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/cvs/deliantra/server/server/monster.C
Revision: 1.55
Committed: Sat Dec 27 07:50:05 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +22 -3 lines
Log Message:
primitive smell erasure

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