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/cvs/deliantra/server/server/monster.C
Revision: 1.64
Committed: Fri Sep 25 18:13:02 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.63: +9 -9 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 == shstr_doppleganger)
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 (op->stats.Wis >= 8
517 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
518 {
519 int sdir = 0;
520 uint32_t &smell = op->ms ().smell;
521
522 for (int ndir = 1; ndir <= 8; ++ndir)
523 {
524 mapxy pos (op); pos.move (ndir);
525
526 if (pos.normalise ())
527 {
528 mapspace &ms = pos.ms ();
529
530 if (ms.smell > smell)
531 {
532 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
533 if (op->stats.Wis >= 10)
534 smell = ms.smell - 1; // smarter: tell others
535
536 sdir = ndir;
537
538 // perturbing the path might let the monster lose track,
539 // but it will also widen the actual path, spreading information
540 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
541 sdir = absdir (sdir + 1 - rndm (2) * 2);
542 }
543 }
544 }
545
546 if (sdir)
547 dir = sdir;
548 else if (smell)
549 {
550 // no better smell found, so assume the player jumped, and erase this smell
551 //printf ("erasing smell %d\n", op->ms ().smell);//D
552 unordered_mapwalk (op, -1, -1, 1, 1)
553 m->at (nx, ny).smell = 0;
554 }
555 }
556
557 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
558 dir = absdir (dir + 4);
559
560 if (QUERY_FLAG (op, FLAG_CONFUSED))
561 dir = absdir (dir + rndm (3) + rndm (3) - 2);
562
563 pre_att_dir = dir; /* remember the original direction */
564
565 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
566 {
567 switch (op->attack_movement & LO4)
568 {
569 case DISTATT:
570 dir = dist_att (dir, op, enemy, part, &rv);
571 break;
572
573 case RUNATT:
574 dir = run_att (dir, op, enemy, part, &rv);
575 break;
576
577 case HITRUN:
578 dir = hitrun_att (dir, op, enemy);
579 break;
580
581 case WAITATT:
582 dir = wait_att (dir, op, enemy, part, &rv);
583 break;
584
585 case RUSH: /* default - monster normally moves towards player */
586 case ALLRUN:
587 break;
588
589 case DISTHIT:
590 dir = disthit_att (dir, op, enemy, part, &rv);
591 break;
592
593 case WAIT2:
594 dir = wait_att2 (dir, op, enemy, part, &rv);
595 break;
596
597 default:
598 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
599 }
600 }
601
602 if (!dir)
603 return 0;
604
605 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
606 {
607 if (move_object (op, dir)) /* Can the monster move directly toward player? */
608 {
609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
610 if ((op->attack_movement & LO4) == DISTATT)
611 op->direction = pre_att_dir;
612
613 return 0;
614 }
615
616 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
617 {
618 /* Try move around corners if !close */
619 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
620
621 for (diff = 1; diff <= maxdiff; diff++)
622 {
623 /* try different detours */
624 int m = 1 - rndm (2) * 2; /* Try left or right first? */
625
626 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
627 return 0;
628 }
629 }
630 } /* if monster is not standing still */
631
632 /* elmex: Turn our monster after it moved if it has DISTATT attack */
633 if ((op->attack_movement & LO4) == DISTATT)
634 op->direction = pre_att_dir;
635
636 /*
637 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
638 * direction if they can't move away.
639 */
640 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
641 if (move_randomly (op))
642 return 0;
643
644 /*
645 * Try giving the monster a new enemy - the player that is closest
646 * to it. In this way, it won't just keep trying to get to a target
647 * that is inaccessible.
648 * This could be more clever - it should go through a list of several
649 * enemies, as it is now, you could perhaps get situations where there
650 * are two players flanking the monster at close distance, but which
651 * the monster can't get to, and a third one at a far distance that
652 * the monster could get to - as it is, the monster won't look at that
653 * third one.
654 */
655 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
656 {
657 object *nearest_player = get_nearest_player (op);
658
659 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
660 {
661 op->enemy = 0;
662 enemy = nearest_player;
663 }
664 }
665
666 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
667 {
668 /* The adjustement to wc that was here before looked totally bogus -
669 * since wc can in fact get negative, that would mean by adding
670 * the current wc, the creature gets better? Instead, just
671 * add a fixed amount - nasty creatures that are runny away should
672 * still be pretty nasty.
673 */
674 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
675 {
676 part->stats.wc += 10;
677 skill_attack (enemy, part, 0, NULL, NULL);
678 part->stats.wc -= 10;
679 }
680 else
681 skill_attack (enemy, part, 0, NULL, NULL);
682 } /* if monster is in attack range */
683
684 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
685 return 1;
686
687 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
688 {
689 op->drop_and_destroy ();
690 return 1;
691 }
692
693 return 0;
694 }
695
696 int
697 can_hit (object *ob1, object *ob2, rv_vector * rv)
698 {
699 object *more;
700 rv_vector rv1;
701
702 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
703 return 0;
704
705 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
706 return 1;
707
708 /* check all the parts of ob2 - just because we can't get to
709 * its head doesn't mean we don't want to pound its feet
710 */
711 for (more = ob2->more; more != NULL; more = more->more)
712 {
713 get_rangevector (ob1, more, &rv1, 0);
714 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
715 return 1;
716 }
717
718 return 0;
719 }
720
721 /* Returns 1 is monster should cast spell sp at an enemy
722 * Returns 0 if the monster should not cast this spell.
723 *
724 * Note that this function does not check to see if the monster can
725 * in fact cast the spell (sp dependencies and what not.) That is because
726 * this function is also sued to see if the monster should use spell items
727 * (rod/horn/wand/scroll).
728 * Note that there are certainly other offensive spells that could be
729 * included, but I decided to leave out the spells that may kill more
730 * monsters than players (eg, disease).
731 *
732 * This could be a lot smarter - if there are few monsters around,
733 * then disease might not be as bad. Likewise, if the monster is damaged,
734 * the right type of healing spell could be useful.
735 */
736
737 static int
738 monster_should_cast_spell (object *monster, object *spell_ob)
739 {
740 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
741 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
742 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
743 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
744 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
745 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
746 return 1;
747
748 return 0;
749 }
750
751 #define MAX_KNOWN_SPELLS 20
752
753 /* Returns a randomly selected spell. This logic is still
754 * less than ideal. This code also only seems to deal with
755 * wizard spells, as the check is against sp, and not grace.
756 * can mosnters know cleric spells?
757 */
758 object *
759 monster_choose_random_spell (object *monster)
760 {
761 object *altern[MAX_KNOWN_SPELLS];
762 int i = 0;
763
764 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
765 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
766 {
767 /* Check and see if it's actually a useful spell.
768 * If its a spellbook, the spell is actually the inventory item.
769 * if it is a spell, then it is just the object itself.
770 */
771 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
772 {
773 altern [i++] = tmp;
774
775 if (i == MAX_KNOWN_SPELLS)
776 break;
777 }
778 }
779
780 return i ? altern [rndm (i)] : 0;
781 }
782
783 /* This checks to see if the monster should cast a spell/ability.
784 * it returns true if the monster casts a spell, 0 if he doesn't.
785 * head is the head of the monster.
786 * part is the part of the monster we are checking against.
787 * pl is the target.
788 * dir is the direction to case.
789 * rv is the vector which describes where the enemy is.
790 */
791 int
792 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
793 {
794 object *spell_item;
795 object *owner;
796 rv_vector rv1;
797
798 /* If you want monsters to cast spells over friends, this spell should
799 * be removed. It probably should be in most cases, since monsters still
800 * don't care about residual effects (ie, casting a cone which may have a
801 * clear path to the player, the side aspects of the code will still hit
802 * other monsters)
803 */
804 if (!(dir = path_to_player (part, pl, 0)))
805 return 0;
806
807 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
808 {
809 get_rangevector (head, owner, &rv1, 0x1);
810 if (dirdiff (dir, rv1.direction) < 2)
811 return 0; /* Might hit owner with spell */
812 }
813
814 if (QUERY_FLAG (head, FLAG_CONFUSED))
815 dir = absdir (dir + rndm (3) + rndm (3) - 2);
816
817 /* If the monster hasn't already chosen a spell, choose one
818 * I'm not sure if it really make sense to pre-select spells (events
819 * could be different by the time the monster goes again).
820 */
821 if (head->spellitem == NULL)
822 {
823 if ((spell_item = monster_choose_random_spell (head)) == NULL)
824 {
825 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
826 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
827 return 0;
828 }
829
830 if (spell_item->type == SPELLBOOK)
831 {
832 if (!spell_item->inv)
833 {
834 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
835 return 0;
836 }
837
838 spell_item = spell_item->inv;
839 }
840 }
841 else
842 spell_item = head->spellitem;
843
844 if (!spell_item)
845 return 0;
846
847 /* Best guess this is a defensive/healing spell */
848 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
849 dir = 0;
850
851 /* Monster doesn't have enough spell-points */
852 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
853 return 0;
854
855 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
856 return 0;
857
858 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
859 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
860
861 /* set this to null, so next time monster will choose something different */
862 head->spellitem = NULL;
863
864 return cast_spell (part, part, dir, spell_item, NULL);
865 }
866
867 int
868 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
869 {
870 object *scroll;
871 object *owner;
872 rv_vector rv1;
873
874 /* If you want monsters to cast spells over friends, this spell should
875 * be removed. It probably should be in most cases, since monsters still
876 * don't care about residual effects (ie, casting a cone which may have a
877 * clear path to the player, the side aspects of the code will still hit
878 * other monsters)
879 */
880 if (!(dir = path_to_player (part, pl, 0)))
881 return 0;
882
883 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
884 {
885 get_rangevector (head, owner, &rv1, 0x1);
886 if (dirdiff (dir, rv1.direction) < 2)
887 {
888 return 0; /* Might hit owner with spell */
889 }
890 }
891
892 if (QUERY_FLAG (head, FLAG_CONFUSED))
893 dir = absdir (dir + rndm (3) + rndm (3) - 2);
894
895 for (scroll = head->inv; scroll; scroll = scroll->below)
896 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
897 break;
898
899 /* Used up all his scrolls, so nothing do to */
900 if (!scroll)
901 {
902 CLEAR_FLAG (head, FLAG_READY_SCROLL);
903 return 0;
904 }
905
906 /* Spell should be cast on caster (ie, heal, strength) */
907 if (scroll->inv->range == 0)
908 dir = 0;
909
910 apply_scroll (part, scroll, dir);
911 return 1;
912 }
913
914 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
915 * Note that monsters do not need the skills SK_MELEE_WEAPON and
916 * SK_MISSILE_WEAPON to make those respective attacks, if we
917 * required that we would drastically increase the memory
918 * requirements of CF!!
919 *
920 * The skills we are treating here are all but those. -b.t.
921 *
922 * At the moment this is only useful for throwing, perhaps for
923 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
924 */
925 int
926 monster_use_skill (object *head, object *part, object *pl, int dir)
927 {
928 object *skill, *owner;
929
930 if (!(dir = path_to_player (part, pl, 0)))
931 return 0;
932
933 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
934 {
935 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
936
937 if (dirdiff (dir, dir2) < 1)
938 return 0; /* Might hit owner with skill -thrown rocks for example ? */
939 }
940
941 if (QUERY_FLAG (head, FLAG_CONFUSED))
942 dir = absdir (dir + rndm (3) + rndm (3) - 2);
943
944 /* skill selection - monster will use the next unused skill.
945 * well...the following scenario will allow the monster to
946 * toggle between 2 skills. One day it would be nice to make
947 * more skills available to monsters.
948 */
949 for (skill = head->inv; skill; skill = skill->below)
950 if (skill->type == SKILL && skill != head->chosen_skill)
951 {
952 head->chosen_skill = skill;
953 break;
954 }
955
956 if (!skill && !head->chosen_skill)
957 {
958 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
959 CLEAR_FLAG (head, FLAG_READY_SKILL);
960 return 0;
961 }
962
963 /* use skill */
964 return do_skill (head, part, head->chosen_skill, dir, NULL);
965 }
966
967 /* Monster will use a ranged spell attack. */
968 int
969 monster_use_range (object *head, object *part, object *pl, int dir)
970 {
971 object *wand, *owner;
972 int at_least_one = 0;
973
974 if (!(dir = path_to_player (part, pl, 0)))
975 return 0;
976
977 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
978 {
979 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
980
981 if (dirdiff (dir, dir2) < 2)
982 return 0; /* Might hit owner with spell */
983 }
984
985 if (QUERY_FLAG (head, FLAG_CONFUSED))
986 dir = absdir (dir + rndm (3) + rndm (3) - 2);
987
988 for (wand = head->inv; wand; wand = wand->below)
989 {
990 if (wand->type == WAND)
991 {
992 /* Found a wand, let's see if it has charges left */
993 at_least_one = 1;
994 if (wand->stats.food <= 0)
995 continue;
996
997 cast_spell (head, wand, dir, wand->inv, NULL);
998
999 if (!(--wand->stats.food))
1000 {
1001 if (wand->arch)
1002 {
1003 CLEAR_FLAG (wand, FLAG_ANIMATE);
1004 wand->face = wand->arch->face;
1005 wand->set_speed (0);
1006 }
1007 }
1008 /* Success */
1009 return 1;
1010 }
1011 else if (wand->type == ROD || wand->type == HORN)
1012 {
1013 /* Found rod/horn, let's use it if possible */
1014 at_least_one = 1;
1015 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1016 continue;
1017
1018 /* drain charge before casting spell - can be a case where the
1019 * spell destroys the monster, and rod, so if done after, results
1020 * in crash.
1021 */
1022 drain_rod_charge (wand);
1023 cast_spell (head, wand, dir, wand->inv, NULL);
1024
1025 /* Success */
1026 return 1;
1027 }
1028 }
1029
1030 if (at_least_one)
1031 return 0;
1032
1033 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1034 CLEAR_FLAG (head, FLAG_READY_RANGE);
1035 return 0;
1036 }
1037
1038 int
1039 monster_use_bow (object *head, object *part, object *pl, int dir)
1040 {
1041 object *owner;
1042
1043 if (!(dir = path_to_player (part, pl, 0)))
1044 return 0;
1045
1046 if (QUERY_FLAG (head, FLAG_CONFUSED))
1047 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1048
1049 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1050 {
1051 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1052
1053 if (dirdiff (dir, dir2) < 1)
1054 return 0; /* Might hit owner with arrow */
1055 }
1056
1057 /* in server/player.c */
1058 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1059
1060 }
1061
1062 /* Checks if putting on 'item' will make 'who' do more
1063 * damage. This is a very simplistic check - also checking things
1064 * like speed and ac are also relevant.
1065 *
1066 * return true if item is a better object.
1067 */
1068 int
1069 check_good_weapon (object *who, object *item)
1070 {
1071 object *other_weap;
1072 int val = 0, i;
1073
1074 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1075 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1076 break;
1077
1078 if (!other_weap) /* No other weapons */
1079 return 1;
1080
1081 /* Rather than go through and apply the new one, and see if it is
1082 * better, just do some simple checks
1083 * Put some multipliers for things that hvae several effects,
1084 * eg, magic affects both damage and wc, so it has more weight
1085 */
1086
1087 val = item->stats.dam - other_weap->stats.dam;
1088 val += (item->magic - other_weap->magic) * 3;
1089 /* Monsters don't really get benefits from things like regen rates
1090 * from items. But the bonus for their stats are very important.
1091 */
1092 for (i = 0; i < NUM_STATS; i++)
1093 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1094
1095 if (val > 0)
1096 return 1;
1097 else
1098 return 0;
1099 }
1100
1101 int
1102 check_good_armour (object *who, object *item)
1103 {
1104 object *other_armour;
1105 int val = 0, i;
1106
1107 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1108 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1109 break;
1110
1111 if (other_armour == NULL) /* No other armour, use the new */
1112 return 1;
1113
1114 /* Like above function , see which is better */
1115 val = item->stats.ac - other_armour->stats.ac;
1116 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1117 val += (item->magic - other_armour->magic) * 3;
1118
1119 /* for the other protections, do weigh them very much in the equation -
1120 * it is the armor protection which is most important, because there is
1121 * no good way to know what the player may attack the monster with.
1122 * So if the new item has better protection than the old, give that higher
1123 * value. If the reverse, then decrease the value of this item some.
1124 */
1125 for (i = 1; i < NROFATTACKS; i++)
1126 {
1127 if (item->resist[i] > other_armour->resist[i])
1128 val++;
1129 else if (item->resist[i] < other_armour->resist[i])
1130 val--;
1131 }
1132
1133 /* Very few armours have stats, so not much need to worry about those. */
1134
1135 if (val > 0)
1136 return 1;
1137 else
1138 return 0;
1139 }
1140
1141 /*
1142 * monster_check_pickup(): checks for items that monster can pick up.
1143 *
1144 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1145 * Each time the blob passes over some treasure, it will
1146 * grab it a.s.a.p.
1147 *
1148 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1149 * to handle this.
1150 *
1151 * This function was seen be continueing looping at one point (tmp->below
1152 * became a recursive loop. It may be better to call monster_check_apply
1153 * after we pick everything up, since that function may call others which
1154 * affect stacking on this space.
1155 */
1156 void
1157 monster_check_pickup (object *monster)
1158 {
1159 object *tmp, *next;
1160
1161 for (tmp = monster->below; tmp != NULL; tmp = next)
1162 {
1163 next = tmp->below;
1164 if (monster_can_pick (monster, tmp))
1165 {
1166 tmp->remove ();
1167 tmp = insert_ob_in_ob (tmp, monster);
1168 (void) monster_check_apply (monster, tmp);
1169 }
1170 /* We could try to re-establish the cycling, of the space, but probably
1171 * not a big deal to just bail out.
1172 */
1173 if (next && next->destroyed ())
1174 return;
1175 }
1176 }
1177
1178 /*
1179 * monster_can_pick(): If the monster is interested in picking up
1180 * the item, then return 0. Otherwise 0.
1181 * Instead of pick_up, flags for "greed", etc, should be used.
1182 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1183 */
1184 int
1185 monster_can_pick (object *monster, object *item)
1186 {
1187 int flag = 0;
1188 int i;
1189
1190 if (!can_pick (monster, item))
1191 return 0;
1192
1193 if (QUERY_FLAG (item, FLAG_UNPAID))
1194 return 0;
1195
1196 if (monster->pick_up & 64) /* All */
1197 flag = 1;
1198
1199 else
1200 switch (item->type)
1201 {
1202 case MONEY:
1203 case GEM:
1204 flag = monster->pick_up & 2;
1205 break;
1206
1207 case FOOD:
1208 flag = monster->pick_up & 4;
1209 break;
1210
1211 case WEAPON:
1212 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1213 break;
1214
1215 case ARMOUR:
1216 case SHIELD:
1217 case HELMET:
1218 case BOOTS:
1219 case GLOVES:
1220 case GIRDLE:
1221 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1222 break;
1223
1224 case SKILL:
1225 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1226 break;
1227
1228 case RING:
1229 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1230 break;
1231
1232 case WAND:
1233 case HORN:
1234 case ROD:
1235 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1236 break;
1237
1238 case SPELLBOOK:
1239 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1240 break;
1241
1242 case SCROLL:
1243 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1244 break;
1245
1246 case BOW:
1247 case ARROW:
1248 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1249 break;
1250 }
1251
1252 /* Simplistic check - if the monster has a location to equip it, he will
1253 * pick it up. Note that this doesn't handle cases where an item may
1254 * use several locations.
1255 */
1256 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1257 {
1258 if (monster->slot[i].info && item->slot[i].info)
1259 {
1260 flag = 1;
1261 break;
1262 }
1263 }
1264
1265 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1266 return 1;
1267
1268 return 0;
1269 }
1270
1271 /*
1272 * monster_apply_below():
1273 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1274 * eager to apply things, encounters something apply-able,
1275 * then make him apply it
1276 */
1277 void
1278 monster_apply_below (object *monster)
1279 {
1280 object *tmp, *next;
1281
1282 for (tmp = monster->below; tmp != NULL; tmp = next)
1283 {
1284 next = tmp->below;
1285 switch (tmp->type)
1286 {
1287 case CF_HANDLE:
1288 case TRIGGER:
1289 if (monster->will_apply & 1)
1290 manual_apply (monster, tmp, 0);
1291 break;
1292
1293 case TREASURE:
1294 if (monster->will_apply & 2)
1295 manual_apply (monster, tmp, 0);
1296 break;
1297
1298 }
1299 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1300 break;
1301 }
1302 }
1303
1304 /*
1305 * monster_check_apply() is meant to be called after an item is
1306 * inserted in a monster.
1307 * If an item becomes outdated (monster found a better item),
1308 * a pointer to that object is returned, so it can be dropped.
1309 * (so that other monsters can pick it up and use it)
1310 * Note that as things are now, monsters never drop something -
1311 * they can pick up all that they can use.
1312 */
1313 /* Sept 96, fixed this so skills will be readied -b.t.*/
1314 void
1315 monster_check_apply (object *mon, object *item)
1316 {
1317 int flag = 0;
1318
1319 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1320 {
1321 SET_FLAG (mon, FLAG_CAST_SPELL);
1322 return;
1323 }
1324
1325 /* If for some reason, this item is already applied, no more work to do */
1326 if (QUERY_FLAG (item, FLAG_APPLIED))
1327 return;
1328
1329 /* Might be better not to do this - if the monster can fire a bow,
1330 * it is possible in his wanderings, he will find one to use. In
1331 * which case, it would be nice to have ammo for it.
1332 */
1333 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1334 {
1335 /* Check for the right kind of bow */
1336 object *bow;
1337
1338 for (bow = mon->inv; bow; bow = bow->below)
1339 if (bow->type == BOW && bow->race == item->race)
1340 {
1341 SET_FLAG (mon, FLAG_READY_BOW);
1342 LOG (llevMonster, "Found correct bow for arrows.\n");
1343 return; /* nothing more to do for arrows */
1344 }
1345 }
1346
1347 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1348 flag = 1;
1349 /* Eating food gets hp back */
1350 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1351 flag = 1;
1352 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1353 {
1354 if (!item->inv)
1355 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1356 else if (monster_should_cast_spell (mon, item->inv))
1357 SET_FLAG (mon, FLAG_READY_SCROLL);
1358 /* Don't use it right now */
1359 return;
1360 }
1361 else if (item->type == WEAPON)
1362 flag = check_good_weapon (mon, item);
1363 else if (item->is_armor ())
1364 flag = check_good_armour (mon, item);
1365 /* Should do something more, like make sure this is a better item */
1366 else if (item->type == RING)
1367 flag = 1;
1368 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1369 {
1370 /* We never really 'ready' the wand/rod/horn, because that would mean the
1371 * weapon would get undone.
1372 */
1373 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1374 {
1375 SET_FLAG (mon, FLAG_READY_RANGE);
1376 SET_FLAG (item, FLAG_APPLIED);
1377 }
1378 return;
1379 }
1380 else if (item->type == BOW)
1381 {
1382 /* We never really 'ready' the bow, because that would mean the
1383 * weapon would get undone.
1384 */
1385 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1386 SET_FLAG (mon, FLAG_READY_BOW);
1387 return;
1388 }
1389 else if (item->type == SKILL)
1390 {
1391 /*
1392 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1393 * else they can't use the skill...
1394 * Skills also don't need to get applied, so return now.
1395 */
1396 SET_FLAG (mon, FLAG_READY_SKILL);
1397 return;
1398 }
1399
1400 /* if we don't match one of the above types, return now.
1401 * can_apply_object will say that we can apply things like flesh,
1402 * bolts, and whatever else, because it only checks against the
1403 * body_info locations.
1404 */
1405 if (!flag)
1406 return;
1407
1408 /* Check to see if the monster can use this item. If not, no need
1409 * to do further processing. Note that can_apply_object already checks
1410 * for the CAN_USE flags.
1411 */
1412 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1413 return;
1414
1415 /* should only be applying this item, not unapplying it.
1416 * also, ignore status of curse so they can take off old armour.
1417 * monsters have some advantages after all.
1418 */
1419 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1420 }
1421
1422 void
1423 npc_call_help (object *op)
1424 {
1425 int x, y, mflags;
1426 object *npc;
1427 sint16 sx, sy;
1428 maptile *m;
1429
1430 for (x = -3; x < 4; x++)
1431 for (y = -3; y < 4; y++)
1432 {
1433 m = op->map;
1434 sx = op->x + x;
1435 sy = op->y + y;
1436 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1437 /* If nothing alive on this space, no need to search the space. */
1438 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1439 continue;
1440
1441 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1442 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1443 npc->enemy = op->enemy;
1444 }
1445 }
1446
1447 int
1448 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1449 {
1450 if (can_hit (part, enemy, rv))
1451 return dir;
1452
1453 if (rv->distance < 10)
1454 return absdir (dir + 4);
1455 else if (rv->distance > 18)
1456 return dir;
1457
1458 return 0;
1459 }
1460
1461 int
1462 run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1463 {
1464 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1465 {
1466 ob->move_status++;
1467 return (dir);
1468 }
1469 else if (ob->move_status > 20)
1470 ob->move_status = 0;
1471
1472 return absdir (dir + 4);
1473 }
1474
1475 int
1476 hitrun_att (int dir, object *ob, object *enemy)
1477 {
1478 if (ob->move_status++ < 25)
1479 return dir;
1480 else if (ob->move_status < 50)
1481 return absdir (dir + 4);
1482 else
1483 ob->move_status = 0;
1484
1485 return absdir (dir + 4);
1486 }
1487
1488 int
1489 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1490 {
1491
1492 int inrange = can_hit (part, enemy, rv);
1493
1494 if (ob->move_status || inrange)
1495 ob->move_status++;
1496
1497 if (ob->move_status == 0)
1498 return 0;
1499 else if (ob->move_status < 10)
1500 return dir;
1501 else if (ob->move_status < 15)
1502 return absdir (dir + 4);
1503
1504 ob->move_status = 0;
1505 return 0;
1506 }
1507
1508 int
1509 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1510 {
1511
1512 /* The logic below here looked plain wrong before. Basically, what should
1513 * happen is that if the creatures hp percentage falls below run_away,
1514 * the creature should run away (dir+4)
1515 * I think its wrong for a creature to have a zero maxhp value, but
1516 * at least one map has this set, and whatever the map contains, the
1517 * server should try to be resilant enough to avoid the problem
1518 */
1519 if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1520 return absdir (dir + 4);
1521
1522 return dist_att (dir, ob, enemy, part, rv);
1523 }
1524
1525 int
1526 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1527 {
1528 if (rv->distance < 9)
1529 return absdir (dir + 4);
1530
1531 return 0;
1532 }
1533
1534 void
1535 circ1_move (object *ob)
1536 {
1537 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1538
1539 if (++ob->move_status > 11)
1540 ob->move_status = 0;
1541
1542 if (!(move_object (ob, circle[ob->move_status])))
1543 move_object (ob, rndm (8) + 1);
1544 }
1545
1546 void
1547 circ2_move (object *ob)
1548 {
1549 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1550
1551 if (++ob->move_status > 19)
1552 ob->move_status = 0;
1553
1554 if (!(move_object (ob, circle[ob->move_status])))
1555 move_object (ob, rndm (8) + 1);
1556 }
1557
1558 void
1559 pace_movev (object *ob)
1560 {
1561 if (ob->move_status++ > 6)
1562 ob->move_status = 0;
1563
1564 if (ob->move_status < 4)
1565 move_object (ob, 5);
1566 else
1567 move_object (ob, 1);
1568 }
1569
1570 void
1571 pace_moveh (object *ob)
1572 {
1573 if (ob->move_status++ > 6)
1574 ob->move_status = 0;
1575
1576 if (ob->move_status < 4)
1577 move_object (ob, 3);
1578 else
1579 move_object (ob, 7);
1580 }
1581
1582 void
1583 pace2_movev (object *ob)
1584 {
1585 if (ob->move_status++ > 16)
1586 ob->move_status = 0;
1587
1588 if (ob->move_status < 6)
1589 move_object (ob, 5);
1590 else if (ob->move_status < 8)
1591 return;
1592 else if (ob->move_status < 13)
1593 move_object (ob, 1);
1594 else
1595 return;
1596 }
1597
1598 void
1599 pace2_moveh (object *ob)
1600 {
1601 if (ob->move_status++ > 16)
1602 ob->move_status = 0;
1603
1604 if (ob->move_status < 6)
1605 move_object (ob, 3);
1606 else if (ob->move_status < 8)
1607 return;
1608 else if (ob->move_status < 13)
1609 move_object (ob, 7);
1610 else
1611 return;
1612 }
1613
1614 void
1615 rand_move (object *ob)
1616 {
1617 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1618 for (int i = 0; i < 5; i++)
1619 if (move_object (ob, ob->move_status = rndm (8) + 1))
1620 return;
1621 }
1622
1623 void
1624 check_earthwalls (object *op, maptile *m, int x, int y)
1625 {
1626 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1627 if (tmp->type == EARTHWALL)
1628 {
1629 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1630 return;
1631 }
1632 }
1633
1634 void
1635 check_doors (object *op, maptile *m, int x, int y)
1636 {
1637 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1638 if (tmp->type == DOOR)
1639 {
1640 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1641 return;
1642 }
1643 }
1644
1645 /* find_mon_throw_ob() - modeled on find_throw_ob
1646 * This is probably overly simplistic as it is now - We want
1647 * monsters to throw things like chairs and other pieces of
1648 * furniture, even if they are not good throwable objects.
1649 * Probably better to have the monster throw a throwable object
1650 * first, then throw any non equipped weapon.
1651 */
1652 object *
1653 find_mon_throw_ob (object *op)
1654 {
1655 object *tmp = NULL;
1656
1657 if (op->head)
1658 tmp = op->head;
1659 else
1660 tmp = op;
1661
1662 /* New throw code: look through the inventory. Grap the first legal is_thrown
1663 * marked item and throw it to the enemy.
1664 */
1665 for (tmp = op->inv; tmp; tmp = tmp->below)
1666 {
1667 /* Can't throw invisible objects or items that are applied */
1668 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1669 continue;
1670
1671 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1672 break;
1673
1674 }
1675
1676 #ifdef DEBUG_THROW
1677 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1678 #endif
1679
1680 return tmp;
1681 }
1682
1683 /* determine if we can 'detect' the enemy. Check for walls blocking the
1684 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1685 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1686 * modified by MSW to use the get_rangevector so that map tiling works
1687 * properly. I also so odd code in place that checked for x distance
1688 * OR y distance being within some range - that seemed wrong - both should
1689 * be within the valid range. MSW 2001-08-05
1690 * Returns 0 if enemy can not be detected, 1 if it is detected
1691 */
1692 int
1693 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1694 {
1695 /* null detection for any of these condtions always */
1696 if (!op || !enemy || !op->map || !enemy->map)
1697 return 0;
1698
1699 /* If the monster (op) has no way to get to the enemy, do nothing */
1700 if (!on_same_map (op, enemy))
1701 return 0;
1702
1703 get_rangevector (op, enemy, rv, 0);
1704
1705 /* Monsters always ignore the DM */
1706 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1707 return 0;
1708
1709 /* simple check. Should probably put some range checks in here. */
1710 if (can_see_enemy (op, enemy))
1711 return 1;
1712
1713 /* The rest of this is for monsters. Players are on their own for
1714 * finding enemies!
1715 */
1716 if (op->is_player ())
1717 return 0;
1718
1719 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1720 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1721 */
1722 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1723 return 0;
1724
1725 int radius = MIN_MON_RADIUS;
1726
1727 /* use this for invis also */
1728 int hide_discovery = op->stats.Int / 5;
1729
1730 /* Determine Detection radii */
1731 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1732 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1733 else
1734 { /* a level/INT/Dex adjustment for hiding */
1735 int bonus = op->level / 2 + op->stats.Int / 5;
1736
1737 if (enemy->is_player ())
1738 {
1739 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1740 bonus -= sk_hide->level;
1741 else
1742 {
1743 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1744 make_visible (enemy);
1745 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1746 }
1747 }
1748 else /* enemy is not a player */
1749 bonus -= enemy->level;
1750
1751 radius += bonus / 5;
1752 hide_discovery += bonus * 5;
1753 } /* else creature has modifiers for hiding */
1754
1755 /* Radii stealth adjustment. Only if you are stealthy
1756 * will you be able to sneak up closer to creatures */
1757 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1758 {
1759 radius /= 2;
1760 hide_discovery /= 3;
1761 }
1762
1763 /* Radii adjustment for enemy standing in the dark */
1764 if (!stand_in_light (enemy))
1765 {
1766 /* on dark maps body heat can help indicate location with infravision
1767 * undead don't have body heat, so no benefit detecting them.
1768 */
1769 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1770 radius += op->map->darklevel () / 2;
1771 else
1772 radius -= op->map->darklevel () / 2;
1773
1774 /* op next to a monster (and not in complete darkness)
1775 * the monster should have a chance to see you.
1776 */
1777 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1778 radius = MIN_MON_RADIUS;
1779 } /* if on dark map */
1780
1781 /* Lets not worry about monsters that have incredible detection
1782 * radii, we only need to worry here about things the player can
1783 * (potentially) see. This is 13, as that is the maximum size the player
1784 * may have for their map - in that way, creatures at the edge will
1785 * do something. Note that the distance field in the
1786 * vector is real distance, so in theory this should be 18 to
1787 * find that.
1788 */
1789 // note that the above reasoning was utter bullshit even at the time it was written
1790 // we use 25, lets see if we have the cpu time for it
1791 radius = min (25, radius);
1792
1793 /* Enemy in range! Now test for detection */
1794 if (rv->distance <= radius)
1795 {
1796 /* ah, we are within range, detected? take cases */
1797 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1798 return 1;
1799
1800 /* hidden or low-quality invisible */
1801 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1802 {
1803 make_visible (enemy);
1804
1805 /* inform players of new status */
1806 if (enemy->type == PLAYER && player_can_view (enemy, op))
1807 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1808
1809 return 1; /* detected enemy */
1810 }
1811 else if (enemy->invisible)
1812 {
1813 /* Change this around - instead of negating the invisible, just
1814 * return true so that the monster that managed to detect you can
1815 * do something to you. Decreasing the duration of invisible
1816 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1817 * can then basically negate the spell. The spell isn't negated -
1818 * they just know where you are!
1819 */
1820 if (rndm (50) <= hide_discovery)
1821 {
1822 if (enemy->type == PLAYER)
1823 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1824
1825 return 1;
1826 }
1827 }
1828 } /* within range */
1829
1830 /* Wasn't detected above, so still hidden */
1831 return 0;
1832 }
1833
1834 /* determine if op stands in a lighted square. This is not a very
1835 * intelligent algorithm. For one thing, we ignore los here, SO it
1836 * is possible for a bright light to illuminate a player on the
1837 * other side of a wall (!).
1838 */
1839 int
1840 stand_in_light (object *op)
1841 {
1842 if (op)
1843 {
1844 if (!op->is_on_map ())
1845 return 0;
1846
1847 if (op->map->darklevel () <= 0)
1848 return 1;
1849
1850 if (op->glow_radius > 0)
1851 return 1;
1852
1853 if (op->map)
1854 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1855 {
1856 /* Check the spaces with the max light radius to see if any of them
1857 * have lights, and if any of them light the player enough, then return 1.
1858 */
1859 int light = m->at (nx, ny).light;
1860
1861 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1862 return 1;
1863 }
1864 }
1865
1866 return 0;
1867 }
1868
1869 /* assuming no walls/barriers, lets check to see if its *possible*
1870 * to see an enemy. Note, "detection" is different from "seeing".
1871 * See can_detect_enemy() for more details. -b.t.
1872 * return 0 if can't be seen, 1 if can be
1873 */
1874 int
1875 can_see_enemy (object *op, object *enemy)
1876 {
1877 object *looker = op->head ? op->head : op;
1878
1879 /* safety */
1880 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1881 return 0;
1882
1883 /* we dont give a full treatment of xrays here (shorter range than normal,
1884 * see through walls). Should we change the code elsewhere to make you
1885 * blind even if you can xray?
1886 */
1887 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1888 return 0;
1889
1890 /* checking for invisible things */
1891 if (enemy->invisible)
1892 {
1893 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1894 * However,if you carry any source of light, then the hidden
1895 * creature is seeable (and stupid) */
1896
1897 if (enemy->has_carried_lights ())
1898 {
1899 if (enemy->flag [FLAG_HIDDEN])
1900 {
1901 make_visible (enemy);
1902 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1903 }
1904
1905 return 1;
1906 }
1907 else if (enemy->flag [FLAG_HIDDEN])
1908 return 0;
1909
1910 /* Invisible enemy. Break apart the check for invis undead/invis looker
1911 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1912 * and making it a conditional makes the code pretty ugly.
1913 */
1914 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1915 if (makes_invisible_to (enemy, looker))
1916 return 0;
1917 }
1918 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1919 if (player_can_view (looker, enemy))
1920 return 1;
1921
1922 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1923 * unless they carry a light or stand in light. Darkness doesnt
1924 * inhibit the undead per se (but we should give their archs
1925 * CAN_SEE_IN_DARK, this is just a safety
1926 * we care about the enemy maps status, not the looker.
1927 * only relevant for tiled maps, but it is possible that the
1928 * enemy is on a bright map and the looker on a dark - in that
1929 * case, the looker can still see the enemy
1930 */
1931 if (!stand_in_light (enemy)
1932 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1933 return 0;
1934
1935 return 1;
1936 }
1937