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/cvs/deliantra/server/server/monster.C
Revision: 1.53
Committed: Sat Dec 27 03:18:08 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.52: +5 -7 lines
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# 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 /* if this is pet, let him attack the same enemy as his owner
41 * TODO: when there is no ower enemy, try to find a target,
42 * which CAN attack the owner. */
43 if ((npc->attack_movement & HI4) == PETMOVE)
44 {
45 if (npc->owner == NULL)
46 npc->enemy = NULL;
47 else if (npc->enemy == NULL)
48 npc->enemy = npc->owner->enemy;
49 }
50
51 /* periodically, a monster mayu change its target. Also, if the object
52 * has been destroyed, etc, clear the enemy.
53 * TODO: this should be changed, because it invokes to attack forced or
54 * attacked monsters to leave the attacker alone, before it is destroyed
55 */
56 /* i had removed the random target leave, this invokes problems with friendly
57 * objects, getting attacked and defending herself - they don't try to attack
58 * again then but perhaps get attack on and on
59 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60 * too. */
61
62 if (npc->enemy)
63 {
64 /* I broke these if's apart to better be able to see what
65 * the grouping checks are. Code is the same.
66 */
67 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70 npc->enemy = NULL;
71
72 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75 || npc->enemy == npc->owner))
76 npc->enemy = NULL;
77
78
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = NULL;
81
82 /* I've noticed that pets could sometimes get an arrow as the
83 * target enemy - this code below makes sure the enemy is something
84 * that should be attacked. My guess is that the arrow hits
85 * the creature/owner, and so the creature then takes that
86 * as the enemy to attack.
87 */
88 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90 && npc->enemy->type != PLAYER
91 && npc->enemy->type != GOLEM)
92 npc->enemy = NULL;
93
94 }
95
96 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
97 }
98
99 /* Returns the nearest living creature (monster or generator).
100 * Modified to deal with tiled maps properly.
101 * Also fixed logic so that monsters in the lower directions were more
102 * likely to be skipped - instead of just skipping the 'start' number
103 * of direction, revisit them after looking at all the other spaces.
104 *
105 * Note that being this may skip some number of spaces, it will
106 * not necessarily find the nearest living creature - it basically
107 * chooses one from within a 3 space radius, and since it skips
108 * the first few directions, it could very well choose something
109 * 3 spaces away even though something directly north is closer.
110 *
111 * this function is map tile aware.
112 */
113 object *
114 find_nearest_living_creature (object *npc)
115 {
116 int i, mflags;
117 sint16 nx, ny;
118 maptile *m;
119 int search_arr[SIZEOFFREE];
120
121 get_search_arr (search_arr);
122
123 for (i = 0; i < SIZEOFFREE; i++)
124 {
125 /* modified to implement smart searching using search_arr
126 * guidance array to determine direction of search order
127 */
128 nx = npc->x + freearr_x[search_arr[i]];
129 ny = npc->y + freearr_y[search_arr[i]];
130 m = npc->map;
131
132 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133
134 if (mflags & P_OUT_OF_MAP)
135 continue;
136
137 if (mflags & P_IS_ALIVE)
138 {
139 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
140 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
141 if (can_see_monsterP (m, nx, ny, i))
142 return tmp;
143 }
144 }
145
146 return 0;
147 }
148
149 /* Tries to find an enemy for npc. We pass the range vector since
150 * our caller will find the information useful.
151 * Currently, only move_monster calls this function.
152 * Fix function so that we always make calls to get_rangevector
153 * if we have a valid target - function as not doing so in
154 * many cases.
155 */
156 object *
157 find_enemy (object *npc, rv_vector * rv)
158 {
159 object *attacker, *tmp = NULL;
160
161 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
162 npc->attacked_by = 0; /* always clear the attacker entry */
163
164 /* if we berserk, we don't care about others - we attack all we can find */
165 if (QUERY_FLAG (npc, FLAG_BERSERK))
166 {
167 tmp = find_nearest_living_creature (npc);
168
169 if (tmp)
170 get_rangevector (npc, tmp, rv, 0);
171
172 return tmp;
173 }
174
175 /* Here is the main enemy selection.
176 * We want this: if there is an enemy, attack him until its not possible or
177 * one of both is dead.
178 * If we have no enemy and we are...
179 * a monster: try to find a player, a pet or a friendly monster
180 * a friendly: only target a monster which is targeting you first or targeting a player
181 * a neutral: fight a attacker (but there should be none), then do nothing
182 * a pet: attack player enemy or a monster
183 */
184
185 /* pet move */
186 if ((npc->attack_movement & HI4) == PETMOVE)
187 {
188 tmp = get_pet_enemy (npc, rv);
189
190 if (tmp)
191 get_rangevector (npc, tmp, rv, 0);
192
193 return tmp;
194 }
195
196 /* we check our old enemy. */
197 if (!(tmp = check_enemy (npc, rv)))
198 {
199 if (attacker) /* if we have an attacker, check him */
200 {
201 /* TODO: that's not finished */
202 /* we don't want a fight evil vs evil or good against non evil */
203
204 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 {
210 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211 npc->enemy = attacker;
212 return attacker; /* yes, we face our attacker! */
213 }
214 }
215
216 /* we have no legal enemy or attacker, so we try to target a new one */
217 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 {
219 npc->enemy = get_nearest_player (npc);
220 if (npc->enemy)
221 tmp = check_enemy (npc, rv);
222 }
223
224 }
225
226 return tmp;
227 }
228
229 /* Sees if this monster should wake up.
230 * Currently, this is only called from move_monster, and
231 * if enemy is set, then so should be rv.
232 * returns 1 if the monster should wake up, 0 otherwise.
233 */
234 int
235 check_wakeup (object *op, object *enemy, rv_vector *rv)
236 {
237 /* Trim work - if no enemy, no need to do anything below */
238 if (!enemy)
239 return 0;
240
241 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242
243 if (op->flag [FLAG_BLIND])
244 /* blinded monsters can only find nearby objects to attack */
245 radius = MIN_MON_RADIUS;
246 else if (op->map
247 && !enemy->invisible
248 && !stand_in_light (enemy)
249 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250 /* This covers the situation where the monster is in the dark
251 * and has an enemy. If the enemy has no carried light (or isnt
252 * glowing!) then the monster has trouble finding the enemy.
253 * Remember we already checked to see if the monster can see in
254 * the dark. */
255 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256 else if (!op->flag [FLAG_SLEEP])
257 return 1;
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
261
262 /* enemy should already be on this map, so don't really need to check
263 * for that.
264 */
265 if (rv->distance <= radius)
266 {
267 CLEAR_FLAG (op, FLAG_SLEEP);
268 return 1;
269 }
270
271 return 0;
272 }
273
274 int
275 move_randomly (object *op)
276 {
277 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1))
280 return 1;
281
282 return 0;
283 }
284
285 /*
286 * Move-monster returns 1 if the object has been freed, otherwise 0.
287 */
288 int
289 move_monster (object *op)
290 {
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
292 object *owner, *enemy, *part, *oph = op;
293 rv_vector rv;
294
295 /* Monsters not on maps don't do anything. These monsters are things
296 * Like royal guards in city dwellers inventories.
297 */
298 if (!op->map)
299 return 0;
300
301 /* for target facing, we copy this value here for fast access */
302 if (oph->head) /* force update the head - one arch one pic */
303 oph = oph->head;
304
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
306 enemy = op->enemy = NULL;
307 else if ((enemy = find_enemy (op, &rv)))
308 /* we have an enemy, just tell him we want him dead */
309 enemy->attacked_by = op; /* our ptr */
310
311 /* generate hp, if applicable */
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 {
314 /* last heal is in funny units. Dividing by speed puts
315 * the regeneration rate on a basis of time instead of
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 *
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
320 * overflow might produce monsters with negative hp.
321 */
322
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 return 1;
383 }
384
385 /* Probably really a bug for a creature to have both
386 * stand still and a movement type set.
387 */
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case (PETMOVE):
395 pet_move (op);
396 break;
397
398 case (CIRCLE1):
399 circ1_move (op);
400 break;
401
402 case (CIRCLE2):
403 circ2_move (op);
404 break;
405
406 case (PACEV):
407 pace_movev (op);
408 break;
409
410 case (PACEH):
411 pace_moveh (op);
412 break;
413
414 case (PACEV2):
415 pace2_movev (op);
416 break;
417
418 case (PACEH2):
419 pace2_moveh (op);
420 break;
421
422 case (RANDO):
423 rand_move (op);
424 break;
425
426 case (RANDO2):
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
513 dir = absdir (dir + 4);
514
515 if (QUERY_FLAG (op, FLAG_CONFUSED))
516 dir = absdir (dir + rndm (3) + rndm (3) - 2);
517
518 pre_att_dir = dir; /* remember the original direction */
519
520 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
521 {
522 switch (op->attack_movement & LO4)
523 {
524 case DISTATT:
525 dir = dist_att (dir, op, enemy, part, &rv);
526 break;
527
528 case RUNATT:
529 dir = run_att (dir, op, enemy, part, &rv);
530 break;
531
532 case HITRUN:
533 dir = hitrun_att (dir, op, enemy);
534 break;
535
536 case WAITATT:
537 dir = wait_att (dir, op, enemy, part, &rv);
538 break;
539
540 case RUSH: /* default - monster normally moves towards player */
541 case ALLRUN:
542 break;
543
544 case DISTHIT:
545 dir = disthit_att (dir, op, enemy, part, &rv);
546 break;
547
548 case WAIT2:
549 dir = wait_att2 (dir, op, enemy, part, &rv);
550 break;
551
552 default:
553 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
554 }
555 }
556
557 if (!dir)
558 return 0;
559
560 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
561 {
562 if (move_object (op, dir)) /* Can the monster move directly toward player? */
563 {
564 /* elmex: Turn our monster after it moved if it has DISTATT attack */
565 if ((op->attack_movement & LO4) == DISTATT)
566 op->direction = pre_att_dir;
567
568 return 0;
569 }
570
571 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
572 {
573 /* Try move around corners if !close */
574 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
575
576 for (diff = 1; diff <= maxdiff; diff++)
577 {
578 /* try different detours */
579 int m = 1 - rndm (2) * 2; /* Try left or right first? */
580
581 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
582 return 0;
583 }
584 }
585 } /* if monster is not standing still */
586
587 /* elmex: Turn our monster after it moved if it has DISTATT attack */
588 if ((op->attack_movement & LO4) == DISTATT)
589 op->direction = pre_att_dir;
590
591 /*
592 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
593 * direction if they can't move away.
594 */
595 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
596 if (move_randomly (op))
597 return 0;
598
599 /*
600 * Try giving the monster a new enemy - the player that is closest
601 * to it. In this way, it won't just keep trying to get to a target
602 * that is inaccessible.
603 * This could be more clever - it should go through a list of several
604 * enemies, as it is now, you could perhaps get situations where there
605 * are two players flanking the monster at close distance, but which
606 * the monster can't get to, and a third one at a far distance that
607 * the monster could get to - as it is, the monster won't look at that
608 * third one.
609 */
610 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
611 {
612 object *nearest_player = get_nearest_player (op);
613
614 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
615 {
616 op->enemy = 0;
617 enemy = nearest_player;
618 }
619 }
620
621 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
622 {
623 /* The adjustement to wc that was here before looked totally bogus -
624 * since wc can in fact get negative, that would mean by adding
625 * the current wc, the creature gets better? Instead, just
626 * add a fixed amount - nasty creatures that are runny away should
627 * still be pretty nasty.
628 */
629 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
630 {
631 part->stats.wc += 10;
632 skill_attack (enemy, part, 0, NULL, NULL);
633 part->stats.wc -= 10;
634 }
635 else
636 skill_attack (enemy, part, 0, NULL, NULL);
637 } /* if monster is in attack range */
638
639 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
640 return 1;
641
642 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
643 {
644 op->drop_and_destroy ();
645 return 1;
646 }
647
648 return 0;
649 }
650
651 int
652 can_hit (object *ob1, object *ob2, rv_vector * rv)
653 {
654 object *more;
655 rv_vector rv1;
656
657 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
658 return 0;
659
660 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
661 return 1;
662
663 /* check all the parts of ob2 - just because we can't get to
664 * its head doesn't mean we don't want to pound its feet
665 */
666 for (more = ob2->more; more != NULL; more = more->more)
667 {
668 get_rangevector (ob1, more, &rv1, 0);
669 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
670 return 1;
671 }
672
673 return 0;
674 }
675
676 /* Returns 1 is monster should cast spell sp at an enemy
677 * Returns 0 if the monster should not cast this spell.
678 *
679 * Note that this function does not check to see if the monster can
680 * in fact cast the spell (sp dependencies and what not.) That is because
681 * this function is also sued to see if the monster should use spell items
682 * (rod/horn/wand/scroll).
683 * Note that there are certainly other offensive spells that could be
684 * included, but I decided to leave out the spells that may kill more
685 * monsters than players (eg, disease).
686 *
687 * This could be a lot smarter - if there are few monsters around,
688 * then disease might not be as bad. Likewise, if the monster is damaged,
689 * the right type of healing spell could be useful.
690 */
691
692 static int
693 monster_should_cast_spell (object *monster, object *spell_ob)
694 {
695 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
696 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
697 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
698 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
699 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
700 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
701 return 1;
702
703 return 0;
704 }
705
706 #define MAX_KNOWN_SPELLS 20
707
708 /* Returns a randomly selected spell. This logic is still
709 * less than ideal. This code also only seems to deal with
710 * wizard spells, as the check is against sp, and not grace.
711 * can mosnters know cleric spells?
712 */
713 object *
714 monster_choose_random_spell (object *monster)
715 {
716 object *altern[MAX_KNOWN_SPELLS];
717 int i = 0;
718
719 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
720 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
721 {
722 /* Check and see if it's actually a useful spell.
723 * If its a spellbook, the spell is actually the inventory item.
724 * if it is a spell, then it is just the object itself.
725 */
726 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
727 {
728 altern [i++] = tmp;
729
730 if (i == MAX_KNOWN_SPELLS)
731 break;
732 }
733 }
734
735 return i ? altern [rndm (i)] : 0;
736 }
737
738 /* This checks to see if the monster should cast a spell/ability.
739 * it returns true if the monster casts a spell, 0 if he doesn't.
740 * head is the head of the monster.
741 * part is the part of the monster we are checking against.
742 * pl is the target.
743 * dir is the direction to case.
744 * rv is the vector which describes where the enemy is.
745 */
746 int
747 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
748 {
749 object *spell_item;
750 object *owner;
751 rv_vector rv1;
752
753 /* If you want monsters to cast spells over friends, this spell should
754 * be removed. It probably should be in most cases, since monsters still
755 * don't care about residual effects (ie, casting a cone which may have a
756 * clear path to the player, the side aspects of the code will still hit
757 * other monsters)
758 */
759 if (!(dir = path_to_player (part, pl, 0)))
760 return 0;
761
762 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
763 {
764 get_rangevector (head, owner, &rv1, 0x1);
765 if (dirdiff (dir, rv1.direction) < 2)
766 return 0; /* Might hit owner with spell */
767 }
768
769 if (QUERY_FLAG (head, FLAG_CONFUSED))
770 dir = absdir (dir + rndm (3) + rndm (3) - 2);
771
772 /* If the monster hasn't already chosen a spell, choose one
773 * I'm not sure if it really make sense to pre-select spells (events
774 * could be different by the time the monster goes again).
775 */
776 if (head->spellitem == NULL)
777 {
778 if ((spell_item = monster_choose_random_spell (head)) == NULL)
779 {
780 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
781 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
782 return 0;
783 }
784
785 if (spell_item->type == SPELLBOOK)
786 {
787 if (!spell_item->inv)
788 {
789 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
790 return 0;
791 }
792
793 spell_item = spell_item->inv;
794 }
795 }
796 else
797 spell_item = head->spellitem;
798
799 if (!spell_item)
800 return 0;
801
802 /* Best guess this is a defensive/healing spell */
803 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
804 dir = 0;
805
806 /* Monster doesn't have enough spell-points */
807 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
808 return 0;
809
810 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
811 return 0;
812
813 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
814 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
815
816 /* set this to null, so next time monster will choose something different */
817 head->spellitem = NULL;
818
819 return cast_spell (part, part, dir, spell_item, NULL);
820 }
821
822 int
823 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
824 {
825 object *scroll;
826 object *owner;
827 rv_vector rv1;
828
829 /* If you want monsters to cast spells over friends, this spell should
830 * be removed. It probably should be in most cases, since monsters still
831 * don't care about residual effects (ie, casting a cone which may have a
832 * clear path to the player, the side aspects of the code will still hit
833 * other monsters)
834 */
835 if (!(dir = path_to_player (part, pl, 0)))
836 return 0;
837
838 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
839 {
840 get_rangevector (head, owner, &rv1, 0x1);
841 if (dirdiff (dir, rv1.direction) < 2)
842 {
843 return 0; /* Might hit owner with spell */
844 }
845 }
846
847 if (QUERY_FLAG (head, FLAG_CONFUSED))
848 dir = absdir (dir + rndm (3) + rndm (3) - 2);
849
850 for (scroll = head->inv; scroll; scroll = scroll->below)
851 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
852 break;
853
854 /* Used up all his scrolls, so nothing do to */
855 if (!scroll)
856 {
857 CLEAR_FLAG (head, FLAG_READY_SCROLL);
858 return 0;
859 }
860
861 /* Spell should be cast on caster (ie, heal, strength) */
862 if (scroll->inv->range == 0)
863 dir = 0;
864
865 apply_scroll (part, scroll, dir);
866 return 1;
867 }
868
869 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
870 * Note that monsters do not need the skills SK_MELEE_WEAPON and
871 * SK_MISSILE_WEAPON to make those respective attacks, if we
872 * required that we would drastically increase the memory
873 * requirements of CF!!
874 *
875 * The skills we are treating here are all but those. -b.t.
876 *
877 * At the moment this is only useful for throwing, perhaps for
878 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
879 */
880 int
881 monster_use_skill (object *head, object *part, object *pl, int dir)
882 {
883 object *skill, *owner;
884
885 if (!(dir = path_to_player (part, pl, 0)))
886 return 0;
887
888 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
889 {
890 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
891
892 if (dirdiff (dir, dir2) < 1)
893 return 0; /* Might hit owner with skill -thrown rocks for example ? */
894 }
895
896 if (QUERY_FLAG (head, FLAG_CONFUSED))
897 dir = absdir (dir + rndm (3) + rndm (3) - 2);
898
899 /* skill selection - monster will use the next unused skill.
900 * well...the following scenario will allow the monster to
901 * toggle between 2 skills. One day it would be nice to make
902 * more skills available to monsters.
903 */
904 for (skill = head->inv; skill; skill = skill->below)
905 if (skill->type == SKILL && skill != head->chosen_skill)
906 {
907 head->chosen_skill = skill;
908 break;
909 }
910
911 if (!skill && !head->chosen_skill)
912 {
913 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
914 CLEAR_FLAG (head, FLAG_READY_SKILL);
915 return 0;
916 }
917
918 /* use skill */
919 return do_skill (head, part, head->chosen_skill, dir, NULL);
920 }
921
922 /* Monster will use a ranged spell attack. */
923 int
924 monster_use_range (object *head, object *part, object *pl, int dir)
925 {
926 object *wand, *owner;
927 int at_least_one = 0;
928
929 if (!(dir = path_to_player (part, pl, 0)))
930 return 0;
931
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 {
934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
936 if (dirdiff (dir, dir2) < 2)
937 return 0; /* Might hit owner with spell */
938 }
939
940 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942
943 for (wand = head->inv; wand; wand = wand->below)
944 {
945 if (wand->type == WAND)
946 {
947 /* Found a wand, let's see if it has charges left */
948 at_least_one = 1;
949 if (wand->stats.food <= 0)
950 continue;
951
952 cast_spell (head, wand, dir, wand->inv, NULL);
953
954 if (!(--wand->stats.food))
955 {
956 if (wand->arch)
957 {
958 CLEAR_FLAG (wand, FLAG_ANIMATE);
959 wand->face = wand->arch->face;
960 wand->set_speed (0);
961 }
962 }
963 /* Success */
964 return 1;
965 }
966 else if (wand->type == ROD || wand->type == HORN)
967 {
968 /* Found rod/horn, let's use it if possible */
969 at_least_one = 1;
970 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
971 continue;
972
973 /* drain charge before casting spell - can be a case where the
974 * spell destroys the monster, and rod, so if done after, results
975 * in crash.
976 */
977 drain_rod_charge (wand);
978 cast_spell (head, wand, dir, wand->inv, NULL);
979
980 /* Success */
981 return 1;
982 }
983 }
984
985 if (at_least_one)
986 return 0;
987
988 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
989 CLEAR_FLAG (head, FLAG_READY_RANGE);
990 return 0;
991 }
992
993 int
994 monster_use_bow (object *head, object *part, object *pl, int dir)
995 {
996 object *owner;
997
998 if (!(dir = path_to_player (part, pl, 0)))
999 return 0;
1000
1001 if (QUERY_FLAG (head, FLAG_CONFUSED))
1002 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1003
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 {
1006 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1007
1008 if (dirdiff (dir, dir2) < 1)
1009 return 0; /* Might hit owner with arrow */
1010 }
1011
1012 /* in server/player.c */
1013 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1014
1015 }
1016
1017 /* Checks if putting on 'item' will make 'who' do more
1018 * damage. This is a very simplistic check - also checking things
1019 * like speed and ac are also relevant.
1020 *
1021 * return true if item is a better object.
1022 */
1023 int
1024 check_good_weapon (object *who, object *item)
1025 {
1026 object *other_weap;
1027 int val = 0, i;
1028
1029 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1030 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1031 break;
1032
1033 if (!other_weap) /* No other weapons */
1034 return 1;
1035
1036 /* Rather than go through and apply the new one, and see if it is
1037 * better, just do some simple checks
1038 * Put some multipliers for things that hvae several effects,
1039 * eg, magic affects both damage and wc, so it has more weight
1040 */
1041
1042 val = item->stats.dam - other_weap->stats.dam;
1043 val += (item->magic - other_weap->magic) * 3;
1044 /* Monsters don't really get benefits from things like regen rates
1045 * from items. But the bonus for their stats are very important.
1046 */
1047 for (i = 0; i < NUM_STATS; i++)
1048 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1049
1050 if (val > 0)
1051 return 1;
1052 else
1053 return 0;
1054 }
1055
1056 int
1057 check_good_armour (object *who, object *item)
1058 {
1059 object *other_armour;
1060 int val = 0, i;
1061
1062 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1063 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1064 break;
1065
1066 if (other_armour == NULL) /* No other armour, use the new */
1067 return 1;
1068
1069 /* Like above function , see which is better */
1070 val = item->stats.ac - other_armour->stats.ac;
1071 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1072 val += (item->magic - other_armour->magic) * 3;
1073
1074 /* for the other protections, do weigh them very much in the equation -
1075 * it is the armor protection which is most important, because there is
1076 * no good way to know what the player may attack the monster with.
1077 * So if the new item has better protection than the old, give that higher
1078 * value. If the reverse, then decrease the value of this item some.
1079 */
1080 for (i = 1; i < NROFATTACKS; i++)
1081 {
1082 if (item->resist[i] > other_armour->resist[i])
1083 val++;
1084 else if (item->resist[i] < other_armour->resist[i])
1085 val--;
1086 }
1087
1088 /* Very few armours have stats, so not much need to worry about those. */
1089
1090 if (val > 0)
1091 return 1;
1092 else
1093 return 0;
1094 }
1095
1096 /*
1097 * monster_check_pickup(): checks for items that monster can pick up.
1098 *
1099 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1100 * Each time the blob passes over some treasure, it will
1101 * grab it a.s.a.p.
1102 *
1103 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1104 * to handle this.
1105 *
1106 * This function was seen be continueing looping at one point (tmp->below
1107 * became a recursive loop. It may be better to call monster_check_apply
1108 * after we pick everything up, since that function may call others which
1109 * affect stacking on this space.
1110 */
1111 void
1112 monster_check_pickup (object *monster)
1113 {
1114 object *tmp, *next;
1115
1116 for (tmp = monster->below; tmp != NULL; tmp = next)
1117 {
1118 next = tmp->below;
1119 if (monster_can_pick (monster, tmp))
1120 {
1121 tmp->remove ();
1122 tmp = insert_ob_in_ob (tmp, monster);
1123 (void) monster_check_apply (monster, tmp);
1124 }
1125 /* We could try to re-establish the cycling, of the space, but probably
1126 * not a big deal to just bail out.
1127 */
1128 if (next && next->destroyed ())
1129 return;
1130 }
1131 }
1132
1133 /*
1134 * monster_can_pick(): If the monster is interested in picking up
1135 * the item, then return 0. Otherwise 0.
1136 * Instead of pick_up, flags for "greed", etc, should be used.
1137 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1138 */
1139 int
1140 monster_can_pick (object *monster, object *item)
1141 {
1142 int flag = 0;
1143 int i;
1144
1145 if (!can_pick (monster, item))
1146 return 0;
1147
1148 if (QUERY_FLAG (item, FLAG_UNPAID))
1149 return 0;
1150
1151 if (monster->pick_up & 64) /* All */
1152 flag = 1;
1153
1154 else
1155 switch (item->type)
1156 {
1157 case MONEY:
1158 case GEM:
1159 flag = monster->pick_up & 2;
1160 break;
1161
1162 case FOOD:
1163 flag = monster->pick_up & 4;
1164 break;
1165
1166 case WEAPON:
1167 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1168 break;
1169
1170 case ARMOUR:
1171 case SHIELD:
1172 case HELMET:
1173 case BOOTS:
1174 case GLOVES:
1175 case GIRDLE:
1176 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1177 break;
1178
1179 case SKILL:
1180 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1181 break;
1182
1183 case RING:
1184 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1185 break;
1186
1187 case WAND:
1188 case HORN:
1189 case ROD:
1190 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1191 break;
1192
1193 case SPELLBOOK:
1194 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1195 break;
1196
1197 case SCROLL:
1198 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1199 break;
1200
1201 case BOW:
1202 case ARROW:
1203 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1204 break;
1205 }
1206
1207 /* Simplistic check - if the monster has a location to equip it, he will
1208 * pick it up. Note that this doesn't handle cases where an item may
1209 * use several locations.
1210 */
1211 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1212 {
1213 if (monster->slot[i].info && item->slot[i].info)
1214 {
1215 flag = 1;
1216 break;
1217 }
1218 }
1219
1220 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1221 return 1;
1222
1223 return 0;
1224 }
1225
1226 /*
1227 * monster_apply_below():
1228 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1229 * eager to apply things, encounters something apply-able,
1230 * then make him apply it
1231 */
1232 void
1233 monster_apply_below (object *monster)
1234 {
1235 object *tmp, *next;
1236
1237 for (tmp = monster->below; tmp != NULL; tmp = next)
1238 {
1239 next = tmp->below;
1240 switch (tmp->type)
1241 {
1242 case CF_HANDLE:
1243 case TRIGGER:
1244 if (monster->will_apply & 1)
1245 manual_apply (monster, tmp, 0);
1246 break;
1247
1248 case TREASURE:
1249 if (monster->will_apply & 2)
1250 manual_apply (monster, tmp, 0);
1251 break;
1252
1253 }
1254 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1255 break;
1256 }
1257 }
1258
1259 /*
1260 * monster_check_apply() is meant to be called after an item is
1261 * inserted in a monster.
1262 * If an item becomes outdated (monster found a better item),
1263 * a pointer to that object is returned, so it can be dropped.
1264 * (so that other monsters can pick it up and use it)
1265 * Note that as things are now, monsters never drop something -
1266 * they can pick up all that they can use.
1267 */
1268 /* Sept 96, fixed this so skills will be readied -b.t.*/
1269 void
1270 monster_check_apply (object *mon, object *item)
1271 {
1272 int flag = 0;
1273
1274 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1275 {
1276 SET_FLAG (mon, FLAG_CAST_SPELL);
1277 return;
1278 }
1279
1280 /* If for some reason, this item is already applied, no more work to do */
1281 if (QUERY_FLAG (item, FLAG_APPLIED))
1282 return;
1283
1284 /* Might be better not to do this - if the monster can fire a bow,
1285 * it is possible in his wanderings, he will find one to use. In
1286 * which case, it would be nice to have ammo for it.
1287 */
1288 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1289 {
1290 /* Check for the right kind of bow */
1291 object *bow;
1292
1293 for (bow = mon->inv; bow; bow = bow->below)
1294 if (bow->type == BOW && bow->race == item->race)
1295 {
1296 SET_FLAG (mon, FLAG_READY_BOW);
1297 LOG (llevMonster, "Found correct bow for arrows.\n");
1298 return; /* nothing more to do for arrows */
1299 }
1300 }
1301
1302 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1303 flag = 1;
1304 /* Eating food gets hp back */
1305 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1306 flag = 1;
1307 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1308 {
1309 if (!item->inv)
1310 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1311 else if (monster_should_cast_spell (mon, item->inv))
1312 SET_FLAG (mon, FLAG_READY_SCROLL);
1313 /* Don't use it right now */
1314 return;
1315 }
1316 else if (item->type == WEAPON)
1317 flag = check_good_weapon (mon, item);
1318 else if (item->is_armor ())
1319 flag = check_good_armour (mon, item);
1320 /* Should do something more, like make sure this is a better item */
1321 else if (item->type == RING)
1322 flag = 1;
1323 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1324 {
1325 /* We never really 'ready' the wand/rod/horn, because that would mean the
1326 * weapon would get undone.
1327 */
1328 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1329 {
1330 SET_FLAG (mon, FLAG_READY_RANGE);
1331 SET_FLAG (item, FLAG_APPLIED);
1332 }
1333 return;
1334 }
1335 else if (item->type == BOW)
1336 {
1337 /* We never really 'ready' the bow, because that would mean the
1338 * weapon would get undone.
1339 */
1340 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1341 SET_FLAG (mon, FLAG_READY_BOW);
1342 return;
1343 }
1344 else if (item->type == SKILL)
1345 {
1346 /*
1347 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1348 * else they can't use the skill...
1349 * Skills also don't need to get applied, so return now.
1350 */
1351 SET_FLAG (mon, FLAG_READY_SKILL);
1352 return;
1353 }
1354
1355 /* if we don't match one of the above types, return now.
1356 * can_apply_object will say that we can apply things like flesh,
1357 * bolts, and whatever else, because it only checks against the
1358 * body_info locations.
1359 */
1360 if (!flag)
1361 return;
1362
1363 /* Check to see if the monster can use this item. If not, no need
1364 * to do further processing. Note that can_apply_object already checks
1365 * for the CAN_USE flags.
1366 */
1367 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1368 return;
1369
1370 /* should only be applying this item, not unapplying it.
1371 * also, ignore status of curse so they can take off old armour.
1372 * monsters have some advantages after all.
1373 */
1374 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1375 }
1376
1377 void
1378 npc_call_help (object *op)
1379 {
1380 int x, y, mflags;
1381 object *npc;
1382 sint16 sx, sy;
1383 maptile *m;
1384
1385 for (x = -3; x < 4; x++)
1386 for (y = -3; y < 4; y++)
1387 {
1388 m = op->map;
1389 sx = op->x + x;
1390 sy = op->y + y;
1391 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1392 /* If nothing alive on this space, no need to search the space. */
1393 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1394 continue;
1395
1396 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1397 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1398 npc->enemy = op->enemy;
1399 }
1400 }
1401
1402 int
1403 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1404 {
1405 if (can_hit (part, enemy, rv))
1406 return dir;
1407
1408 if (rv->distance < 10)
1409 return absdir (dir + 4);
1410 else if (rv->distance > 18)
1411 return dir;
1412
1413 return 0;
1414 }
1415
1416 int
1417 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1418 {
1419 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1420 {
1421 ob->move_status++;
1422 return (dir);
1423 }
1424 else if (ob->move_status > 20)
1425 ob->move_status = 0;
1426
1427 return absdir (dir + 4);
1428 }
1429
1430 int
1431 hitrun_att (int dir, object *ob, object *enemy)
1432 {
1433 if (ob->move_status++ < 25)
1434 return dir;
1435 else if (ob->move_status < 50)
1436 return absdir (dir + 4);
1437 else
1438 ob->move_status = 0;
1439
1440 return absdir (dir + 4);
1441 }
1442
1443 int
1444 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1445 {
1446
1447 int inrange = can_hit (part, enemy, rv);
1448
1449 if (ob->move_status || inrange)
1450 ob->move_status++;
1451
1452 if (ob->move_status == 0)
1453 return 0;
1454 else if (ob->move_status < 10)
1455 return dir;
1456 else if (ob->move_status < 15)
1457 return absdir (dir + 4);
1458
1459 ob->move_status = 0;
1460 return 0;
1461 }
1462
1463 int
1464 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1465 {
1466
1467 /* The logic below here looked plain wrong before. Basically, what should
1468 * happen is that if the creatures hp percentage falls below run_away,
1469 * the creature should run away (dir+4)
1470 * I think its wrong for a creature to have a zero maxhp value, but
1471 * at least one map has this set, and whatever the map contains, the
1472 * server should try to be resilant enough to avoid the problem
1473 */
1474 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1475 return absdir (dir + 4);
1476
1477 return dist_att (dir, ob, enemy, part, rv);
1478 }
1479
1480 int
1481 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482 {
1483 if (rv->distance < 9)
1484 return absdir (dir + 4);
1485
1486 return 0;
1487 }
1488
1489 void
1490 circ1_move (object *ob)
1491 {
1492 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1493
1494 if (++ob->move_status > 11)
1495 ob->move_status = 0;
1496
1497 if (!(move_object (ob, circle[ob->move_status])))
1498 move_object (ob, rndm (8) + 1);
1499 }
1500
1501 void
1502 circ2_move (object *ob)
1503 {
1504 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1505
1506 if (++ob->move_status > 19)
1507 ob->move_status = 0;
1508
1509 if (!(move_object (ob, circle[ob->move_status])))
1510 move_object (ob, rndm (8) + 1);
1511 }
1512
1513 void
1514 pace_movev (object *ob)
1515 {
1516 if (ob->move_status++ > 6)
1517 ob->move_status = 0;
1518
1519 if (ob->move_status < 4)
1520 move_object (ob, 5);
1521 else
1522 move_object (ob, 1);
1523 }
1524
1525 void
1526 pace_moveh (object *ob)
1527 {
1528 if (ob->move_status++ > 6)
1529 ob->move_status = 0;
1530
1531 if (ob->move_status < 4)
1532 move_object (ob, 3);
1533 else
1534 move_object (ob, 7);
1535 }
1536
1537 void
1538 pace2_movev (object *ob)
1539 {
1540 if (ob->move_status++ > 16)
1541 ob->move_status = 0;
1542
1543 if (ob->move_status < 6)
1544 move_object (ob, 5);
1545 else if (ob->move_status < 8)
1546 return;
1547 else if (ob->move_status < 13)
1548 move_object (ob, 1);
1549 else
1550 return;
1551 }
1552
1553 void
1554 pace2_moveh (object *ob)
1555 {
1556 if (ob->move_status++ > 16)
1557 ob->move_status = 0;
1558
1559 if (ob->move_status < 6)
1560 move_object (ob, 3);
1561 else if (ob->move_status < 8)
1562 return;
1563 else if (ob->move_status < 13)
1564 move_object (ob, 7);
1565 else
1566 return;
1567 }
1568
1569 void
1570 rand_move (object *ob)
1571 {
1572 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1573 for (int i = 0; i < 5; i++)
1574 if (move_object (ob, ob->move_status = rndm (8) + 1))
1575 return;
1576 }
1577
1578 void
1579 check_earthwalls (object *op, maptile *m, int x, int y)
1580 {
1581 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1582 if (tmp->type == EARTHWALL)
1583 {
1584 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1585 return;
1586 }
1587 }
1588
1589 void
1590 check_doors (object *op, maptile *m, int x, int y)
1591 {
1592 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1593 if (tmp->type == DOOR)
1594 {
1595 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1596 return;
1597 }
1598 }
1599
1600 /* find_mon_throw_ob() - modeled on find_throw_ob
1601 * This is probably overly simplistic as it is now - We want
1602 * monsters to throw things like chairs and other pieces of
1603 * furniture, even if they are not good throwable objects.
1604 * Probably better to have the monster throw a throwable object
1605 * first, then throw any non equipped weapon.
1606 */
1607 object *
1608 find_mon_throw_ob (object *op)
1609 {
1610 object *tmp = NULL;
1611
1612 if (op->head)
1613 tmp = op->head;
1614 else
1615 tmp = op;
1616
1617 /* New throw code: look through the inventory. Grap the first legal is_thrown
1618 * marked item and throw it to the enemy.
1619 */
1620 for (tmp = op->inv; tmp; tmp = tmp->below)
1621 {
1622 /* Can't throw invisible objects or items that are applied */
1623 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1624 continue;
1625
1626 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1627 break;
1628
1629 }
1630
1631 #ifdef DEBUG_THROW
1632 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1633 #endif
1634
1635 return tmp;
1636 }
1637
1638 /* determine if we can 'detect' the enemy. Check for walls blocking the
1639 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1640 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1641 * modified by MSW to use the get_rangevector so that map tiling works
1642 * properly. I also so odd code in place that checked for x distance
1643 * OR y distance being within some range - that seemed wrong - both should
1644 * be within the valid range. MSW 2001-08-05
1645 * Returns 0 if enemy can not be detected, 1 if it is detected
1646 */
1647 int
1648 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1649 {
1650 int radius = MIN_MON_RADIUS, hide_discovery;
1651
1652 /* null detection for any of these condtions always */
1653 if (!op || !enemy || !op->map || !enemy->map)
1654 return 0;
1655
1656 /* If the monster (op) has no way to get to the enemy, do nothing */
1657 if (!on_same_map (op, enemy))
1658 return 0;
1659
1660 get_rangevector (op, enemy, rv, 0);
1661
1662 /* Monsters always ignore the DM */
1663 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1664 return 0;
1665
1666 /* simple check. Should probably put some range checks in here. */
1667 if (can_see_enemy (op, enemy))
1668 return 1;
1669
1670 /* The rest of this is for monsters. Players are on their own for
1671 * finding enemies!
1672 */
1673 if (op->type == PLAYER)
1674 return 0;
1675
1676 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1677 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1678 */
1679 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1680 return 0;
1681
1682 /* use this for invis also */
1683 hide_discovery = op->stats.Int / 5;
1684
1685 /* Determine Detection radii */
1686 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1687 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1688 else
1689 { /* a level/INT/Dex adjustment for hiding */
1690 int bonus = op->level / 2 + op->stats.Int / 5;
1691
1692 if (enemy->is_player ())
1693 {
1694 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1695 bonus -= sk_hide->level;
1696 else
1697 {
1698 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1699 make_visible (enemy);
1700 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1701 }
1702 }
1703 else /* enemy is not a player */
1704 bonus -= enemy->level;
1705
1706 radius += bonus / 5;
1707 hide_discovery += bonus * 5;
1708 } /* else creature has modifiers for hiding */
1709
1710 /* Radii stealth adjustment. Only if you are stealthy
1711 * will you be able to sneak up closer to creatures */
1712 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1713 {
1714 radius /= 2;
1715 hide_discovery /= 3;
1716 }
1717
1718 /* Radii adjustment for enemy standing in the dark */
1719 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1720 {
1721 /* on dark maps body heat can help indicate location with infravision
1722 * undead don't have body heat, so no benefit detecting them.
1723 */
1724 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1725 radius += op->map->darklevel () / 2;
1726 else
1727 radius -= op->map->darklevel () / 2;
1728
1729 /* op next to a monster (and not in complete darkness)
1730 * the monster should have a chance to see you.
1731 */
1732 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1733 radius = MIN_MON_RADIUS;
1734 } /* if on dark map */
1735
1736 /* Lets not worry about monsters that have incredible detection
1737 * radii, we only need to worry here about things the player can
1738 * (potentially) see. This is 13, as that is the maximum size the player
1739 * may have for their map - in that way, creatures at the edge will
1740 * do something. Note that the distance field in the
1741 * vector is real distance, so in theory this should be 18 to
1742 * find that.
1743 */
1744 // note that the above reasoning was utter bullshit even at the time it was written
1745 // we use 25, lets see if we have the cpu time for it
1746 radius = min (25, radius);
1747
1748 /* Enemy in range! Now test for detection */
1749 if (rv->distance <= radius)
1750 {
1751 /* ah, we are within range, detected? take cases */
1752 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1753 return 1;
1754
1755 /* hidden or low-quality invisible */
1756 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1757 {
1758 make_visible (enemy);
1759
1760 /* inform players of new status */
1761 if (enemy->type == PLAYER && player_can_view (enemy, op))
1762 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1763
1764 return 1; /* detected enemy */
1765 }
1766 else if (enemy->invisible)
1767 {
1768 /* Change this around - instead of negating the invisible, just
1769 * return true so that the monster that managed to detect you can
1770 * do something to you. Decreasing the duration of invisible
1771 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1772 * can then basically negate the spell. The spell isn't negated -
1773 * they just know where you are!
1774 */
1775 if (rndm (50) <= hide_discovery)
1776 {
1777 if (enemy->type == PLAYER)
1778 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1779
1780 return 1;
1781 }
1782 }
1783 } /* within range */
1784
1785 /* Wasn't detected above, so still hidden */
1786 return 0;
1787 }
1788
1789 /* determine if op stands in a lighted square. This is not a very
1790 * intellegent algorithm. For one thing, we ignore los here, SO it
1791 * is possible for a bright light to illuminate a player on the
1792 * other side of a wall (!).
1793 */
1794 int
1795 stand_in_light (object *op)
1796 {
1797 if (op)
1798 {
1799 if (op->glow_radius > 0)
1800 return 1;
1801
1802 if (op->map)
1803 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1804 {
1805 /* Check the spaces with the max light radius to see if any of them
1806 * have lights, and if any of them light the player enough, then return 1.
1807 */
1808 int light = m->at (nx, ny).light;
1809
1810 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1811 return 1;
1812 }
1813 }
1814
1815 return 0;
1816 }
1817
1818 /* assuming no walls/barriers, lets check to see if its *possible*
1819 * to see an enemy. Note, "detection" is different from "seeing".
1820 * See can_detect_enemy() for more details. -b.t.
1821 * return 0 if can't be seen, 1 if can be
1822 */
1823 int
1824 can_see_enemy (object *op, object *enemy)
1825 {
1826 object *looker = op->head ? op->head : op;
1827
1828 /* safety */
1829 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1830 return 0;
1831
1832 /* we dont give a full treatment of xrays here (shorter range than normal,
1833 * see through walls). Should we change the code elsewhere to make you
1834 * blind even if you can xray?
1835 */
1836 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1837 return 0;
1838
1839 /* checking for invisible things */
1840 if (enemy->invisible)
1841 {
1842 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1843 * However,if you carry any source of light, then the hidden
1844 * creature is seeable (and stupid) */
1845
1846 if (has_carried_lights (enemy))
1847 {
1848 if (enemy->flag [FLAG_HIDDEN])
1849 {
1850 make_visible (enemy);
1851 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1852 }
1853
1854 return 1;
1855 }
1856 else if (enemy->flag [FLAG_HIDDEN])
1857 return 0;
1858
1859 /* Invisible enemy. Break apart the check for invis undead/invis looker
1860 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1861 * and making it a conditional makes the code pretty ugly.
1862 */
1863 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1864 if (makes_invisible_to (enemy, looker))
1865 return 0;
1866 }
1867 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1868 if (player_can_view (looker, enemy))
1869 return 1;
1870
1871 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1872 * unless they carry a light or stand in light. Darkness doesnt
1873 * inhibit the undead per se (but we should give their archs
1874 * CAN_SEE_IN_DARK, this is just a safety
1875 * we care about the enemy maps status, not the looker.
1876 * only relevant for tiled maps, but it is possible that the
1877 * enemy is on a bright map and the looker on a dark - in that
1878 * case, the looker can still see the enemy
1879 */
1880 if (enemy->map->darklevel () > 0
1881 && !stand_in_light (enemy)
1882 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1883 return 0;
1884
1885 return 1;
1886 }
1887