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/cvs/deliantra/server/server/monster.C
Revision: 1.68
Committed: Fri Sep 25 19:09:20 2009 UTC (14 years, 8 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +7 -8 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 may 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 = 0;
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 = 0;
77
78
79 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80 npc->enemy = 0;
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 = 0;
93 }
94
95 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
96 }
97
98 /* Returns the nearest living creature (monster or generator).
99 * Modified to deal with tiled maps properly.
100 * Also fixed logic so that monsters in the lower directions were more
101 * likely to be skipped - instead of just skipping the 'start' number
102 * of direction, revisit them after looking at all the other spaces.
103 *
104 * Note that being this may skip some number of spaces, it will
105 * not necessarily find the nearest living creature - it basically
106 * chooses one from within a 3 space radius, and since it skips
107 * the first few directions, it could very well choose something
108 * 3 spaces away even though something directly north is closer.
109 *
110 * this function is map tile aware.
111 */
112 object *
113 find_nearest_living_creature (object *npc)
114 {
115 int i, mflags;
116 sint16 nx, ny;
117 maptile *m;
118 int search_arr[SIZEOFFREE];
119
120 get_search_arr (search_arr);
121
122 for (i = 0; i < SIZEOFFREE; i++)
123 {
124 /* modified to implement smart searching using search_arr
125 * guidance array to determine direction of search order
126 */
127 nx = npc->x + freearr_x[search_arr[i]];
128 ny = npc->y + freearr_y[search_arr[i]];
129 m = npc->map;
130
131 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132
133 if (mflags & P_OUT_OF_MAP)
134 continue;
135
136 if (mflags & P_IS_ALIVE)
137 {
138 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
139 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
140 if (can_see_monsterP (m, nx, ny, i))
141 return tmp;
142 }
143 }
144
145 return 0;
146 }
147
148 /* Tries to find an enemy for npc. We pass the range vector since
149 * our caller will find the information useful.
150 * Currently, only move_monster calls this function.
151 * Fix function so that we always make calls to get_rangevector
152 * if we have a valid target - function as not doing so in
153 * many cases.
154 */
155 object *
156 find_enemy (object *npc, rv_vector * rv)
157 {
158 object *attacker, *tmp = NULL;
159
160 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
161 npc->attacked_by = 0; /* always clear the attacker entry */
162
163 /* if we berserk, we don't care about others - we attack all we can find */
164 if (QUERY_FLAG (npc, FLAG_BERSERK))
165 {
166 tmp = find_nearest_living_creature (npc);
167
168 if (tmp)
169 get_rangevector (npc, tmp, rv, 0);
170
171 return tmp;
172 }
173
174 /* Here is the main enemy selection.
175 * We want this: if there is an enemy, attack him until its not possible or
176 * one of both is dead.
177 * If we have no enemy and we are...
178 * a monster: try to find a player, a pet or a friendly monster
179 * a friendly: only target a monster which is targeting you first or targeting a player
180 * a neutral: fight a attacker (but there should be none), then do nothing
181 * a pet: attack player enemy or a monster
182 */
183
184 /* pet move */
185 if ((npc->attack_movement & HI4) == PETMOVE)
186 {
187 tmp = get_pet_enemy (npc, rv);
188
189 if (tmp)
190 get_rangevector (npc, tmp, rv, 0);
191
192 return tmp;
193 }
194
195 /* we check our old enemy. */
196 if (!(tmp = check_enemy (npc, rv)))
197 {
198 if (attacker) /* if we have an attacker, check him */
199 {
200 /* TODO: that's not finished */
201 /* we don't want a fight evil vs evil or good against non evil */
202
203 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
204 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
205 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
206 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
207 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
208 {
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
210 npc->enemy = attacker;
211 return attacker; /* yes, we face our attacker! */
212 }
213 }
214
215 /* we have no legal enemy or attacker, so we try to target a new one */
216 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
217 {
218 npc->enemy = get_nearest_player (npc);
219 if (npc->enemy)
220 tmp = check_enemy (npc, rv);
221 }
222
223 }
224
225 return tmp;
226 }
227
228 /* Sees if this monster should wake up.
229 * Currently, this is only called from move_monster, and
230 * if enemy is set, then so should be rv.
231 * returns 1 if the monster should wake up, 0 otherwise.
232 */
233 int
234 check_wakeup (object *op, object *enemy, rv_vector *rv)
235 {
236 /* Trim work - if no enemy, no need to do anything below */
237 if (!enemy)
238 return 0;
239
240 if (!op->flag [FLAG_SLEEP])
241 return 1;
242
243 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
244
245 if (op->flag [FLAG_BLIND])
246 /* blinded monsters can only find nearby objects to attack */
247 radius = MIN_MON_RADIUS;
248 else if (op->map
249 && !enemy->invisible
250 && !stand_in_light (enemy)
251 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
252 /* This covers the situation where the monster is in the dark
253 * and has an enemy. If the enemy has no carried light (or isnt
254 * glowing!) then the monster has trouble finding the enemy.
255 * Remember we already checked to see if the monster can see in
256 * the dark. */
257 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
258
259 if (enemy->flag [FLAG_STEALTH])
260 radius = radius / 2 + 1;
261
262 /* enemy should already be on this map, so don't really need to check
263 * for that.
264 */
265 if (rv->distance <= radius)
266 {
267 CLEAR_FLAG (op, FLAG_SLEEP);
268 return 1;
269 }
270
271 return 0;
272 }
273
274 int
275 move_randomly (object *op)
276 {
277 /* Give up to 15 chances for a monster to move randomly */
278 for (int i = 0; i < 15; i++)
279 if (move_object (op, rndm (8) + 1))
280 return 1;
281
282 return 0;
283 }
284
285 /*
286 * Move-monster returns 1 if the object has been freed, otherwise 0.
287 */
288 int
289 move_monster (object *op)
290 {
291 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
292 object *owner, *enemy, *part, *oph = op;
293 rv_vector rv;
294
295 /* Monsters not on maps don't do anything. These monsters are things
296 * Like royal guards in city dwellers inventories.
297 */
298 if (!op->map)
299 return 0;
300
301 /* for target facing, we copy this value here for fast access */
302 if (oph->head) /* force update the head - one arch one pic */
303 oph = oph->head;
304
305 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
306 enemy = op->enemy = NULL;
307 else if ((enemy = find_enemy (op, &rv)))
308 /* we have an enemy, just tell him we want him dead */
309 enemy->attacked_by = op; /* our ptr */
310
311 /* generate hp, if applicable */
312 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313 {
314 /* last heal is in funny units. Dividing by speed puts
315 * the regeneration rate on a basis of time instead of
316 * #moves the monster makes. The scaling by 8 is
317 * to capture 8th's of a hp fraction regens
318 *
319 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
320 * overflow might produce monsters with negative hp.
321 */
322
323 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325 op->last_heal %= 32;
326
327 /* So if the monster has gained enough HP that they are no longer afraid */
328 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330
331 if (op->stats.hp > op->stats.maxhp)
332 op->stats.hp = op->stats.maxhp;
333 }
334
335 /* generate sp, if applicable */
336 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337 {
338 /* last_sp is in funny units. Dividing by speed puts
339 * the regeneration rate on a basis of time instead of
340 * #moves the monster makes. The scaling by 8 is
341 * to capture 8th's of a sp fraction regens
342 *
343 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344 * overflow might produce monsters with negative sp.
345 */
346
347 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 op->last_sp %= 128;
350 }
351
352 /* this should probably get modified by many more values.
353 * (eg, creatures resistance to fear, level, etc. )
354 */
355 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357
358 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359 return QUERY_FLAG (op, FLAG_FREED);
360
361 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 if (!check_wakeup (op, enemy, &rv))
364 return 0;
365
366 /* check if monster pops out of hidden spot */
367 if (op->flag [FLAG_HIDDEN])
368 do_hidden_move (op);
369
370 if (op->pick_up)
371 monster_check_pickup (op);
372
373 if (op->will_apply)
374 monster_apply_below (op); /* Check for items to apply below */
375
376 /* If we don't have an enemy, do special movement or the like */
377 if (!enemy)
378 {
379 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380 {
381 op->drop_and_destroy ();
382 return 1;
383 }
384
385 /* Probably really a bug for a creature to have both
386 * stand still and a movement type set.
387 */
388 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389 {
390 if (op->attack_movement & HI4)
391 {
392 switch (op->attack_movement & HI4)
393 {
394 case PETMOVE:
395 pet_move (op);
396 break;
397
398 case CIRCLE1:
399 circ1_move (op);
400 break;
401
402 case CIRCLE2:
403 circ2_move (op);
404 break;
405
406 case PACEV:
407 pace_movev (op);
408 break;
409
410 case PACEH:
411 pace_moveh (op);
412 break;
413
414 case PACEV2:
415 pace2_movev (op);
416 break;
417
418 case PACEH2:
419 pace2_moveh (op);
420 break;
421
422 case RANDO:
423 rand_move (op);
424 break;
425
426 case RANDO2:
427 move_randomly (op);
428 break;
429 }
430
431 return 0;
432 }
433 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 move_randomly (op);
435 } /* stand still */
436
437 return 0;
438 } /* no enemy */
439
440 /* We have an enemy. Block immediately below is for pets */
441 if ((op->attack_movement & HI4) == PETMOVE
442 && (owner = op->owner) != NULL
443 && !on_same_map (op, owner)
444 && !owner->flag [FLAG_REMOVED])
445 return follow_owner (op, owner);
446
447 /* doppleganger code to change monster facing to that of the nearest
448 * player. Hmm. The code is here, but no monster in the current
449 * arch set uses it.
450 */
451 if (op->race == shstr_doppleganger)
452 {
453 op->face = enemy->face;
454 op->name = enemy->name;
455 }
456
457 /* Calculate range information for closest body part - this
458 * is used for the 'skill' code, which isn't that smart when
459 * it comes to figuring it out - otherwise, giants throw boulders
460 * into themselves.
461 */
462 get_rangevector (op, enemy, &rv, 0);
463
464 /* Move the check for scared up here - if the monster was scared,
465 * we were not doing any of the logic below, so might as well save
466 * a few cpu cycles.
467 */
468 if (!QUERY_FLAG (op, FLAG_SCARED))
469 {
470 rv_vector rv1;
471
472 /* now we test every part of an object .... this is a real ugly piece of code */
473 for (part = op; part; part = part->more)
474 {
475 get_rangevector (part, enemy, &rv1, 0x1);
476 dir = rv1.direction;
477
478 /* hm, not sure about this part - in original was a scared flag here too
479 * but that we test above... so can be old code here
480 */
481 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482 dir = absdir (dir + 4);
483
484 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486
487 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489 return 0;
490
491 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493 return 0;
494
495 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 if (monster_use_range (op, part, enemy, dir))
497 return 0;
498
499 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501 return 0;
502
503 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 if (monster_use_bow (op, part, enemy, dir))
505 return 0;
506 } /* for processing of all parts */
507 } /* If not scared */
508
509 part = rv.part;
510 dir = rv.direction;
511
512 // if the enemy is a player, we have los. if los says we
513 // can directly reach the player, we do not deviate.
514 // for non-players, we never deviate
515 if (op->stats.Wis >= 8
516 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
517 {
518 int sdir = 0;
519 uint32_t &smell = op->ms ().smell;
520
521 for (int ndir = 1; ndir <= 8; ++ndir)
522 {
523 mapxy pos (op); pos.move (ndir);
524
525 if (pos.normalise ())
526 {
527 mapspace &ms = pos.ms ();
528
529 if (ms.smell > smell)
530 {
531 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
532 if (op->stats.Wis >= 10)
533 smell = ms.smell - 1; // smarter: tell others
534
535 sdir = ndir;
536
537 // perturbing the path might let the monster lose track,
538 // but it will also widen the actual path, spreading information
539 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
540 sdir = absdir (sdir + 1 - rndm (2) * 2);
541 }
542 }
543 }
544
545 if (sdir)
546 dir = sdir;
547 else if (smell)
548 {
549 // no better smell found, so assume the player jumped, and erase this smell
550 //printf ("erasing smell %d\n", op->ms ().smell);//D
551 unordered_mapwalk (op, -1, -1, 1, 1)
552 m->at (nx, ny).smell = 0;
553 }
554 }
555
556 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
557 dir = absdir (dir + 4);
558
559 if (QUERY_FLAG (op, FLAG_CONFUSED))
560 dir = absdir (dir + rndm (3) + rndm (3) - 2);
561
562 pre_att_dir = dir; /* remember the original direction */
563
564 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
565 {
566 switch (op->attack_movement & LO4)
567 {
568 case DISTATT:
569 dir = dist_att (dir, op, enemy, part, &rv);
570 break;
571
572 case RUNATT:
573 dir = run_att (dir, op, enemy, part, &rv);
574 break;
575
576 case HITRUN:
577 dir = hitrun_att (dir, op, enemy);
578 break;
579
580 case WAITATT:
581 dir = wait_att (dir, op, enemy, part, &rv);
582 break;
583
584 case RUSH: /* default - monster normally moves towards player */
585 case ALLRUN:
586 break;
587
588 case DISTHIT:
589 dir = disthit_att (dir, op, enemy, part, &rv);
590 break;
591
592 case WAIT2:
593 dir = wait_att2 (dir, op, enemy, part, &rv);
594 break;
595
596 default:
597 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
598 }
599 }
600
601 if (!dir)
602 return 0;
603
604 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
605 {
606 if (move_object (op, dir)) /* Can the monster move directly toward player? */
607 {
608 /* elmex: Turn our monster after it moved if it has DISTATT attack */
609 if ((op->attack_movement & LO4) == DISTATT)
610 op->direction = pre_att_dir;
611
612 return 0;
613 }
614
615 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
616 {
617 /* Try move around corners if !close */
618 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
619
620 for (diff = 1; diff <= maxdiff; diff++)
621 {
622 /* try different detours */
623 int m = 1 - rndm (2) * 2; /* Try left or right first? */
624
625 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
626 return 0;
627 }
628 }
629 } /* if monster is not standing still */
630
631 /* elmex: Turn our monster after it moved if it has DISTATT attack */
632 if ((op->attack_movement & LO4) == DISTATT)
633 op->direction = pre_att_dir;
634
635 /*
636 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
637 * direction if they can't move away.
638 */
639 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
640 if (move_randomly (op))
641 return 0;
642
643 /*
644 * Try giving the monster a new enemy - the player that is closest
645 * to it. In this way, it won't just keep trying to get to a target
646 * that is inaccessible.
647 * This could be more clever - it should go through a list of several
648 * enemies, as it is now, you could perhaps get situations where there
649 * are two players flanking the monster at close distance, but which
650 * the monster can't get to, and a third one at a far distance that
651 * the monster could get to - as it is, the monster won't look at that
652 * third one.
653 */
654 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
655 {
656 object *nearest_player = get_nearest_player (op);
657
658 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
659 {
660 op->enemy = 0;
661 enemy = nearest_player;
662 }
663 }
664
665 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
666 {
667 /* The adjustement to wc that was here before looked totally bogus -
668 * since wc can in fact get negative, that would mean by adding
669 * the current wc, the creature gets better? Instead, just
670 * add a fixed amount - nasty creatures that are runny away should
671 * still be pretty nasty.
672 */
673 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
674 {
675 part->stats.wc += 10;
676 skill_attack (enemy, part, 0, NULL, NULL);
677 part->stats.wc -= 10;
678 }
679 else
680 skill_attack (enemy, part, 0, NULL, NULL);
681 } /* if monster is in attack range */
682
683 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
684 return 1;
685
686 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
687 {
688 op->drop_and_destroy ();
689 return 1;
690 }
691
692 return 0;
693 }
694
695 int
696 can_hit (object *ob1, object *ob2, rv_vector * rv)
697 {
698 object *more;
699 rv_vector rv1;
700
701 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
702 return 0;
703
704 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
705 return 1;
706
707 /* check all the parts of ob2 - just because we can't get to
708 * its head doesn't mean we don't want to pound its feet
709 */
710 for (more = ob2->more; more; more = more->more)
711 {
712 get_rangevector (ob1, more, &rv1, 0);
713 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
714 return 1;
715 }
716
717 return 0;
718 }
719
720 /* Returns 1 is monster should cast spell sp at an enemy
721 * Returns 0 if the monster should not cast this spell.
722 *
723 * Note that this function does not check to see if the monster can
724 * in fact cast the spell (sp dependencies and what not.) That is because
725 * this function is also sued to see if the monster should use spell items
726 * (rod/horn/wand/scroll).
727 * Note that there are certainly other offensive spells that could be
728 * included, but I decided to leave out the spells that may kill more
729 * monsters than players (eg, disease).
730 *
731 * This could be a lot smarter - if there are few monsters around,
732 * then disease might not be as bad. Likewise, if the monster is damaged,
733 * the right type of healing spell could be useful.
734 */
735
736 static int
737 monster_should_cast_spell (object *monster, object *spell_ob)
738 {
739 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
740 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
741 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
742 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
743 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
744 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
745 return 1;
746
747 return 0;
748 }
749
750 #define MAX_KNOWN_SPELLS 20
751
752 /* Returns a randomly selected spell. This logic is still
753 * less than ideal. This code also only seems to deal with
754 * wizard spells, as the check is against sp, and not grace.
755 * can mosnters know cleric spells?
756 */
757 object *
758 monster_choose_random_spell (object *monster)
759 {
760 object *altern[MAX_KNOWN_SPELLS];
761 int i = 0;
762
763 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
764 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
765 {
766 /* Check and see if it's actually a useful spell.
767 * If its a spellbook, the spell is actually the inventory item.
768 * if it is a spell, then it is just the object itself.
769 */
770 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
771 {
772 altern [i++] = tmp;
773
774 if (i == MAX_KNOWN_SPELLS)
775 break;
776 }
777 }
778
779 return i ? altern [rndm (i)] : 0;
780 }
781
782 /* This checks to see if the monster should cast a spell/ability.
783 * it returns true if the monster casts a spell, 0 if he doesn't.
784 * head is the head of the monster.
785 * part is the part of the monster we are checking against.
786 * pl is the target.
787 * dir is the direction to case.
788 * rv is the vector which describes where the enemy is.
789 */
790 int
791 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
792 {
793 object *spell_item;
794 object *owner;
795 rv_vector rv1;
796
797 /* If you want monsters to cast spells over friends, this spell should
798 * be removed. It probably should be in most cases, since monsters still
799 * don't care about residual effects (ie, casting a cone which may have a
800 * clear path to the player, the side aspects of the code will still hit
801 * other monsters)
802 */
803 if (!(dir = path_to_player (part, pl, 0)))
804 return 0;
805
806 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
807 {
808 get_rangevector (head, owner, &rv1, 0x1);
809 if (dirdiff (dir, rv1.direction) < 2)
810 return 0; /* Might hit owner with spell */
811 }
812
813 if (QUERY_FLAG (head, FLAG_CONFUSED))
814 dir = absdir (dir + rndm (3) + rndm (3) - 2);
815
816 /* If the monster hasn't already chosen a spell, choose one
817 * I'm not sure if it really make sense to pre-select spells (events
818 * could be different by the time the monster goes again).
819 */
820 if (head->spellitem == NULL)
821 {
822 if ((spell_item = monster_choose_random_spell (head)) == NULL)
823 {
824 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
825 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
826 return 0;
827 }
828
829 if (spell_item->type == SPELLBOOK)
830 {
831 if (!spell_item->inv)
832 {
833 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
834 return 0;
835 }
836
837 spell_item = spell_item->inv;
838 }
839 }
840 else
841 spell_item = head->spellitem;
842
843 if (!spell_item)
844 return 0;
845
846 /* Best guess this is a defensive/healing spell */
847 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
848 dir = 0;
849
850 /* Monster doesn't have enough spell-points */
851 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
852 return 0;
853
854 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
855 return 0;
856
857 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
858 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
859
860 /* set this to null, so next time monster will choose something different */
861 head->spellitem = NULL;
862
863 return cast_spell (part, part, dir, spell_item, NULL);
864 }
865
866 int
867 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
868 {
869 object *scroll;
870 object *owner;
871 rv_vector rv1;
872
873 /* If you want monsters to cast spells over friends, this spell should
874 * be removed. It probably should be in most cases, since monsters still
875 * don't care about residual effects (ie, casting a cone which may have a
876 * clear path to the player, the side aspects of the code will still hit
877 * other monsters)
878 */
879 if (!(dir = path_to_player (part, pl, 0)))
880 return 0;
881
882 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
883 {
884 get_rangevector (head, owner, &rv1, 0x1);
885 if (dirdiff (dir, rv1.direction) < 2)
886 {
887 return 0; /* Might hit owner with spell */
888 }
889 }
890
891 if (QUERY_FLAG (head, FLAG_CONFUSED))
892 dir = absdir (dir + rndm (3) + rndm (3) - 2);
893
894 for (scroll = head->inv; scroll; scroll = scroll->below)
895 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
896 break;
897
898 /* Used up all his scrolls, so nothing do to */
899 if (!scroll)
900 {
901 CLEAR_FLAG (head, FLAG_READY_SCROLL);
902 return 0;
903 }
904
905 /* Spell should be cast on caster (ie, heal, strength) */
906 if (scroll->inv->range == 0)
907 dir = 0;
908
909 apply_scroll (part, scroll, dir);
910 return 1;
911 }
912
913 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
914 * Note that monsters do not need the skills SK_MELEE_WEAPON and
915 * SK_MISSILE_WEAPON to make those respective attacks, if we
916 * required that we would drastically increase the memory
917 * requirements of CF!!
918 *
919 * The skills we are treating here are all but those. -b.t.
920 *
921 * At the moment this is only useful for throwing, perhaps for
922 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
923 */
924 int
925 monster_use_skill (object *head, object *part, object *pl, int dir)
926 {
927 object *skill, *owner;
928
929 if (!(dir = path_to_player (part, pl, 0)))
930 return 0;
931
932 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 {
934 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935
936 if (dirdiff (dir, dir2) < 1)
937 return 0; /* Might hit owner with skill -thrown rocks for example ? */
938 }
939
940 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942
943 /* skill selection - monster will use the next unused skill.
944 * well...the following scenario will allow the monster to
945 * toggle between 2 skills. One day it would be nice to make
946 * more skills available to monsters.
947 */
948 for (skill = head->inv; skill; skill = skill->below)
949 if (skill->type == SKILL && skill != head->chosen_skill)
950 {
951 head->chosen_skill = skill;
952 break;
953 }
954
955 if (!skill && !head->chosen_skill)
956 {
957 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
958 CLEAR_FLAG (head, FLAG_READY_SKILL);
959 return 0;
960 }
961
962 /* use skill */
963 return do_skill (head, part, head->chosen_skill, dir, NULL);
964 }
965
966 /* Monster will use a ranged spell attack. */
967 int
968 monster_use_range (object *head, object *part, object *pl, int dir)
969 {
970 object *wand, *owner;
971 int at_least_one = 0;
972
973 if (!(dir = path_to_player (part, pl, 0)))
974 return 0;
975
976 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
977 {
978 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
979
980 if (dirdiff (dir, dir2) < 2)
981 return 0; /* Might hit owner with spell */
982 }
983
984 if (QUERY_FLAG (head, FLAG_CONFUSED))
985 dir = absdir (dir + rndm (3) + rndm (3) - 2);
986
987 for (wand = head->inv; wand; wand = wand->below)
988 {
989 if (wand->type == WAND)
990 {
991 /* Found a wand, let's see if it has charges left */
992 at_least_one = 1;
993 if (wand->stats.food <= 0)
994 continue;
995
996 cast_spell (head, wand, dir, wand->inv, NULL);
997
998 if (!(--wand->stats.food))
999 {
1000 if (wand->arch)
1001 {
1002 CLEAR_FLAG (wand, FLAG_ANIMATE);
1003 wand->face = wand->arch->face;
1004 wand->set_speed (0);
1005 }
1006 }
1007 /* Success */
1008 return 1;
1009 }
1010 else if (wand->type == ROD || wand->type == HORN)
1011 {
1012 /* Found rod/horn, let's use it if possible */
1013 at_least_one = 1;
1014 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1015 continue;
1016
1017 /* drain charge before casting spell - can be a case where the
1018 * spell destroys the monster, and rod, so if done after, results
1019 * in crash.
1020 */
1021 drain_rod_charge (wand);
1022 cast_spell (head, wand, dir, wand->inv, NULL);
1023
1024 /* Success */
1025 return 1;
1026 }
1027 }
1028
1029 if (at_least_one)
1030 return 0;
1031
1032 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1033 CLEAR_FLAG (head, FLAG_READY_RANGE);
1034 return 0;
1035 }
1036
1037 int
1038 monster_use_bow (object *head, object *part, object *pl, int dir)
1039 {
1040 object *owner;
1041
1042 if (!(dir = path_to_player (part, pl, 0)))
1043 return 0;
1044
1045 if (QUERY_FLAG (head, FLAG_CONFUSED))
1046 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1047
1048 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1049 {
1050 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1051
1052 if (dirdiff (dir, dir2) < 1)
1053 return 0; /* Might hit owner with arrow */
1054 }
1055
1056 /* in server/player.c */
1057 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1058
1059 }
1060
1061 /* Checks if putting on 'item' will make 'who' do more
1062 * damage. This is a very simplistic check - also checking things
1063 * like speed and ac are also relevant.
1064 *
1065 * return true if item is a better object.
1066 */
1067 int
1068 check_good_weapon (object *who, object *item)
1069 {
1070 object *other_weap;
1071 int val = 0, i;
1072
1073 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1074 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1075 break;
1076
1077 if (!other_weap) /* No other weapons */
1078 return 1;
1079
1080 /* Rather than go through and apply the new one, and see if it is
1081 * better, just do some simple checks
1082 * Put some multipliers for things that hvae several effects,
1083 * eg, magic affects both damage and wc, so it has more weight
1084 */
1085
1086 val = item->stats.dam - other_weap->stats.dam;
1087 val += (item->magic - other_weap->magic) * 3;
1088 /* Monsters don't really get benefits from things like regen rates
1089 * from items. But the bonus for their stats are very important.
1090 */
1091 for (i = 0; i < NUM_STATS; i++)
1092 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1093
1094 if (val > 0)
1095 return 1;
1096 else
1097 return 0;
1098 }
1099
1100 int
1101 check_good_armour (object *who, object *item)
1102 {
1103 object *other_armour;
1104 int val = 0, i;
1105
1106 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1107 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1108 break;
1109
1110 if (other_armour == NULL) /* No other armour, use the new */
1111 return 1;
1112
1113 /* Like above function , see which is better */
1114 val = item->stats.ac - other_armour->stats.ac;
1115 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1116 val += (item->magic - other_armour->magic) * 3;
1117
1118 /* for the other protections, do weigh them very much in the equation -
1119 * it is the armor protection which is most important, because there is
1120 * no good way to know what the player may attack the monster with.
1121 * So if the new item has better protection than the old, give that higher
1122 * value. If the reverse, then decrease the value of this item some.
1123 */
1124 for (i = 1; i < NROFATTACKS; i++)
1125 {
1126 if (item->resist[i] > other_armour->resist[i])
1127 val++;
1128 else if (item->resist[i] < other_armour->resist[i])
1129 val--;
1130 }
1131
1132 /* Very few armours have stats, so not much need to worry about those. */
1133
1134 if (val > 0)
1135 return 1;
1136 else
1137 return 0;
1138 }
1139
1140 /*
1141 * monster_check_pickup(): checks for items that monster can pick up.
1142 *
1143 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1144 * Each time the blob passes over some treasure, it will
1145 * grab it a.s.a.p.
1146 *
1147 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1148 * to handle this.
1149 *
1150 * This function was seen be continueing looping at one point (tmp->below
1151 * became a recursive loop. It may be better to call monster_check_apply
1152 * after we pick everything up, since that function may call others which
1153 * affect stacking on this space.
1154 */
1155 void
1156 monster_check_pickup (object *monster)
1157 {
1158 object *tmp, *next;
1159
1160 for (tmp = monster->below; tmp != NULL; tmp = next)
1161 {
1162 next = tmp->below;
1163 if (monster_can_pick (monster, tmp))
1164 {
1165 tmp->remove ();
1166 tmp = insert_ob_in_ob (tmp, monster);
1167 (void) monster_check_apply (monster, tmp);
1168 }
1169 /* We could try to re-establish the cycling, of the space, but probably
1170 * not a big deal to just bail out.
1171 */
1172 if (next && next->destroyed ())
1173 return;
1174 }
1175 }
1176
1177 /*
1178 * monster_can_pick(): If the monster is interested in picking up
1179 * the item, then return 0. Otherwise 0.
1180 * Instead of pick_up, flags for "greed", etc, should be used.
1181 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1182 */
1183 int
1184 monster_can_pick (object *monster, object *item)
1185 {
1186 int flag = 0;
1187 int i;
1188
1189 if (!can_pick (monster, item))
1190 return 0;
1191
1192 if (QUERY_FLAG (item, FLAG_UNPAID))
1193 return 0;
1194
1195 if (monster->pick_up & 64) /* All */
1196 flag = 1;
1197
1198 else
1199 switch (item->type)
1200 {
1201 case MONEY:
1202 case GEM:
1203 flag = monster->pick_up & 2;
1204 break;
1205
1206 case FOOD:
1207 flag = monster->pick_up & 4;
1208 break;
1209
1210 case WEAPON:
1211 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1212 break;
1213
1214 case ARMOUR:
1215 case SHIELD:
1216 case HELMET:
1217 case BOOTS:
1218 case GLOVES:
1219 case GIRDLE:
1220 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1221 break;
1222
1223 case SKILL:
1224 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1225 break;
1226
1227 case RING:
1228 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1229 break;
1230
1231 case WAND:
1232 case HORN:
1233 case ROD:
1234 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1235 break;
1236
1237 case SPELLBOOK:
1238 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1239 break;
1240
1241 case SCROLL:
1242 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1243 break;
1244
1245 case BOW:
1246 case ARROW:
1247 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1248 break;
1249 }
1250
1251 /* Simplistic check - if the monster has a location to equip it, he will
1252 * pick it up. Note that this doesn't handle cases where an item may
1253 * use several locations.
1254 */
1255 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1256 {
1257 if (monster->slot[i].info && item->slot[i].info)
1258 {
1259 flag = 1;
1260 break;
1261 }
1262 }
1263
1264 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1265 return 1;
1266
1267 return 0;
1268 }
1269
1270 /*
1271 * monster_apply_below():
1272 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1273 * eager to apply things, encounters something apply-able,
1274 * then make him apply it
1275 */
1276 void
1277 monster_apply_below (object *monster)
1278 {
1279 object *tmp, *next;
1280
1281 for (tmp = monster->below; tmp != NULL; tmp = next)
1282 {
1283 next = tmp->below;
1284 switch (tmp->type)
1285 {
1286 case CF_HANDLE:
1287 case TRIGGER:
1288 if (monster->will_apply & 1)
1289 manual_apply (monster, tmp, 0);
1290 break;
1291
1292 case TREASURE:
1293 if (monster->will_apply & 2)
1294 manual_apply (monster, tmp, 0);
1295 break;
1296
1297 }
1298 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1299 break;
1300 }
1301 }
1302
1303 /*
1304 * monster_check_apply() is meant to be called after an item is
1305 * inserted in a monster.
1306 * If an item becomes outdated (monster found a better item),
1307 * a pointer to that object is returned, so it can be dropped.
1308 * (so that other monsters can pick it up and use it)
1309 * Note that as things are now, monsters never drop something -
1310 * they can pick up all that they can use.
1311 */
1312 /* Sept 96, fixed this so skills will be readied -b.t.*/
1313 void
1314 monster_check_apply (object *mon, object *item)
1315 {
1316 int flag = 0;
1317
1318 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1319 {
1320 SET_FLAG (mon, FLAG_CAST_SPELL);
1321 return;
1322 }
1323
1324 /* If for some reason, this item is already applied, no more work to do */
1325 if (QUERY_FLAG (item, FLAG_APPLIED))
1326 return;
1327
1328 /* Might be better not to do this - if the monster can fire a bow,
1329 * it is possible in his wanderings, he will find one to use. In
1330 * which case, it would be nice to have ammo for it.
1331 */
1332 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1333 {
1334 /* Check for the right kind of bow */
1335 object *bow;
1336
1337 for (bow = mon->inv; bow; bow = bow->below)
1338 if (bow->type == BOW && bow->race == item->race)
1339 {
1340 SET_FLAG (mon, FLAG_READY_BOW);
1341 LOG (llevMonster, "Found correct bow for arrows.\n");
1342 return; /* nothing more to do for arrows */
1343 }
1344 }
1345
1346 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1347 flag = 1;
1348 /* Eating food gets hp back */
1349 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1350 flag = 1;
1351 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1352 {
1353 if (!item->inv)
1354 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1355 else if (monster_should_cast_spell (mon, item->inv))
1356 SET_FLAG (mon, FLAG_READY_SCROLL);
1357 /* Don't use it right now */
1358 return;
1359 }
1360 else if (item->type == WEAPON)
1361 flag = check_good_weapon (mon, item);
1362 else if (item->is_armor ())
1363 flag = check_good_armour (mon, item);
1364 /* Should do something more, like make sure this is a better item */
1365 else if (item->type == RING)
1366 flag = 1;
1367 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1368 {
1369 /* We never really 'ready' the wand/rod/horn, because that would mean the
1370 * weapon would get undone.
1371 */
1372 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1373 {
1374 SET_FLAG (mon, FLAG_READY_RANGE);
1375 SET_FLAG (item, FLAG_APPLIED);
1376 }
1377 return;
1378 }
1379 else if (item->type == BOW)
1380 {
1381 /* We never really 'ready' the bow, because that would mean the
1382 * weapon would get undone.
1383 */
1384 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1385 SET_FLAG (mon, FLAG_READY_BOW);
1386 return;
1387 }
1388 else if (item->type == SKILL)
1389 {
1390 /*
1391 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1392 * else they can't use the skill...
1393 * Skills also don't need to get applied, so return now.
1394 */
1395 SET_FLAG (mon, FLAG_READY_SKILL);
1396 return;
1397 }
1398
1399 /* if we don't match one of the above types, return now.
1400 * can_apply_object will say that we can apply things like flesh,
1401 * bolts, and whatever else, because it only checks against the
1402 * body_info locations.
1403 */
1404 if (!flag)
1405 return;
1406
1407 /* Check to see if the monster can use this item. If not, no need
1408 * to do further processing. Note that can_apply_object already checks
1409 * for the CAN_USE flags.
1410 */
1411 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1412 return;
1413
1414 /* should only be applying this item, not unapplying it.
1415 * also, ignore status of curse so they can take off old armour.
1416 * monsters have some advantages after all.
1417 */
1418 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1419 }
1420
1421 void
1422 npc_call_help (object *op)
1423 {
1424 unordered_mapwalk (op, -7, -7, 7, 7)
1425 {
1426 mapspace &ms = m->at (nx, ny);
1427
1428 /* If nothing alive on this space, no need to search the space. */
1429 if (!(ms.flags () & P_IS_ALIVE))
1430 continue;
1431
1432 for (object *npc = ms.bot; npc; npc = npc->above)
1433 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1434 npc->enemy = op->enemy;
1435 }
1436 }
1437
1438 int
1439 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1440 {
1441 if (can_hit (part, enemy, rv))
1442 return dir;
1443
1444 if (rv->distance < 10)
1445 return absdir (dir + 4);
1446 else if (rv->distance > 18)
1447 return dir;
1448
1449 return 0;
1450 }
1451
1452 int
1453 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1454 {
1455 if (can_hit (part, enemy, rv))
1456 return dir;
1457 else
1458 return absdir (dir + 4);
1459 }
1460
1461 int
1462 hitrun_att (int dir, object *ob, object *enemy)
1463 {
1464 if (ob->move_status++ < 25)
1465 return dir;
1466 else if (ob->move_status < 50)
1467 return absdir (dir + 4);
1468 else
1469 ob->move_status = 0;
1470
1471 return absdir (dir + 4);
1472 }
1473
1474 int
1475 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1476 {
1477 int inrange = can_hit (part, enemy, rv);
1478
1479 if (ob->move_status || inrange)
1480 ob->move_status++;
1481
1482 if (ob->move_status == 0)
1483 return 0;
1484 else if (ob->move_status < 10)
1485 return dir;
1486 else if (ob->move_status < 15)
1487 return absdir (dir + 4);
1488
1489 ob->move_status = 0;
1490 return 0;
1491 }
1492
1493 int
1494 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495 {
1496 /* The logic below here looked plain wrong before. Basically, what should
1497 * happen is that if the creatures hp percentage falls below run_away,
1498 * the creature should run away (dir+4)
1499 * I think its wrong for a creature to have a zero maxhp value, but
1500 * at least one map has this set, and whatever the map contains, the
1501 * server should try to be resilant enough to avoid the problem
1502 */
1503 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1504 return absdir (dir + 4);
1505
1506 return dist_att (dir, ob, enemy, part, rv);
1507 }
1508
1509 int
1510 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1511 {
1512 if (rv->distance < 9)
1513 return absdir (dir + 4);
1514
1515 return 0;
1516 }
1517
1518 void
1519 circ1_move (object *ob)
1520 {
1521 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1522
1523 if (++ob->move_status > 11)
1524 ob->move_status = 0;
1525
1526 if (!(move_object (ob, circle[ob->move_status])))
1527 move_object (ob, rndm (8) + 1);
1528 }
1529
1530 void
1531 circ2_move (object *ob)
1532 {
1533 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1534
1535 if (++ob->move_status > 19)
1536 ob->move_status = 0;
1537
1538 if (!(move_object (ob, circle[ob->move_status])))
1539 move_object (ob, rndm (8) + 1);
1540 }
1541
1542 void
1543 pace_movev (object *ob)
1544 {
1545 if (ob->move_status++ > 6)
1546 ob->move_status = 0;
1547
1548 if (ob->move_status < 4)
1549 move_object (ob, 5);
1550 else
1551 move_object (ob, 1);
1552 }
1553
1554 void
1555 pace_moveh (object *ob)
1556 {
1557 if (ob->move_status++ > 6)
1558 ob->move_status = 0;
1559
1560 if (ob->move_status < 4)
1561 move_object (ob, 3);
1562 else
1563 move_object (ob, 7);
1564 }
1565
1566 void
1567 pace2_movev (object *ob)
1568 {
1569 if (ob->move_status++ > 16)
1570 ob->move_status = 0;
1571
1572 if (ob->move_status < 6)
1573 move_object (ob, 5);
1574 else if (ob->move_status < 8)
1575 return;
1576 else if (ob->move_status < 13)
1577 move_object (ob, 1);
1578 else
1579 return;
1580 }
1581
1582 void
1583 pace2_moveh (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, 3);
1590 else if (ob->move_status < 8)
1591 return;
1592 else if (ob->move_status < 13)
1593 move_object (ob, 7);
1594 else
1595 return;
1596 }
1597
1598 void
1599 rand_move (object *ob)
1600 {
1601 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1602 for (int i = 0; i < 5; i++)
1603 if (move_object (ob, ob->move_status = rndm (8) + 1))
1604 return;
1605 }
1606
1607 void
1608 check_earthwalls (object *op, maptile *m, int x, int y)
1609 {
1610 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1611 if (tmp->type == EARTHWALL)
1612 {
1613 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1614 return;
1615 }
1616 }
1617
1618 void
1619 check_doors (object *op, maptile *m, int x, int y)
1620 {
1621 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1622 if (tmp->type == DOOR)
1623 {
1624 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1625 return;
1626 }
1627 }
1628
1629 /* find_mon_throw_ob() - modeled on find_throw_ob
1630 * This is probably overly simplistic as it is now - We want
1631 * monsters to throw things like chairs and other pieces of
1632 * furniture, even if they are not good throwable objects.
1633 * Probably better to have the monster throw a throwable object
1634 * first, then throw any non equipped weapon.
1635 */
1636 object *
1637 find_mon_throw_ob (object *op)
1638 {
1639 object *tmp = NULL;
1640
1641 if (op->head)
1642 tmp = op->head;
1643 else
1644 tmp = op;
1645
1646 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647 * marked item and throw it to the enemy.
1648 */
1649 for (tmp = op->inv; tmp; tmp = tmp->below)
1650 {
1651 /* Can't throw invisible objects or items that are applied */
1652 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1653 continue;
1654
1655 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1656 break;
1657
1658 }
1659
1660 #ifdef DEBUG_THROW
1661 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1662 #endif
1663
1664 return tmp;
1665 }
1666
1667 /* determine if we can 'detect' the enemy. Check for walls blocking the
1668 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1669 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1670 * modified by MSW to use the get_rangevector so that map tiling works
1671 * properly. I also so odd code in place that checked for x distance
1672 * OR y distance being within some range - that seemed wrong - both should
1673 * be within the valid range. MSW 2001-08-05
1674 * Returns 0 if enemy can not be detected, 1 if it is detected
1675 */
1676 int
1677 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1678 {
1679 /* null detection for any of these condtions always */
1680 if (!op || !enemy || !op->map || !enemy->map)
1681 return 0;
1682
1683 /* If the monster (op) has no way to get to the enemy, do nothing */
1684 if (!on_same_map (op, enemy))
1685 return 0;
1686
1687 get_rangevector (op, enemy, rv, 0);
1688
1689 /* Monsters always ignore the DM */
1690 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1691 return 0;
1692
1693 /* simple check. Should probably put some range checks in here. */
1694 if (can_see_enemy (op, enemy))
1695 return 1;
1696
1697 /* The rest of this is for monsters. Players are on their own for
1698 * finding enemies!
1699 */
1700 if (op->is_player ())
1701 return 0;
1702
1703 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1704 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1705 */
1706 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1707 return 0;
1708
1709 int radius = MIN_MON_RADIUS;
1710
1711 /* use this for invis also */
1712 int hide_discovery = op->stats.Int / 5;
1713
1714 /* Determine Detection radii */
1715 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1716 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1717 else
1718 { /* a level/INT/Dex adjustment for hiding */
1719 int bonus = op->level / 2 + op->stats.Int / 5;
1720
1721 if (enemy->is_player ())
1722 {
1723 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1724 bonus -= sk_hide->level;
1725 else
1726 {
1727 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1728 make_visible (enemy);
1729 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1730 }
1731 }
1732 else /* enemy is not a player */
1733 bonus -= enemy->level;
1734
1735 radius += bonus / 5;
1736 hide_discovery += bonus * 5;
1737 } /* else creature has modifiers for hiding */
1738
1739 /* Radii stealth adjustment. Only if you are stealthy
1740 * will you be able to sneak up closer to creatures */
1741 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742 {
1743 radius /= 2;
1744 hide_discovery /= 3;
1745 }
1746
1747 /* Radii adjustment for enemy standing in the dark */
1748 if (!stand_in_light (enemy))
1749 {
1750 /* on dark maps body heat can help indicate location with infravision
1751 * undead don't have body heat, so no benefit detecting them.
1752 */
1753 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1754 radius += op->map->darklevel () / 2;
1755 else
1756 radius -= op->map->darklevel () / 2;
1757
1758 /* op next to a monster (and not in complete darkness)
1759 * the monster should have a chance to see you.
1760 */
1761 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1762 radius = MIN_MON_RADIUS;
1763 } /* if on dark map */
1764
1765 /* Lets not worry about monsters that have incredible detection
1766 * radii, we only need to worry here about things the player can
1767 * (potentially) see. This is 13, as that is the maximum size the player
1768 * may have for their map - in that way, creatures at the edge will
1769 * do something. Note that the distance field in the
1770 * vector is real distance, so in theory this should be 18 to
1771 * find that.
1772 */
1773 // note that the above reasoning was utter bullshit even at the time it was written
1774 // we use 25, lets see if we have the cpu time for it
1775 radius = min (25, radius);
1776
1777 /* Enemy in range! Now test for detection */
1778 if (rv->distance <= radius)
1779 {
1780 /* ah, we are within range, detected? take cases */
1781 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1782 return 1;
1783
1784 /* hidden or low-quality invisible */
1785 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1786 {
1787 make_visible (enemy);
1788
1789 /* inform players of new status */
1790 if (enemy->type == PLAYER && player_can_view (enemy, op))
1791 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1792
1793 return 1; /* detected enemy */
1794 }
1795 else if (enemy->invisible)
1796 {
1797 /* Change this around - instead of negating the invisible, just
1798 * return true so that the monster that managed to detect you can
1799 * do something to you. Decreasing the duration of invisible
1800 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1801 * can then basically negate the spell. The spell isn't negated -
1802 * they just know where you are!
1803 */
1804 if (rndm (50) <= hide_discovery)
1805 {
1806 if (enemy->type == PLAYER)
1807 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1808
1809 return 1;
1810 }
1811 }
1812 } /* within range */
1813
1814 /* Wasn't detected above, so still hidden */
1815 return 0;
1816 }
1817
1818 /* determine if op stands in a lighted square. This is not a very
1819 * intelligent algorithm. For one thing, we ignore los here, SO it
1820 * is possible for a bright light to illuminate a player on the
1821 * other side of a wall (!).
1822 */
1823 int
1824 stand_in_light (object *op)
1825 {
1826 if (op)
1827 {
1828 if (!op->is_on_map ())
1829 return 0;
1830
1831 if (op->map->darklevel () <= 0)
1832 return 1;
1833
1834 if (op->glow_radius > 0)
1835 return 1;
1836
1837 if (op->map)
1838 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1839 {
1840 /* Check the spaces with the max light radius to see if any of them
1841 * have lights, and if any of them light the player enough, then return 1.
1842 */
1843 int light = m->at (nx, ny).light;
1844
1845 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1846 return 1;
1847 }
1848 }
1849
1850 return 0;
1851 }
1852
1853 /* assuming no walls/barriers, lets check to see if its *possible*
1854 * to see an enemy. Note, "detection" is different from "seeing".
1855 * See can_detect_enemy() for more details. -b.t.
1856 * return 0 if can't be seen, 1 if can be
1857 */
1858 int
1859 can_see_enemy (object *op, object *enemy)
1860 {
1861 object *looker = op->head ? op->head : op;
1862
1863 /* safety */
1864 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1865 return 0;
1866
1867 /* we dont give a full treatment of xrays here (shorter range than normal,
1868 * see through walls). Should we change the code elsewhere to make you
1869 * blind even if you can xray?
1870 */
1871 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1872 return 0;
1873
1874 /* checking for invisible things */
1875 if (enemy->invisible)
1876 {
1877 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1878 * However,if you carry any source of light, then the hidden
1879 * creature is seeable (and stupid) */
1880
1881 if (enemy->has_carried_lights ())
1882 {
1883 if (enemy->flag [FLAG_HIDDEN])
1884 {
1885 make_visible (enemy);
1886 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1887 }
1888
1889 return 1;
1890 }
1891 else if (enemy->flag [FLAG_HIDDEN])
1892 return 0;
1893
1894 /* Invisible enemy. Break apart the check for invis undead/invis looker
1895 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1896 * and making it a conditional makes the code pretty ugly.
1897 */
1898 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1899 if (makes_invisible_to (enemy, looker))
1900 return 0;
1901 }
1902 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1903 if (player_can_view (looker, enemy))
1904 return 1;
1905
1906 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1907 * unless they carry a light or stand in light. Darkness doesnt
1908 * inhibit the undead per se (but we should give their archs
1909 * CAN_SEE_IN_DARK, this is just a safety
1910 * we care about the enemy maps status, not the looker.
1911 * only relevant for tiled maps, but it is possible that the
1912 * enemy is on a bright map and the looker on a dark - in that
1913 * case, the looker can still see the enemy
1914 */
1915 if (!stand_in_light (enemy)
1916 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1917 return 0;
1918
1919 return 1;
1920 }
1921