellitem == NULL)
779 {
780 if ((spell_item = monster_choose_random_spell (head)) == NULL)
781 {
782 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
783 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
784 return 0;
785 }
786
787 if (spell_item->type == SPELLBOOK)
788 {
789 if (!spell_item->inv)
790 {
791 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
792 return 0;
793 }
794
795 spell_item = spell_item->inv;
796 }
797 }
798 else
799 spell_item = head->spellitem;
800
801 if (!spell_item)
802 return 0;
803
804 /* Best guess this is a defensive/healing spell */
805 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
806 dir = 0;
807
808 /* Monster doesn't have enough spell-points */
809 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
810 return 0;
811
812 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
813 return 0;
814
815 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
816 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
817
818 /* set this to null, so next time monster will choose something different */
819 head->spellitem = NULL;
820
821 return cast_spell (part, part, dir, spell_item, NULL);
822 }
823
824 int
825 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
826 {
827 object *scroll;
828 object *owner;
829 rv_vector rv1;
830
831 /* If you want monsters to cast spells over friends, this spell should
832 * be removed. It probably should be in most cases, since monsters still
833 * don't care about residual effects (ie, casting a cone which may have a
834 * clear path to the player, the side aspects of the code will still hit
835 * other monsters)
836 */
837 if (!(dir = path_to_player (part, pl, 0)))
838 return 0;
839
840 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
841 {
842 get_rangevector (head, owner, &rv1, 0x1);
843 if (dirdiff (dir, rv1.direction) < 2)
844 {
845 return 0; /* Might hit owner with spell */
846 }
847 }
848
849 if (QUERY_FLAG (head, FLAG_CONFUSED))
850 dir = absdir (dir + rndm (3) + rndm (3) - 2);
851
852 for (scroll = head->inv; scroll; scroll = scroll->below)
853 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
854 break;
855
856 /* Used up all his scrolls, so nothing do to */
857 if (!scroll)
858 {
859 CLEAR_FLAG (head, FLAG_READY_SCROLL);
860 return 0;
861 }
862
863 /* Spell should be cast on caster (ie, heal, strength) */
864 if (scroll->inv->range == 0)
865 dir = 0;
866
867 apply_scroll (part, scroll, dir);
868 return 1;
869 }
870
871 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
872 * Note that monsters do not need the skills SK_MELEE_WEAPON and
873 * SK_MISSILE_WEAPON to make those respective attacks, if we
874 * required that we would drastically increase the memory
875 * requirements of CF!!
876 *
877 * The skills we are treating here are all but those. -b.t.
878 *
879 * At the moment this is only useful for throwing, perhaps for
880 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
881 */
882 int
883 monster_use_skill (object *head, object *part, object *pl, int dir)
884 {
885 object *skill, *owner;
886
887 if (!(dir = path_to_player (part, pl, 0)))
888 return 0;
889
890 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
891 {
892 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
893
894 if (dirdiff (dir, dir2) < 1)
895 return 0; /* Might hit owner with skill -thrown rocks for example ? */
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 /* skill selection - monster will use the next unused skill.
902 * well...the following scenario will allow the monster to
903 * toggle between 2 skills. One day it would be nice to make
904 * more skills available to monsters.
905 */
906 for (skill = head->inv; skill; skill = skill->below)
907 if (skill->type == SKILL && skill != head->chosen_skill)
908 {
909 head->chosen_skill = skill;
910 break;
911 }
912
913 if (!skill && !head->chosen_skill)
914 {
915 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
916 CLEAR_FLAG (head, FLAG_READY_SKILL);
917 return 0;
918 }
919
920 /* use skill */
921 return do_skill (head, part, head->chosen_skill, dir, NULL);
922 }
923
924 /* Monster will use a ranged spell attack. */
925 int
926 monster_use_range (object *head, object *part, object *pl, int dir)
927 {
928 object *wand, *owner;
929 int at_least_one = 0;
930
931 if (!(dir = path_to_player (part, pl, 0)))
932 return 0;
933
934 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
935 {
936 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
937
938 if (dirdiff (dir, dir2) < 2)
939 return 0; /* Might hit owner with spell */
940 }
941
942 if (QUERY_FLAG (head, FLAG_CONFUSED))
943 dir = absdir (dir + rndm (3) + rndm (3) - 2);
944
945 for (wand = head->inv; wand; wand = wand->below)
946 {
947 if (wand->type == WAND)
948 {
949 /* Found a wand, let's see if it has charges left */
950 at_least_one = 1;
951 if (wand->stats.food <= 0)
952 continue;
953
954 cast_spell (head, wand, dir, wand->inv, NULL);
955
956 if (!(--wand->stats.food))
957 {
958 if (wand->arch)
959 {
960 CLEAR_FLAG (wand, FLAG_ANIMATE);
961 wand->face = wand->arch->face;
962 wand->set_speed (0);
963 }
964 }
965 /* Success */
966 return 1;
967 }
968 else if (wand->type == ROD || wand->type == HORN)
969 {
970 /* Found rod/horn, let's use it if possible */
971 at_least_one = 1;
972 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
973 continue;
974
975 /* drain charge before casting spell - can be a case where the
976 * spell destroys the monster, and rod, so if done after, results
977 * in crash.
978 */
979 drain_rod_charge (wand);
980 cast_spell (head, wand, dir, wand->inv, NULL);
981
982 /* Success */
983 return 1;
984 }
985 }
986
987 if (at_least_one)
988 return 0;
989
990 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
991 CLEAR_FLAG (head, FLAG_READY_RANGE);
992 return 0;
993 }
994
995 int
996 monster_use_bow (object *head, object *part, object *pl, int dir)
997 {
998 object *owner;
999
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_CONFUSED))
1004 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1005
1006 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1007 {
1008 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1009
1010 if (dirdiff (dir, dir2) < 1)
1011 return 0; /* Might hit owner with arrow */
1012 }
1013
1014 /* in server/player.c */
1015 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1016
1017 }
1018
1019 /* Checks if putting on 'item' will make 'who' do more
1020 * damage. This is a very simplistic check - also checking things
1021 * like speed and ac are also relevant.
1022 *
1023 * return true if item is a better object.
1024 */
1025 int
1026 check_good_weapon (object *who, object *item)
1027 {
1028 object *other_weap;
1029 int val = 0, i;
1030
1031 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1032 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1033 break;
1034
1035 if (!other_weap) /* No other weapons */
1036 return 1;
1037
1038 /* Rather than go through and apply the new one, and see if it is
1039 * better, just do some simple checks
1040 * Put some multipliers for things that hvae several effects,
1041 * eg, magic affects both damage and wc, so it has more weight
1042 */
1043
1044 val = item->stats.dam - other_weap->stats.dam;
1045 val += (item->magic - other_weap->magic) * 3;
1046 /* Monsters don't really get benefits from things like regen rates
1047 * from items. But the bonus for their stats are very important.
1048 */
1049 for (i = 0; i < NUM_STATS; i++)
1050 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1051
1052 if (val > 0)
1053 return 1;
1054 else
1055 return 0;
1056 }
1057
1058 int
1059 check_good_armour (object *who, object *item)
1060 {
1061 object *other_armour;
1062 int val = 0, i;
1063
1064 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1065 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1066 break;
1067
1068 if (other_armour == NULL) /* No other armour, use the new */
1069 return 1;
1070
1071 /* Like above function , see which is better */
1072 val = item->stats.ac - other_armour->stats.ac;
1073 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1074 val += (item->magic - other_armour->magic) * 3;
1075
1076 /* for the other protections, do weigh them very much in the equation -
1077 * it is the armor protection which is most important, because there is
1078 * no good way to know what the player may attack the monster with.
1079 * So if the new item has better protection than the old, give that higher
1080 * value. If the reverse, then decrease the value of this item some.
1081 */
1082 for (i = 1; i < NROFATTACKS; i++)
1083 {
1084 if (item->resist[i] > other_armour->resist[i])
1085 val++;
1086 else if (item->resist[i] < other_armour->resist[i])
1087 val--;
1088 }
1089
1090 /* Very few armours have stats, so not much need to worry about those. */
1091
1092 if (val > 0)
1093 return 1;
1094 else
1095 return 0;
1096 }
1097
1098 /*
1099 * monster_check_pickup(): checks for items that monster can pick up.
1100 *
1101 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1102 * Each time the blob passes over some treasure, it will
1103 * grab it a.s.a.p.
1104 *
1105 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1106 * to handle this.
1107 *
1108 * This function was seen be continueing looping at one point (tmp->below
1109 * became a recursive loop. It may be better to call monster_check_apply
1110 * after we pick everything up, since that function may call others which
1111 * affect stacking on this space.
1112 */
1113 void
1114 monster_check_pickup (object *monster)
1115 {
1116 object *tmp, *next;
1117
1118 for (tmp = monster->below; tmp != NULL; tmp = next)
1119 {
1120 next = tmp->below;
1121 if (monster_can_pick (monster, tmp))
1122 {
1123 tmp->remove ();
1124 tmp = insert_ob_in_ob (tmp, monster);
1125 (void) monster_check_apply (monster, tmp);
1126 }
1127 /* We could try to re-establish the cycling, of the space, but probably
1128 * not a big deal to just bail out.
1129 */
1130 if (next && next->destroyed ())
1131 return;
1132 }
1133 }
1134
1135 /*
1136 * monster_can_pick(): If the monster is interested in picking up
1137 * the item, then return 0. Otherwise 0.
1138 * Instead of pick_up, flags for "greed", etc, should be used.
1139 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1140 */
1141 int
1142 monster_can_pick (object *monster, object *item)
1143 {
1144 int flag = 0;
1145 int i;
1146
1147 if (!can_pick (monster, item))
1148 return 0;
1149
1150 if (QUERY_FLAG (item, FLAG_UNPAID))
1151 return 0;
1152
1153 if (monster->pick_up & 64) /* All */
1154 flag = 1;
1155
1156 else
1157 switch (item->type)
1158 {
1159 case MONEY:
1160 case GEM:
1161 flag = monster->pick_up & 2;
1162 break;
1163
1164 case FOOD:
1165 flag = monster->pick_up & 4;
1166 break;
1167
1168 case WEAPON:
1169 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 break;
1171
1172 case ARMOUR:
1173 case SHIELD:
1174 case HELMET:
1175 case BOOTS:
1176 case GLOVES:
1177 case GIRDLE:
1178 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 break;
1180
1181 case SKILL:
1182 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 break;
1184
1185 case RING:
1186 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 break;
1188
1189 case WAND:
1190 case HORN:
1191 case ROD:
1192 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 break;
1194
1195 case SPELLBOOK:
1196 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 break;
1198
1199 case SCROLL:
1200 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 break;
1202
1203 case BOW:
1204 case ARROW:
1205 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 break;
1207 }
1208
1209 /* Simplistic check - if the monster has a location to equip it, he will
1210 * pick it up. Note that this doesn't handle cases where an item may
1211 * use several locations.
1212 */
1213 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1214 {
1215 if (monster->slot[i].info && item->slot[i].info)
1216 {
1217 flag = 1;
1218 break;
1219 }
1220 }
1221
1222 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1223 return 1;
1224
1225 return 0;
1226 }
1227
1228 /*
1229 * monster_apply_below():
1230 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1231 * eager to apply things, encounters something apply-able,
1232 * then make him apply it
1233 */
1234 void
1235 monster_apply_below (object *monster)
1236 {
1237 object *tmp, *next;
1238
1239 for (tmp = monster->below; tmp != NULL; tmp = next)
1240 {
1241 next = tmp->below;
1242 switch (tmp->type)
1243 {
1244 case CF_HANDLE:
1245 case TRIGGER:
1246 if (monster->will_apply & 1)
1247 manual_apply (monster, tmp, 0);
1248 break;
1249
1250 case TREASURE:
1251 if (monster->will_apply & 2)
1252 manual_apply (monster, tmp, 0);
1253 break;
1254
1255 }
1256 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1257 break;
1258 }
1259 }
1260
1261 /*
1262 * monster_check_apply() is meant to be called after an item is
1263 * inserted in a monster.
1264 * If an item becomes outdated (monster found a better item),
1265 * a pointer to that object is returned, so it can be dropped.
1266 * (so that other monsters can pick it up and use it)
1267 * Note that as things are now, monsters never drop something -
1268 * they can pick up all that they can use.
1269 */
1270 /* Sept 96, fixed this so skills will be readied -b.t.*/
1271 void
1272 monster_check_apply (object *mon, object *item)
1273 {
1274 int flag = 0;
1275
1276 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1277 {
1278 SET_FLAG (mon, FLAG_CAST_SPELL);
1279 return;
1280 }
1281
1282 /* If for some reason, this item is already applied, no more work to do */
1283 if (QUERY_FLAG (item, FLAG_APPLIED))
1284 return;
1285
1286 /* Might be better not to do this - if the monster can fire a bow,
1287 * it is possible in his wanderings, he will find one to use. In
1288 * which case, it would be nice to have ammo for it.
1289 */
1290 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1291 {
1292 /* Check for the right kind of bow */
1293 object *bow;
1294
1295 for (bow = mon->inv; bow; bow = bow->below)
1296 if (bow->type == BOW && bow->race == item->race)
1297 {
1298 SET_FLAG (mon, FLAG_READY_BOW);
1299 LOG (llevMonster, "Found correct bow for arrows.\n");
1300 return; /* nothing more to do for arrows */
1301 }
1302 }
1303
1304 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1305 flag = 1;
1306 /* Eating food gets hp back */
1307 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1308 flag = 1;
1309 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1310 {
1311 if (!item->inv)
1312 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1313 else if (monster_should_cast_spell (mon, item->inv))
1314 SET_FLAG (mon, FLAG_READY_SCROLL);
1315 /* Don't use it right now */
1316 return;
1317 }
1318 else if (item->type == WEAPON)
1319 flag = check_good_weapon (mon, item);
1320 else if (item->is_armor ())
1321 flag = check_good_armour (mon, item);
1322 /* Should do something more, like make sure this is a better item */
1323 else if (item->type == RING)
1324 flag = 1;
1325 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1326 {
1327 /* We never really 'ready' the wand/rod/horn, because that would mean the
1328 * weapon would get undone.
1329 */
1330 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1331 {
1332 SET_FLAG (mon, FLAG_READY_RANGE);
1333 SET_FLAG (item, FLAG_APPLIED);
1334 }
1335 return;
1336 }
1337 else if (item->type == BOW)
1338 {
1339 /* We never really 'ready' the bow, because that would mean the
1340 * weapon would get undone.
1341 */
1342 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1343 SET_FLAG (mon, FLAG_READY_BOW);
1344 return;
1345 }
1346 else if (item->type == SKILL)
1347 {
1348 /*
1349 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1350 * else they can't use the skill...
1351 * Skills also don't need to get applied, so return now.
1352 */
1353 SET_FLAG (mon, FLAG_READY_SKILL);
1354 return;
1355 }
1356
1357 /* if we don't match one of the above types, return now.
1358 * can_apply_object will say that we can apply things like flesh,
1359 * bolts, and whatever else, because it only checks against the
1360 * body_info locations.
1361 */
1362 if (!flag)
1363 return;
1364
1365 /* Check to see if the monster can use this item. If not, no need
1366 * to do further processing. Note that can_apply_object already checks
1367 * for the CAN_USE flags.
1368 */
1369 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1370 return;
1371
1372 /* should only be applying this item, not unapplying it.
1373 * also, ignore status of curse so they can take off old armour.
1374 * monsters have some advantages after all.
1375 */
1376 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1377 }
1378
1379 void
1380 npc_call_help (object *op)
1381 {
1382 int x, y, mflags;
1383 object *npc;
1384 sint16 sx, sy;
1385 maptile *m;
1386
1387 for (x = -3; x < 4; x++)
1388 for (y = -3; y < 4; y++)
1389 {
1390 m = op->map;
1391 sx = op->x + x;
1392 sy = op->y + y;
1393 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394 /* If nothing alive on this space, no need to search the space. */
1395 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1396 continue;
1397
1398 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1399 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400 npc->enemy = op->enemy;
1401 }
1402 }
1403
1404 int
1405 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1406 {
1407 if (can_hit (part, enemy, rv))
1408 return dir;
1409
1410 if (rv->distance < 10)
1411 return absdir (dir + 4);
1412 else if (rv->distance > 18)
1413 return dir;
1414
1415 return 0;
1416 }
1417
1418 int
1419 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1420 {
1421 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1422 {
1423 ob->move_status++;
1424 return (dir);
1425 }
1426 else if (ob->move_status > 20)
1427 ob->move_status = 0;
1428
1429 return absdir (dir + 4);
1430 }
1431
1432 int
1433 hitrun_att (int dir, object *ob, object *enemy)
1434 {
1435 if (ob->move_status++ < 25)
1436 return dir;
1437 else if (ob->move_status < 50)
1438 return absdir (dir + 4);
1439 else
1440 ob->move_status = 0;
1441
1442 return absdir (dir + 4);
1443 }
1444
1445 int
1446 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447 {
1448
1449 int inrange = can_hit (part, enemy, rv);
1450
1451 if (ob->move_status || inrange)
1452 ob->move_status++;
1453
1454 if (ob->move_status == 0)
1455 return 0;
1456 else if (ob->move_status < 10)
1457 return dir;
1458 else if (ob->move_status < 15)
1459 return absdir (dir + 4);
1460
1461 ob->move_status = 0;
1462 return 0;
1463 }
1464
1465 int
1466 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1467 {
1468
1469 /* The logic below here looked plain wrong before. Basically, what should
1470 * happen is that if the creatures hp percentage falls below run_away,
1471 * the creature should run away (dir+4)
1472 * I think its wrong for a creature to have a zero maxhp value, but
1473 * at least one map has this set, and whatever the map contains, the
1474 * server should try to be resilant enough to avoid the problem
1475 */
1476 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1477 return absdir (dir + 4);
1478
1479 return dist_att (dir, ob, enemy, part, rv);
1480 }
1481
1482 int
1483 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1484 {
1485 if (rv->distance < 9)
1486 return absdir (dir + 4);
1487
1488 return 0;
1489 }
1490
1491 void
1492 circ1_move (object *ob)
1493 {
1494 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1495
1496 if (++ob->move_status > 11)
1497 ob->move_status = 0;
1498
1499 if (!(move_object (ob, circle[ob->move_status])))
1500 move_object (ob, rndm (8) + 1);
1501 }
1502
1503 void
1504 circ2_move (object *ob)
1505 {
1506 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1507
1508 if (++ob->move_status > 19)
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 pace_movev (object *ob)
1517 {
1518 if (ob->move_status++ > 6)
1519 ob->move_status = 0;
1520
1521 if (ob->move_status < 4)
1522 move_object (ob, 5);
1523 else
1524 move_object (ob, 1);
1525 }
1526
1527 void
1528 pace_moveh (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, 3);
1535 else
1536 move_object (ob, 7);
1537 }
1538
1539 void
1540 pace2_movev (object *ob)
1541 {
1542 if (ob->move_status++ > 16)
1543 ob->move_status = 0;
1544
1545 if (ob->move_status < 6)
1546 move_object (ob, 5);
1547 else if (ob->move_status < 8)
1548 return;
1549 else if (ob->move_status < 13)
1550 move_object (ob, 1);
1551 else
1552 return;
1553 }
1554
1555 void
1556 pace2_moveh (object *ob)
1557 {
1558 if (ob->move_status++ > 16)
1559 ob->move_status = 0;
1560
1561 if (ob->move_status < 6)
1562 move_object (ob, 3);
1563 else if (ob->move_status < 8)
1564 return;
1565 else if (ob->move_status < 13)
1566 move_object (ob, 7);
1567 else
1568 return;
1569 }
1570
1571 void
1572 rand_move (object *ob)
1573 {
1574 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1575 for (int i = 0; i < 5; i++)
1576 if (move_object (ob, ob->move_status = rndm (8) + 1))
1577 return;
1578 }
1579
1580 void
1581 check_earthwalls (object *op, maptile *m, int x, int y)
1582 {
1583 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1584 if (tmp->type == EARTHWALL)
1585 {
1586 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1587 return;
1588 }
1589 }
1590
1591 void
1592 check_doors (object *op, maptile *m, int x, int y)
1593 {
1594 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1595 if (tmp->type == DOOR)
1596 {
1597 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1598 return;
1599 }
1600 }
1601
1602 /* find_mon_throw_ob() - modeled on find_throw_ob
1603 * This is probably overly simplistic as it is now - We want
1604 * monsters to throw things like chairs and other pieces of
1605 * furniture, even if they are not good throwable objects.
1606 * Probably better to have the monster throw a throwable object
1607 * first, then throw any non equipped weapon.
1608 */
1609 object *
1610 find_mon_throw_ob (object *op)
1611 {
1612 object *tmp = NULL;
1613
1614 if (op->head)
1615 tmp = op->head;
1616 else
1617 tmp = op;
1618
1619 /* New throw code: look through the inventory. Grap the first legal is_thrown
1620 * marked item and throw it to the enemy.
1621 */
1622 for (tmp = op->inv; tmp; tmp = tmp->below)
1623 {
1624 /* Can't throw invisible objects or items that are applied */
1625 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1626 continue;
1627
1628 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1629 break;
1630
1631 }
1632
1633 #ifdef DEBUG_THROW
1634 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1635 #endif
1636
1637 return tmp;
1638 }
1639
1640 /* determine if we can 'detect' the enemy. Check for walls blocking the
1641 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1642 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1643 * modified by MSW to use the get_rangevector so that map tiling works
1644 * properly. I also so odd code in place that checked for x distance
1645 * OR y distance being within some range - that seemed wrong - both should
1646 * be within the valid range. MSW 2001-08-05
1647 * Returns 0 if enemy can not be detected, 1 if it is detected
1648 */
1649 int
1650 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651 {
1652 int radius = MIN_MON_RADIUS, hide_discovery;
1653
1654 /* null detection for any of these condtions always */
1655 if (!op || !enemy || !op->map || !enemy->map)
1656 return 0;
1657
1658 /* If the monster (op) has no way to get to the enemy, do nothing */
1659 if (!on_same_map (op, enemy))
1660 return 0;
1661
1662 get_rangevector (op, enemy, rv, 0);
1663
1664 /* Monsters always ignore the DM */
1665 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1666 return 0;
1667
1668 /* simple check. Should probably put some range checks in here. */
1669 if (can_see_enemy (op, enemy))
1670 return 1;
1671
1672 /* The rest of this is for monsters. Players are on their own for
1673 * finding enemies!
1674 */
1675 if (op->type == PLAYER)
1676 return 0;
1677
1678 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1679 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1680 */
1681 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1682 return 0;
1683
1684 /* use this for invis also */
1685 hide_discovery = op->stats.Int / 5;
1686
1687 /* Determine Detection radii */
1688 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1689 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1690 else
1691 { /* a level/INT/Dex adjustment for hiding */
1692 int bonus = op->level / 2 + op->stats.Int / 5;
1693
1694 if (enemy->type == PLAYER)
1695 {
1696 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1697 bonus -= sk_hide->level;
1698 else
1699 {
1700 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1701 make_visible (enemy);
1702 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1703 }
1704 }
1705 else /* enemy is not a player */
1706 bonus -= enemy->level;
1707
1708 radius += bonus / 5;
1709 hide_discovery += bonus * 5;
1710 } /* else creature has modifiers for hiding */
1711
1712 /* Radii stealth adjustment. Only if you are stealthy
1713 * will you be able to sneak up closer to creatures */
1714 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1715 {
1716 radius /= 2;
1717 hide_discovery /= 3;
1718 }
1719
1720 /* Radii adjustment for enemy standing in the dark */
1721 if (op->map->darkness > 0 && !stand_in_light (enemy))
1722 {
1723 /* on dark maps body heat can help indicate location with infravision
1724 * undead don't have body heat, so no benefit detecting them.
1725 */
1726 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1727 radius += op->map->darkness / 2;
1728 else
1729 radius -= op->map->darkness / 2;
1730
1731 /* op next to a monster (and not in complete darkness)
1732 * the monster should have a chance to see you.
1733 */
1734 if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1735 radius = MIN_MON_RADIUS;
1736 } /* if on dark map */
1737
1738 /* Lets not worry about monsters that have incredible detection
1739 * radii, we only need to worry here about things the player can
1740 * (potentially) see. This is 13, as that is the maximum size the player
1741 * may have for their map - in that way, creatures at the edge will
1742 * do something. Note that the distance field in the
1743 * vector is real distance, so in theory this should be 18 to
1744 * find that.
1745 */
1746 // note that the above reasoning was utter bullshit even at the time it was written
1747 // we use 25, lets see if we have the cpu time for it
1748 radius = min (25, radius);
1749
1750 /* Enemy in range! Now test for detection */
1751 if (rv->distance <= radius)
1752 {
1753 /* ah, we are within range, detected? take cases */
1754 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1755 return 1;
1756
1757 /* hidden or low-quality invisible */
1758 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1759 {
1760 make_visible (enemy);
1761
1762 /* inform players of new status */
1763 if (enemy->type == PLAYER && player_can_view (enemy, op))
1764 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1765
1766 return 1; /* detected enemy */
1767 }
1768 else if (enemy->invisible)
1769 {
1770 /* Change this around - instead of negating the invisible, just
1771 * return true so that the monster that managed to detect you can
1772 * do something to you. Decreasing the duration of invisible
1773 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1774 * can then basically negate the spell. The spell isn't negated -
1775 * they just know where you are!
1776 */
1777 if (rndm (50) <= hide_discovery)
1778 {
1779 if (enemy->type == PLAYER)
1780 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1781
1782 return 1;
1783 }
1784 }
1785 } /* within range */
1786
1787 /* Wasn't detected above, so still hidden */
1788 return 0;
1789 }
1790
1791 /* determine if op stands in a lighted square. This is not a very
1792 * intellegent algorithm. For one thing, we ignore los here, SO it
1793 * is possible for a bright light to illuminate a player on the
1794 * other side of a wall (!).
1795 */
1796 int
1797 stand_in_light (object *op)
1798 {
1799 if (op)
1800 {
1801 if (op->glow_radius > 0)
1802 return 1;
1803
1804 if (op->map)
1805 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1806 {
1807 /* Check the spaces with the max light radius to see if any of them
1808 * have lights, and if any of them light the player enough, then return 1.
1809 */
1810 int light = m->at (nx, ny).light;
1811
1812 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1813 return 1;
1814 }
1815 }
1816
1817 return 0;
1818 }
1819
1820 /* assuming no walls/barriers, lets check to see if its *possible*
1821 * to see an enemy. Note, "detection" is different from "seeing".
1822 * See can_detect_enemy() for more details. -b.t.
1823 * return 0 if can't be seen, 1 if can be
1824 */
1825 int
1826 can_see_enemy (object *op, object *enemy)
1827 {
1828 object *looker = op->head ? op->head : op;
1829
1830 /* safety */
1831 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1832 return 0;
1833
1834 /* we dont give a full treatment of xrays here (shorter range than normal,
1835 * see through walls). Should we change the code elsewhere to make you
1836 * blind even if you can xray?
1837 */
1838 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1839 return 0;
1840
1841 /* checking for invisible things */
1842 if (enemy->invisible)
1843 {
1844 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1845 * However,if you carry any source of light, then the hidden
1846 * creature is seeable (and stupid) */
1847
1848 if (has_carried_lights (enemy))
1849 {
1850 if (enemy->flag [FLAG_HIDDEN])
1851 {
1852 make_visible (enemy);
1853 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1854 }
1855
1856 return 1;
1857 }
1858 else if (enemy->flag [FLAG_HIDDEN])
1859 return 0;
1860
1861 /* Invisible enemy. Break apart the check for invis undead/invis looker
1862 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1863 * and making it a conditional makes the code pretty ugly.
1864 */
1865 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1866 if (makes_invisible_to (enemy, looker))
1867 return 0;
1868 }
1869 else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1870 if (player_can_view (looker, enemy))
1871 return 1;
1872
1873 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1874 * unless they carry a light or stand in light. Darkness doesnt
1875 * inhibit the undead per se (but we should give their archs
1876 * CAN_SEE_IN_DARK, this is just a safety
1877 * we care about the enemy maps status, not the looker.
1878 * only relevant for tiled maps, but it is possible that the
1879 * enemy is on a bright map and the looker on a dark - in that
1880 * case, the looker can still see the enemy
1881 */
1882 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1883 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1884 return 0;
1885
1886 return 1;
1887 }
1888