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/cvs/deliantra/server/server/monster.C
Revision: 1.58
Committed: Sun Dec 28 08:56:44 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.57: +19 -13 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 if (!op->flag [FLAG_SLEEP])
242 return 1;
243
244 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
245
246 if (op->flag [FLAG_BLIND])
247 /* blinded monsters can only find nearby objects to attack */
248 radius = MIN_MON_RADIUS;
249 else if (op->map
250 && !enemy->invisible
251 && !stand_in_light (enemy)
252 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
253 /* This covers the situation where the monster is in the dark
254 * and has an enemy. If the enemy has no carried light (or isnt
255 * glowing!) then the monster has trouble finding the enemy.
256 * Remember we already checked to see if the monster can see in
257 * the dark. */
258 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
259
260 if (enemy->flag [FLAG_STEALTH])
261 radius = radius / 2 + 1;
262
263 /* enemy should already be on this map, so don't really need to check
264 * for that.
265 */
266 if (rv->distance <= radius)
267 {
268 CLEAR_FLAG (op, FLAG_SLEEP);
269 return 1;
270 }
271
272 return 0;
273 }
274
275 int
276 move_randomly (object *op)
277 {
278 /* Give up to 15 chances for a monster to move randomly */
279 for (int i = 0; i < 15; i++)
280 if (move_object (op, rndm (8) + 1))
281 return 1;
282
283 return 0;
284 }
285
286 /*
287 * Move-monster returns 1 if the object has been freed, otherwise 0.
288 */
289 int
290 move_monster (object *op)
291 {
292 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
293 object *owner, *enemy, *part, *oph = op;
294 rv_vector rv;
295
296 /* Monsters not on maps don't do anything. These monsters are things
297 * Like royal guards in city dwellers inventories.
298 */
299 if (!op->map)
300 return 0;
301
302 /* for target facing, we copy this value here for fast access */
303 if (oph->head) /* force update the head - one arch one pic */
304 oph = oph->head;
305
306 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
307 enemy = op->enemy = NULL;
308 else if ((enemy = find_enemy (op, &rv)))
309 /* we have an enemy, just tell him we want him dead */
310 enemy->attacked_by = op; /* our ptr */
311
312 /* generate hp, if applicable */
313 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314 {
315 /* last heal is in funny units. Dividing by speed puts
316 * the regeneration rate on a basis of time instead of
317 * #moves the monster makes. The scaling by 8 is
318 * to capture 8th's of a hp fraction regens
319 *
320 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
321 * overflow might produce monsters with negative hp.
322 */
323
324 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326 op->last_heal %= 32;
327
328 /* So if the monster has gained enough HP that they are no longer afraid */
329 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
330 CLEAR_FLAG (op, FLAG_RUN_AWAY);
331
332 if (op->stats.hp > op->stats.maxhp)
333 op->stats.hp = op->stats.maxhp;
334 }
335
336 /* generate sp, if applicable */
337 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338 {
339 /* last_sp is in funny units. Dividing by speed puts
340 * the regeneration rate on a basis of time instead of
341 * #moves the monster makes. The scaling by 8 is
342 * to capture 8th's of a sp fraction regens
343 *
344 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345 * overflow might produce monsters with negative sp.
346 */
347
348 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
349 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350 op->last_sp %= 128;
351 }
352
353 /* this should probably get modified by many more values.
354 * (eg, creatures resistance to fear, level, etc. )
355 */
356 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358
359 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360 return QUERY_FLAG (op, FLAG_FREED);
361
362 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 if (!check_wakeup (op, enemy, &rv))
365 return 0;
366
367 /* check if monster pops out of hidden spot */
368 if (op->flag [FLAG_HIDDEN])
369 do_hidden_move (op);
370
371 if (op->pick_up)
372 monster_check_pickup (op);
373
374 if (op->will_apply)
375 monster_apply_below (op); /* Check for items to apply below */
376
377 /* If we don't have an enemy, do special movement or the like */
378 if (!enemy)
379 {
380 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381 {
382 op->drop_and_destroy ();
383 return 1;
384 }
385
386 /* Probably really a bug for a creature to have both
387 * stand still and a movement type set.
388 */
389 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390 {
391 if (op->attack_movement & HI4)
392 {
393 switch (op->attack_movement & HI4)
394 {
395 case (PETMOVE):
396 pet_move (op);
397 break;
398
399 case (CIRCLE1):
400 circ1_move (op);
401 break;
402
403 case (CIRCLE2):
404 circ2_move (op);
405 break;
406
407 case (PACEV):
408 pace_movev (op);
409 break;
410
411 case (PACEH):
412 pace_moveh (op);
413 break;
414
415 case (PACEV2):
416 pace2_movev (op);
417 break;
418
419 case (PACEH2):
420 pace2_moveh (op);
421 break;
422
423 case (RANDO):
424 rand_move (op);
425 break;
426
427 case (RANDO2):
428 move_randomly (op);
429 break;
430 }
431
432 return 0;
433 }
434 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 move_randomly (op);
436 } /* stand still */
437
438 return 0;
439 } /* no enemy */
440
441 /* We have an enemy. Block immediately below is for pets */
442 if ((op->attack_movement & HI4) == PETMOVE
443 && (owner = op->owner) != NULL
444 && !on_same_map (op, owner)
445 && !owner->flag [FLAG_REMOVED])
446 return follow_owner (op, owner);
447
448 /* doppleganger code to change monster facing to that of the nearest
449 * player. Hmm. The code is here, but no monster in the current
450 * arch set uses it.
451 */
452 if (op->race && strcmp (op->race, "doppleganger") == 0)
453 {
454 op->face = enemy->face;
455 op->name = enemy->name;
456 }
457
458 /* Calculate range information for closest body part - this
459 * is used for the 'skill' code, which isn't that smart when
460 * it comes to figuring it out - otherwise, giants throw boulders
461 * into themselves.
462 */
463 get_rangevector (op, enemy, &rv, 0);
464
465 /* Move the check for scared up here - if the monster was scared,
466 * we were not doing any of the logic below, so might as well save
467 * a few cpu cycles.
468 */
469 if (!QUERY_FLAG (op, FLAG_SCARED))
470 {
471 rv_vector rv1;
472
473 /* now we test every part of an object .... this is a real ugly piece of code */
474 for (part = op; part; part = part->more)
475 {
476 get_rangevector (part, enemy, &rv1, 0x1);
477 dir = rv1.direction;
478
479 /* hm, not sure about this part - in original was a scared flag here too
480 * but that we test above... so can be old code here
481 */
482 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483 dir = absdir (dir + 4);
484
485 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487
488 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490 return 0;
491
492 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494 return 0;
495
496 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 if (monster_use_range (op, part, enemy, dir))
498 return 0;
499
500 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502 return 0;
503
504 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 if (monster_use_bow (op, part, enemy, dir))
506 return 0;
507 } /* for processing of all parts */
508 } /* If not scared */
509
510 part = rv.part;
511 dir = rv.direction;
512
513 // if the enemy is a player, we have los. if los says we
514 // can directly reach the player, we do not deviate.
515 // for non-players, we never deviate
516 if (enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519
520 for (int ndir = 1; ndir <= 8; ++ndir)
521 {
522 mapxy pos (op); pos.move (ndir);
523
524 if (pos.normalise ())
525 {
526 mapspace &ms = pos.ms ();
527
528 if (ms.smell > op->ms ().smell)
529 {
530 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
531 op->ms ().smell = ms.smell - 1; // smarter: tell others
532 sdir = ndir;
533
534 // perturbing the path might let the monster lose track,
535 // but it will also widen the actual path, spreading information
536 if (!rndm (20)) // even smarter, deviate and spread?
537 sdir += absdir (1 - rndm (2) * 2);
538 }
539 }
540 }
541
542 if (sdir)
543 dir = sdir;
544 else if (op->ms ().smell)
545 {
546 // no better smell found, so assume the player jumped, and erase this smell
547 //printf ("erasing smell %d\n", op->ms ().smell);//D
548 ordered_mapwalk_begin (op, -1, -1, 1, 1)
549 if (m)
550 m->at (nx, ny).smell = 0;
551 ordered_mapwalk_end
552 }
553 }
554
555 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
556 dir = absdir (dir + 4);
557
558 if (QUERY_FLAG (op, FLAG_CONFUSED))
559 dir = absdir (dir + rndm (3) + rndm (3) - 2);
560
561 pre_att_dir = dir; /* remember the original direction */
562
563 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
564 {
565 switch (op->attack_movement & LO4)
566 {
567 case DISTATT:
568 dir = dist_att (dir, op, enemy, part, &rv);
569 break;
570
571 case RUNATT:
572 dir = run_att (dir, op, enemy, part, &rv);
573 break;
574
575 case HITRUN:
576 dir = hitrun_att (dir, op, enemy);
577 break;
578
579 case WAITATT:
580 dir = wait_att (dir, op, enemy, part, &rv);
581 break;
582
583 case RUSH: /* default - monster normally moves towards player */
584 case ALLRUN:
585 break;
586
587 case DISTHIT:
588 dir = disthit_att (dir, op, enemy, part, &rv);
589 break;
590
591 case WAIT2:
592 dir = wait_att2 (dir, op, enemy, part, &rv);
593 break;
594
595 default:
596 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
597 }
598 }
599
600 if (!dir)
601 return 0;
602
603 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
604 {
605 if (move_object (op, dir)) /* Can the monster move directly toward player? */
606 {
607 /* elmex: Turn our monster after it moved if it has DISTATT attack */
608 if ((op->attack_movement & LO4) == DISTATT)
609 op->direction = pre_att_dir;
610
611 return 0;
612 }
613
614 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
615 {
616 /* Try move around corners if !close */
617 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
618
619 for (diff = 1; diff <= maxdiff; diff++)
620 {
621 /* try different detours */
622 int m = 1 - rndm (2) * 2; /* Try left or right first? */
623
624 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
625 return 0;
626 }
627 }
628 } /* if monster is not standing still */
629
630 /* elmex: Turn our monster after it moved if it has DISTATT attack */
631 if ((op->attack_movement & LO4) == DISTATT)
632 op->direction = pre_att_dir;
633
634 /*
635 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
636 * direction if they can't move away.
637 */
638 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
639 if (move_randomly (op))
640 return 0;
641
642 /*
643 * Try giving the monster a new enemy - the player that is closest
644 * to it. In this way, it won't just keep trying to get to a target
645 * that is inaccessible.
646 * This could be more clever - it should go through a list of several
647 * enemies, as it is now, you could perhaps get situations where there
648 * are two players flanking the monster at close distance, but which
649 * the monster can't get to, and a third one at a far distance that
650 * the monster could get to - as it is, the monster won't look at that
651 * third one.
652 */
653 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
654 {
655 object *nearest_player = get_nearest_player (op);
656
657 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
658 {
659 op->enemy = 0;
660 enemy = nearest_player;
661 }
662 }
663
664 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
665 {
666 /* The adjustement to wc that was here before looked totally bogus -
667 * since wc can in fact get negative, that would mean by adding
668 * the current wc, the creature gets better? Instead, just
669 * add a fixed amount - nasty creatures that are runny away should
670 * still be pretty nasty.
671 */
672 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
673 {
674 part->stats.wc += 10;
675 skill_attack (enemy, part, 0, NULL, NULL);
676 part->stats.wc -= 10;
677 }
678 else
679 skill_attack (enemy, part, 0, NULL, NULL);
680 } /* if monster is in attack range */
681
682 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
683 return 1;
684
685 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
686 {
687 op->drop_and_destroy ();
688 return 1;
689 }
690
691 return 0;
692 }
693
694 int
695 can_hit (object *ob1, object *ob2, rv_vector * rv)
696 {
697 object *more;
698 rv_vector rv1;
699
700 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
701 return 0;
702
703 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
704 return 1;
705
706 /* check all the parts of ob2 - just because we can't get to
707 * its head doesn't mean we don't want to pound its feet
708 */
709 for (more = ob2->more; more != NULL; more = more->more)
710 {
711 get_rangevector (ob1, more, &rv1, 0);
712 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
713 return 1;
714 }
715
716 return 0;
717 }
718
719 /* Returns 1 is monster should cast spell sp at an enemy
720 * Returns 0 if the monster should not cast this spell.
721 *
722 * Note that this function does not check to see if the monster can
723 * in fact cast the spell (sp dependencies and what not.) That is because
724 * this function is also sued to see if the monster should use spell items
725 * (rod/horn/wand/scroll).
726 * Note that there are certainly other offensive spells that could be
727 * included, but I decided to leave out the spells that may kill more
728 * monsters than players (eg, disease).
729 *
730 * This could be a lot smarter - if there are few monsters around,
731 * then disease might not be as bad. Likewise, if the monster is damaged,
732 * the right type of healing spell could be useful.
733 */
734
735 static int
736 monster_should_cast_spell (object *monster, object *spell_ob)
737 {
738 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
739 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
740 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
741 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
742 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
743 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
744 return 1;
745
746 return 0;
747 }
748
749 #define MAX_KNOWN_SPELLS 20
750
751 /* Returns a randomly selected spell. This logic is still
752 * less than ideal. This code also only seems to deal with
753 * wizard spells, as the check is against sp, and not grace.
754 * can mosnters know cleric spells?
755 */
756 object *
757 monster_choose_random_spell (object *monster)
758 {
759 object *altern[MAX_KNOWN_SPELLS];
760 int i = 0;
761
762 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
763 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
764 {
765 /* Check and see if it's actually a useful spell.
766 * If its a spellbook, the spell is actually the inventory item.
767 * if it is a spell, then it is just the object itself.
768 */
769 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
770 {
771 altern [i++] = tmp;
772
773 if (i == MAX_KNOWN_SPELLS)
774 break;
775 }
776 }
777
778 return i ? altern [rndm (i)] : 0;
779 }
780
781 /* This checks to see if the monster should cast a spell/ability.
782 * it returns true if the monster casts a spell, 0 if he doesn't.
783 * head is the head of the monster.
784 * part is the part of the monster we are checking against.
785 * pl is the target.
786 * dir is the direction to case.
787 * rv is the vector which describes where the enemy is.
788 */
789 int
790 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
791 {
792 object *spell_item;
793 object *owner;
794 rv_vector rv1;
795
796 /* If you want monsters to cast spells over friends, this spell should
797 * be removed. It probably should be in most cases, since monsters still
798 * don't care about residual effects (ie, casting a cone which may have a
799 * clear path to the player, the side aspects of the code will still hit
800 * other monsters)
801 */
802 if (!(dir = path_to_player (part, pl, 0)))
803 return 0;
804
805 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
806 {
807 get_rangevector (head, owner, &rv1, 0x1);
808 if (dirdiff (dir, rv1.direction) < 2)
809 return 0; /* Might hit owner with spell */
810 }
811
812 if (QUERY_FLAG (head, FLAG_CONFUSED))
813 dir = absdir (dir + rndm (3) + rndm (3) - 2);
814
815 /* If the monster hasn't already chosen a spell, choose one
816 * I'm not sure if it really make sense to pre-select spells (events
817 * could be different by the time the monster goes again).
818 */
819 if (head->spellitem == NULL)
820 {
821 if ((spell_item = monster_choose_random_spell (head)) == NULL)
822 {
823 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
824 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
825 return 0;
826 }
827
828 if (spell_item->type == SPELLBOOK)
829 {
830 if (!spell_item->inv)
831 {
832 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
833 return 0;
834 }
835
836 spell_item = spell_item->inv;
837 }
838 }
839 else
840 spell_item = head->spellitem;
841
842 if (!spell_item)
843 return 0;
844
845 /* Best guess this is a defensive/healing spell */
846 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
847 dir = 0;
848
849 /* Monster doesn't have enough spell-points */
850 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
851 return 0;
852
853 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
854 return 0;
855
856 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
857 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
858
859 /* set this to null, so next time monster will choose something different */
860 head->spellitem = NULL;
861
862 return cast_spell (part, part, dir, spell_item, NULL);
863 }
864
865 int
866 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
867 {
868 object *scroll;
869 object *owner;
870 rv_vector rv1;
871
872 /* If you want monsters to cast spells over friends, this spell should
873 * be removed. It probably should be in most cases, since monsters still
874 * don't care about residual effects (ie, casting a cone which may have a
875 * clear path to the player, the side aspects of the code will still hit
876 * other monsters)
877 */
878 if (!(dir = path_to_player (part, pl, 0)))
879 return 0;
880
881 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
882 {
883 get_rangevector (head, owner, &rv1, 0x1);
884 if (dirdiff (dir, rv1.direction) < 2)
885 {
886 return 0; /* Might hit owner with spell */
887 }
888 }
889
890 if (QUERY_FLAG (head, FLAG_CONFUSED))
891 dir = absdir (dir + rndm (3) + rndm (3) - 2);
892
893 for (scroll = head->inv; scroll; scroll = scroll->below)
894 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
895 break;
896
897 /* Used up all his scrolls, so nothing do to */
898 if (!scroll)
899 {
900 CLEAR_FLAG (head, FLAG_READY_SCROLL);
901 return 0;
902 }
903
904 /* Spell should be cast on caster (ie, heal, strength) */
905 if (scroll->inv->range == 0)
906 dir = 0;
907
908 apply_scroll (part, scroll, dir);
909 return 1;
910 }
911
912 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
913 * Note that monsters do not need the skills SK_MELEE_WEAPON and
914 * SK_MISSILE_WEAPON to make those respective attacks, if we
915 * required that we would drastically increase the memory
916 * requirements of CF!!
917 *
918 * The skills we are treating here are all but those. -b.t.
919 *
920 * At the moment this is only useful for throwing, perhaps for
921 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
922 */
923 int
924 monster_use_skill (object *head, object *part, object *pl, int dir)
925 {
926 object *skill, *owner;
927
928 if (!(dir = path_to_player (part, pl, 0)))
929 return 0;
930
931 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
932 {
933 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
934
935 if (dirdiff (dir, dir2) < 1)
936 return 0; /* Might hit owner with skill -thrown rocks for example ? */
937 }
938
939 if (QUERY_FLAG (head, FLAG_CONFUSED))
940 dir = absdir (dir + rndm (3) + rndm (3) - 2);
941
942 /* skill selection - monster will use the next unused skill.
943 * well...the following scenario will allow the monster to
944 * toggle between 2 skills. One day it would be nice to make
945 * more skills available to monsters.
946 */
947 for (skill = head->inv; skill; skill = skill->below)
948 if (skill->type == SKILL && skill != head->chosen_skill)
949 {
950 head->chosen_skill = skill;
951 break;
952 }
953
954 if (!skill && !head->chosen_skill)
955 {
956 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
957 CLEAR_FLAG (head, FLAG_READY_SKILL);
958 return 0;
959 }
960
961 /* use skill */
962 return do_skill (head, part, head->chosen_skill, dir, NULL);
963 }
964
965 /* Monster will use a ranged spell attack. */
966 int
967 monster_use_range (object *head, object *part, object *pl, int dir)
968 {
969 object *wand, *owner;
970 int at_least_one = 0;
971
972 if (!(dir = path_to_player (part, pl, 0)))
973 return 0;
974
975 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
976 {
977 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
978
979 if (dirdiff (dir, dir2) < 2)
980 return 0; /* Might hit owner with spell */
981 }
982
983 if (QUERY_FLAG (head, FLAG_CONFUSED))
984 dir = absdir (dir + rndm (3) + rndm (3) - 2);
985
986 for (wand = head->inv; wand; wand = wand->below)
987 {
988 if (wand->type == WAND)
989 {
990 /* Found a wand, let's see if it has charges left */
991 at_least_one = 1;
992 if (wand->stats.food <= 0)
993 continue;
994
995 cast_spell (head, wand, dir, wand->inv, NULL);
996
997 if (!(--wand->stats.food))
998 {
999 if (wand->arch)
1000 {
1001 CLEAR_FLAG (wand, FLAG_ANIMATE);
1002 wand->face = wand->arch->face;
1003 wand->set_speed (0);
1004 }
1005 }
1006 /* Success */
1007 return 1;
1008 }
1009 else if (wand->type == ROD || wand->type == HORN)
1010 {
1011 /* Found rod/horn, let's use it if possible */
1012 at_least_one = 1;
1013 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1014 continue;
1015
1016 /* drain charge before casting spell - can be a case where the
1017 * spell destroys the monster, and rod, so if done after, results
1018 * in crash.
1019 */
1020 drain_rod_charge (wand);
1021 cast_spell (head, wand, dir, wand->inv, NULL);
1022
1023 /* Success */
1024 return 1;
1025 }
1026 }
1027
1028 if (at_least_one)
1029 return 0;
1030
1031 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1032 CLEAR_FLAG (head, FLAG_READY_RANGE);
1033 return 0;
1034 }
1035
1036 int
1037 monster_use_bow (object *head, object *part, object *pl, int dir)
1038 {
1039 object *owner;
1040
1041 if (!(dir = path_to_player (part, pl, 0)))
1042 return 0;
1043
1044 if (QUERY_FLAG (head, FLAG_CONFUSED))
1045 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1046
1047 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1048 {
1049 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1050
1051 if (dirdiff (dir, dir2) < 1)
1052 return 0; /* Might hit owner with arrow */
1053 }
1054
1055 /* in server/player.c */
1056 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1057
1058 }
1059
1060 /* Checks if putting on 'item' will make 'who' do more
1061 * damage. This is a very simplistic check - also checking things
1062 * like speed and ac are also relevant.
1063 *
1064 * return true if item is a better object.
1065 */
1066 int
1067 check_good_weapon (object *who, object *item)
1068 {
1069 object *other_weap;
1070 int val = 0, i;
1071
1072 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1073 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1074 break;
1075
1076 if (!other_weap) /* No other weapons */
1077 return 1;
1078
1079 /* Rather than go through and apply the new one, and see if it is
1080 * better, just do some simple checks
1081 * Put some multipliers for things that hvae several effects,
1082 * eg, magic affects both damage and wc, so it has more weight
1083 */
1084
1085 val = item->stats.dam - other_weap->stats.dam;
1086 val += (item->magic - other_weap->magic) * 3;
1087 /* Monsters don't really get benefits from things like regen rates
1088 * from items. But the bonus for their stats are very important.
1089 */
1090 for (i = 0; i < NUM_STATS; i++)
1091 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1092
1093 if (val > 0)
1094 return 1;
1095 else
1096 return 0;
1097 }
1098
1099 int
1100 check_good_armour (object *who, object *item)
1101 {
1102 object *other_armour;
1103 int val = 0, i;
1104
1105 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1106 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1107 break;
1108
1109 if (other_armour == NULL) /* No other armour, use the new */
1110 return 1;
1111
1112 /* Like above function , see which is better */
1113 val = item->stats.ac - other_armour->stats.ac;
1114 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1115 val += (item->magic - other_armour->magic) * 3;
1116
1117 /* for the other protections, do weigh them very much in the equation -
1118 * it is the armor protection which is most important, because there is
1119 * no good way to know what the player may attack the monster with.
1120 * So if the new item has better protection than the old, give that higher
1121 * value. If the reverse, then decrease the value of this item some.
1122 */
1123 for (i = 1; i < NROFATTACKS; i++)
1124 {
1125 if (item->resist[i] > other_armour->resist[i])
1126 val++;
1127 else if (item->resist[i] < other_armour->resist[i])
1128 val--;
1129 }
1130
1131 /* Very few armours have stats, so not much need to worry about those. */
1132
1133 if (val > 0)
1134 return 1;
1135 else
1136 return 0;
1137 }
1138
1139 /*
1140 * monster_check_pickup(): checks for items that monster can pick up.
1141 *
1142 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1143 * Each time the blob passes over some treasure, it will
1144 * grab it a.s.a.p.
1145 *
1146 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1147 * to handle this.
1148 *
1149 * This function was seen be continueing looping at one point (tmp->below
1150 * became a recursive loop. It may be better to call monster_check_apply
1151 * after we pick everything up, since that function may call others which
1152 * affect stacking on this space.
1153 */
1154 void
1155 monster_check_pickup (object *monster)
1156 {
1157 object *tmp, *next;
1158
1159 for (tmp = monster->below; tmp != NULL; tmp = next)
1160 {
1161 next = tmp->below;
1162 if (monster_can_pick (monster, tmp))
1163 {
1164 tmp->remove ();
1165 tmp = insert_ob_in_ob (tmp, monster);
1166 (void) monster_check_apply (monster, tmp);
1167 }
1168 /* We could try to re-establish the cycling, of the space, but probably
1169 * not a big deal to just bail out.
1170 */
1171 if (next && next->destroyed ())
1172 return;
1173 }
1174 }
1175
1176 /*
1177 * monster_can_pick(): If the monster is interested in picking up
1178 * the item, then return 0. Otherwise 0.
1179 * Instead of pick_up, flags for "greed", etc, should be used.
1180 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1181 */
1182 int
1183 monster_can_pick (object *monster, object *item)
1184 {
1185 int flag = 0;
1186 int i;
1187
1188 if (!can_pick (monster, item))
1189 return 0;
1190
1191 if (QUERY_FLAG (item, FLAG_UNPAID))
1192 return 0;
1193
1194 if (monster->pick_up & 64) /* All */
1195 flag = 1;
1196
1197 else
1198 switch (item->type)
1199 {
1200 case MONEY:
1201 case GEM:
1202 flag = monster->pick_up & 2;
1203 break;
1204
1205 case FOOD:
1206 flag = monster->pick_up & 4;
1207 break;
1208
1209 case WEAPON:
1210 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1211 break;
1212
1213 case ARMOUR:
1214 case SHIELD:
1215 case HELMET:
1216 case BOOTS:
1217 case GLOVES:
1218 case GIRDLE:
1219 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1220 break;
1221
1222 case SKILL:
1223 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1224 break;
1225
1226 case RING:
1227 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1228 break;
1229
1230 case WAND:
1231 case HORN:
1232 case ROD:
1233 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1234 break;
1235
1236 case SPELLBOOK:
1237 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1238 break;
1239
1240 case SCROLL:
1241 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1242 break;
1243
1244 case BOW:
1245 case ARROW:
1246 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1247 break;
1248 }
1249
1250 /* Simplistic check - if the monster has a location to equip it, he will
1251 * pick it up. Note that this doesn't handle cases where an item may
1252 * use several locations.
1253 */
1254 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1255 {
1256 if (monster->slot[i].info && item->slot[i].info)
1257 {
1258 flag = 1;
1259 break;
1260 }
1261 }
1262
1263 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1264 return 1;
1265
1266 return 0;
1267 }
1268
1269 /*
1270 * monster_apply_below():
1271 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1272 * eager to apply things, encounters something apply-able,
1273 * then make him apply it
1274 */
1275 void
1276 monster_apply_below (object *monster)
1277 {
1278 object *tmp, *next;
1279
1280 for (tmp = monster->below; tmp != NULL; tmp = next)
1281 {
1282 next = tmp->below;
1283 switch (tmp->type)
1284 {
1285 case CF_HANDLE:
1286 case TRIGGER:
1287 if (monster->will_apply & 1)
1288 manual_apply (monster, tmp, 0);
1289 break;
1290
1291 case TREASURE:
1292 if (monster->will_apply & 2)
1293 manual_apply (monster, tmp, 0);
1294 break;
1295
1296 }
1297 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1298 break;
1299 }
1300 }
1301
1302 /*
1303 * monster_check_apply() is meant to be called after an item is
1304 * inserted in a monster.
1305 * If an item becomes outdated (monster found a better item),
1306 * a pointer to that object is returned, so it can be dropped.
1307 * (so that other monsters can pick it up and use it)
1308 * Note that as things are now, monsters never drop something -
1309 * they can pick up all that they can use.
1310 */
1311 /* Sept 96, fixed this so skills will be readied -b.t.*/
1312 void
1313 monster_check_apply (object *mon, object *item)
1314 {
1315 int flag = 0;
1316
1317 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1318 {
1319 SET_FLAG (mon, FLAG_CAST_SPELL);
1320 return;
1321 }
1322
1323 /* If for some reason, this item is already applied, no more work to do */
1324 if (QUERY_FLAG (item, FLAG_APPLIED))
1325 return;
1326
1327 /* Might be better not to do this - if the monster can fire a bow,
1328 * it is possible in his wanderings, he will find one to use. In
1329 * which case, it would be nice to have ammo for it.
1330 */
1331 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1332 {
1333 /* Check for the right kind of bow */
1334 object *bow;
1335
1336 for (bow = mon->inv; bow; bow = bow->below)
1337 if (bow->type == BOW && bow->race == item->race)
1338 {
1339 SET_FLAG (mon, FLAG_READY_BOW);
1340 LOG (llevMonster, "Found correct bow for arrows.\n");
1341 return; /* nothing more to do for arrows */
1342 }
1343 }
1344
1345 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1346 flag = 1;
1347 /* Eating food gets hp back */
1348 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1349 flag = 1;
1350 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1351 {
1352 if (!item->inv)
1353 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1354 else if (monster_should_cast_spell (mon, item->inv))
1355 SET_FLAG (mon, FLAG_READY_SCROLL);
1356 /* Don't use it right now */
1357 return;
1358 }
1359 else if (item->type == WEAPON)
1360 flag = check_good_weapon (mon, item);
1361 else if (item->is_armor ())
1362 flag = check_good_armour (mon, item);
1363 /* Should do something more, like make sure this is a better item */
1364 else if (item->type == RING)
1365 flag = 1;
1366 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1367 {
1368 /* We never really 'ready' the wand/rod/horn, because that would mean the
1369 * weapon would get undone.
1370 */
1371 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1372 {
1373 SET_FLAG (mon, FLAG_READY_RANGE);
1374 SET_FLAG (item, FLAG_APPLIED);
1375 }
1376 return;
1377 }
1378 else if (item->type == BOW)
1379 {
1380 /* We never really 'ready' the bow, because that would mean the
1381 * weapon would get undone.
1382 */
1383 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1384 SET_FLAG (mon, FLAG_READY_BOW);
1385 return;
1386 }
1387 else if (item->type == SKILL)
1388 {
1389 /*
1390 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1391 * else they can't use the skill...
1392 * Skills also don't need to get applied, so return now.
1393 */
1394 SET_FLAG (mon, FLAG_READY_SKILL);
1395 return;
1396 }
1397
1398 /* if we don't match one of the above types, return now.
1399 * can_apply_object will say that we can apply things like flesh,
1400 * bolts, and whatever else, because it only checks against the
1401 * body_info locations.
1402 */
1403 if (!flag)
1404 return;
1405
1406 /* Check to see if the monster can use this item. If not, no need
1407 * to do further processing. Note that can_apply_object already checks
1408 * for the CAN_USE flags.
1409 */
1410 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1411 return;
1412
1413 /* should only be applying this item, not unapplying it.
1414 * also, ignore status of curse so they can take off old armour.
1415 * monsters have some advantages after all.
1416 */
1417 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1418 }
1419
1420 void
1421 npc_call_help (object *op)
1422 {
1423 int x, y, mflags;
1424 object *npc;
1425 sint16 sx, sy;
1426 maptile *m;
1427
1428 for (x = -3; x < 4; x++)
1429 for (y = -3; y < 4; y++)
1430 {
1431 m = op->map;
1432 sx = op->x + x;
1433 sy = op->y + y;
1434 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435 /* If nothing alive on this space, no need to search the space. */
1436 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437 continue;
1438
1439 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy;
1442 }
1443 }
1444
1445 int
1446 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447 {
1448 if (can_hit (part, enemy, rv))
1449 return dir;
1450
1451 if (rv->distance < 10)
1452 return absdir (dir + 4);
1453 else if (rv->distance > 18)
1454 return dir;
1455
1456 return 0;
1457 }
1458
1459 int
1460 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461 {
1462 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463 {
1464 ob->move_status++;
1465 return (dir);
1466 }
1467 else if (ob->move_status > 20)
1468 ob->move_status = 0;
1469
1470 return absdir (dir + 4);
1471 }
1472
1473 int
1474 hitrun_att (int dir, object *ob, object *enemy)
1475 {
1476 if (ob->move_status++ < 25)
1477 return dir;
1478 else if (ob->move_status < 50)
1479 return absdir (dir + 4);
1480 else
1481 ob->move_status = 0;
1482
1483 return absdir (dir + 4);
1484 }
1485
1486 int
1487 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1488 {
1489
1490 int inrange = can_hit (part, enemy, rv);
1491
1492 if (ob->move_status || inrange)
1493 ob->move_status++;
1494
1495 if (ob->move_status == 0)
1496 return 0;
1497 else if (ob->move_status < 10)
1498 return dir;
1499 else if (ob->move_status < 15)
1500 return absdir (dir + 4);
1501
1502 ob->move_status = 0;
1503 return 0;
1504 }
1505
1506 int
1507 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1508 {
1509
1510 /* The logic below here looked plain wrong before. Basically, what should
1511 * happen is that if the creatures hp percentage falls below run_away,
1512 * the creature should run away (dir+4)
1513 * I think its wrong for a creature to have a zero maxhp value, but
1514 * at least one map has this set, and whatever the map contains, the
1515 * server should try to be resilant enough to avoid the problem
1516 */
1517 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1518 return absdir (dir + 4);
1519
1520 return dist_att (dir, ob, enemy, part, rv);
1521 }
1522
1523 int
1524 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1525 {
1526 if (rv->distance < 9)
1527 return absdir (dir + 4);
1528
1529 return 0;
1530 }
1531
1532 void
1533 circ1_move (object *ob)
1534 {
1535 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1536
1537 if (++ob->move_status > 11)
1538 ob->move_status = 0;
1539
1540 if (!(move_object (ob, circle[ob->move_status])))
1541 move_object (ob, rndm (8) + 1);
1542 }
1543
1544 void
1545 circ2_move (object *ob)
1546 {
1547 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1548
1549 if (++ob->move_status > 19)
1550 ob->move_status = 0;
1551
1552 if (!(move_object (ob, circle[ob->move_status])))
1553 move_object (ob, rndm (8) + 1);
1554 }
1555
1556 void
1557 pace_movev (object *ob)
1558 {
1559 if (ob->move_status++ > 6)
1560 ob->move_status = 0;
1561
1562 if (ob->move_status < 4)
1563 move_object (ob, 5);
1564 else
1565 move_object (ob, 1);
1566 }
1567
1568 void
1569 pace_moveh (object *ob)
1570 {
1571 if (ob->move_status++ > 6)
1572 ob->move_status = 0;
1573
1574 if (ob->move_status < 4)
1575 move_object (ob, 3);
1576 else
1577 move_object (ob, 7);
1578 }
1579
1580 void
1581 pace2_movev (object *ob)
1582 {
1583 if (ob->move_status++ > 16)
1584 ob->move_status = 0;
1585
1586 if (ob->move_status < 6)
1587 move_object (ob, 5);
1588 else if (ob->move_status < 8)
1589 return;
1590 else if (ob->move_status < 13)
1591 move_object (ob, 1);
1592 else
1593 return;
1594 }
1595
1596 void
1597 pace2_moveh (object *ob)
1598 {
1599 if (ob->move_status++ > 16)
1600 ob->move_status = 0;
1601
1602 if (ob->move_status < 6)
1603 move_object (ob, 3);
1604 else if (ob->move_status < 8)
1605 return;
1606 else if (ob->move_status < 13)
1607 move_object (ob, 7);
1608 else
1609 return;
1610 }
1611
1612 void
1613 rand_move (object *ob)
1614 {
1615 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1616 for (int i = 0; i < 5; i++)
1617 if (move_object (ob, ob->move_status = rndm (8) + 1))
1618 return;
1619 }
1620
1621 void
1622 check_earthwalls (object *op, maptile *m, int x, int y)
1623 {
1624 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1625 if (tmp->type == EARTHWALL)
1626 {
1627 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1628 return;
1629 }
1630 }
1631
1632 void
1633 check_doors (object *op, maptile *m, int x, int y)
1634 {
1635 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1636 if (tmp->type == DOOR)
1637 {
1638 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1639 return;
1640 }
1641 }
1642
1643 /* find_mon_throw_ob() - modeled on find_throw_ob
1644 * This is probably overly simplistic as it is now - We want
1645 * monsters to throw things like chairs and other pieces of
1646 * furniture, even if they are not good throwable objects.
1647 * Probably better to have the monster throw a throwable object
1648 * first, then throw any non equipped weapon.
1649 */
1650 object *
1651 find_mon_throw_ob (object *op)
1652 {
1653 object *tmp = NULL;
1654
1655 if (op->head)
1656 tmp = op->head;
1657 else
1658 tmp = op;
1659
1660 /* New throw code: look through the inventory. Grap the first legal is_thrown
1661 * marked item and throw it to the enemy.
1662 */
1663 for (tmp = op->inv; tmp; tmp = tmp->below)
1664 {
1665 /* Can't throw invisible objects or items that are applied */
1666 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1667 continue;
1668
1669 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1670 break;
1671
1672 }
1673
1674 #ifdef DEBUG_THROW
1675 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676 #endif
1677
1678 return tmp;
1679 }
1680
1681 /* determine if we can 'detect' the enemy. Check for walls blocking the
1682 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1684 * modified by MSW to use the get_rangevector so that map tiling works
1685 * properly. I also so odd code in place that checked for x distance
1686 * OR y distance being within some range - that seemed wrong - both should
1687 * be within the valid range. MSW 2001-08-05
1688 * Returns 0 if enemy can not be detected, 1 if it is detected
1689 */
1690 int
1691 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1692 {
1693 /* null detection for any of these condtions always */
1694 if (!op || !enemy || !op->map || !enemy->map)
1695 return 0;
1696
1697 /* If the monster (op) has no way to get to the enemy, do nothing */
1698 if (!on_same_map (op, enemy))
1699 return 0;
1700
1701 get_rangevector (op, enemy, rv, 0);
1702
1703 /* Monsters always ignore the DM */
1704 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1705 return 0;
1706
1707 /* simple check. Should probably put some range checks in here. */
1708 if (can_see_enemy (op, enemy))
1709 return 1;
1710
1711 /* The rest of this is for monsters. Players are on their own for
1712 * finding enemies!
1713 */
1714 if (op->is_player ())
1715 return 0;
1716
1717 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1718 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1719 */
1720 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1721 return 0;
1722
1723 int radius = MIN_MON_RADIUS;
1724
1725 /* use this for invis also */
1726 int hide_discovery = op->stats.Int / 5;
1727
1728 /* Determine Detection radii */
1729 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1730 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1731 else
1732 { /* a level/INT/Dex adjustment for hiding */
1733 int bonus = op->level / 2 + op->stats.Int / 5;
1734
1735 if (enemy->is_player ())
1736 {
1737 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1738 bonus -= sk_hide->level;
1739 else
1740 {
1741 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1742 make_visible (enemy);
1743 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1744 }
1745 }
1746 else /* enemy is not a player */
1747 bonus -= enemy->level;
1748
1749 radius += bonus / 5;
1750 hide_discovery += bonus * 5;
1751 } /* else creature has modifiers for hiding */
1752
1753 /* Radii stealth adjustment. Only if you are stealthy
1754 * will you be able to sneak up closer to creatures */
1755 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1756 {
1757 radius /= 2;
1758 hide_discovery /= 3;
1759 }
1760
1761 /* Radii adjustment for enemy standing in the dark */
1762 if (!stand_in_light (enemy))
1763 {
1764 /* on dark maps body heat can help indicate location with infravision
1765 * undead don't have body heat, so no benefit detecting them.
1766 */
1767 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1768 radius += op->map->darklevel () / 2;
1769 else
1770 radius -= op->map->darklevel () / 2;
1771
1772 /* op next to a monster (and not in complete darkness)
1773 * the monster should have a chance to see you.
1774 */
1775 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1776 radius = MIN_MON_RADIUS;
1777 } /* if on dark map */
1778
1779 /* Lets not worry about monsters that have incredible detection
1780 * radii, we only need to worry here about things the player can
1781 * (potentially) see. This is 13, as that is the maximum size the player
1782 * may have for their map - in that way, creatures at the edge will
1783 * do something. Note that the distance field in the
1784 * vector is real distance, so in theory this should be 18 to
1785 * find that.
1786 */
1787 // note that the above reasoning was utter bullshit even at the time it was written
1788 // we use 25, lets see if we have the cpu time for it
1789 radius = min (25, radius);
1790
1791 /* Enemy in range! Now test for detection */
1792 if (rv->distance <= radius)
1793 {
1794 /* ah, we are within range, detected? take cases */
1795 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1796 return 1;
1797
1798 /* hidden or low-quality invisible */
1799 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1800 {
1801 make_visible (enemy);
1802
1803 /* inform players of new status */
1804 if (enemy->type == PLAYER && player_can_view (enemy, op))
1805 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1806
1807 return 1; /* detected enemy */
1808 }
1809 else if (enemy->invisible)
1810 {
1811 /* Change this around - instead of negating the invisible, just
1812 * return true so that the monster that managed to detect you can
1813 * do something to you. Decreasing the duration of invisible
1814 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1815 * can then basically negate the spell. The spell isn't negated -
1816 * they just know where you are!
1817 */
1818 if (rndm (50) <= hide_discovery)
1819 {
1820 if (enemy->type == PLAYER)
1821 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1822
1823 return 1;
1824 }
1825 }
1826 } /* within range */
1827
1828 /* Wasn't detected above, so still hidden */
1829 return 0;
1830 }
1831
1832 /* determine if op stands in a lighted square. This is not a very
1833 * intellegent algorithm. For one thing, we ignore los here, SO it
1834 * is possible for a bright light to illuminate a player on the
1835 * other side of a wall (!).
1836 */
1837 int
1838 stand_in_light (object *op)
1839 {
1840 if (op)
1841 {
1842 if (!op->is_on_map ())
1843 return 0;
1844
1845 if (op->map->darklevel () <= 0)
1846 return 1;
1847
1848 if (op->glow_radius > 0)
1849 return 1;
1850
1851 if (op->map)
1852 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1853 {
1854 /* Check the spaces with the max light radius to see if any of them
1855 * have lights, and if any of them light the player enough, then return 1.
1856 */
1857 int light = m->at (nx, ny).light;
1858
1859 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1860 return 1;
1861 }
1862 }
1863
1864 return 0;
1865 }
1866
1867 /* assuming no walls/barriers, lets check to see if its *possible*
1868 * to see an enemy. Note, "detection" is different from "seeing".
1869 * See can_detect_enemy() for more details. -b.t.
1870 * return 0 if can't be seen, 1 if can be
1871 */
1872 int
1873 can_see_enemy (object *op, object *enemy)
1874 {
1875 object *looker = op->head ? op->head : op;
1876
1877 /* safety */
1878 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1879 return 0;
1880
1881 /* we dont give a full treatment of xrays here (shorter range than normal,
1882 * see through walls). Should we change the code elsewhere to make you
1883 * blind even if you can xray?
1884 */
1885 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1886 return 0;
1887
1888 /* checking for invisible things */
1889 if (enemy->invisible)
1890 {
1891 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1892 * However,if you carry any source of light, then the hidden
1893 * creature is seeable (and stupid) */
1894
1895 if (has_carried_lights (enemy))
1896 {
1897 if (enemy->flag [FLAG_HIDDEN])
1898 {
1899 make_visible (enemy);
1900 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1901 }
1902
1903 return 1;
1904 }
1905 else if (enemy->flag [FLAG_HIDDEN])
1906 return 0;
1907
1908 /* Invisible enemy. Break apart the check for invis undead/invis looker
1909 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1910 * and making it a conditional makes the code pretty ugly.
1911 */
1912 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1913 if (makes_invisible_to (enemy, looker))
1914 return 0;
1915 }
1916 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1917 if (player_can_view (looker, enemy))
1918 return 1;
1919
1920 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1921 * unless they carry a light or stand in light. Darkness doesnt
1922 * inhibit the undead per se (but we should give their archs
1923 * CAN_SEE_IN_DARK, this is just a safety
1924 * we care about the enemy maps status, not the looker.
1925 * only relevant for tiled maps, but it is possible that the
1926 * enemy is on a bright map and the looker on a dark - in that
1927 * case, the looker can still see the enemy
1928 */
1929 if (!stand_in_light (enemy)
1930 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1931 return 0;
1932
1933 return 1;
1934 }
1935