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/cvs/deliantra/server/server/monster.C
Revision: 1.7
Committed: Thu Sep 7 10:01:58 2006 UTC (17 years, 8 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.6: +2 -2 lines
Log Message:
Some cleanups.

File Contents

# Content
1 /*
2 * static char *rcsid_monster_c =
3 * "$Id: monster.C,v 1.6 2006-09-03 00:18:42 root Exp $";
4 */
5
6 /*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen
11
12 This program is free software; you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version.
16
17 This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details.
21
22 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27 */
28
29 #include <global.h>
30 #ifndef __CEXTRACT__
31 #include <sproto.h>
32 #include <spells.h>
33 #include <skills.h>
34 #endif
35
36
37 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38
39
40 /* checks npc->enemy and returns that enemy if still valid,
41 * NULL otherwise.
42 * this is map tile aware.
43 * If this returns an enemy, the range vector rv should also be
44 * set to sane values.
45 */
46 object *check_enemy(object *npc, rv_vector *rv) {
47
48 /* if this is pet, let him attack the same enemy as his owner
49 * TODO: when there is no ower enemy, try to find a target,
50 * which CAN attack the owner. */
51 if ((npc->attack_movement & HI4) == PETMOVE)
52 {
53 if (npc->owner == NULL)
54 npc->enemy = NULL;
55 else if (npc->enemy == NULL)
56 npc->enemy = npc->owner->enemy;
57 }
58
59 /* periodically, a monster mayu change its target. Also, if the object
60 * has been destroyed, etc, clear the enemy.
61 * TODO: this should be changed, because it invokes to attack forced or
62 * attacked monsters to leave the attacker alone, before it is destroyed
63 */
64 /* i had removed the random target leave, this invokes problems with friendly
65 * objects, getting attacked and defending herself - they don't try to attack
66 * again then but perhaps get attack on and on
67 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68 * too. */
69
70 if(npc->enemy)
71 {
72 /* I broke these if's apart to better be able to see what
73 * the grouping checks are. Code is the same.
74 */
75 if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) ||
76 QUERY_FLAG(npc->enemy,FLAG_FREED) ||
77 !on_same_map(npc, npc->enemy) ||
78 npc == npc->enemy ||
79 QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80 QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81 npc->enemy = NULL;
82
83 else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84 (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
85 ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
86 || npc->enemy == npc->owner))
87 npc->enemy = NULL;
88
89
90 else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
91 (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92 npc->enemy=NULL;
93
94 /* I've noticed that pets could sometimes get an arrow as the
95 * target enemy - this code below makes sure the enemy is something
96 * that should be attacked. My guess is that the arrow hits
97 * the creature/owner, and so the creature then takes that
98 * as the enemy to attack.
99 */
100 else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) &&
101 !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
102 npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM)
103 npc->enemy=NULL;
104
105 }
106 return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL;
107 }
108
109 /* Returns the nearest living creature (monster or generator).
110 * Modified to deal with tiled maps properly.
111 * Also fixed logic so that monsters in the lower directions were more
112 * likely to be skipped - instead of just skipping the 'start' number
113 * of direction, revisit them after looking at all the other spaces.
114 *
115 * Note that being this may skip some number of spaces, it will
116 * not necessarily find the nearest living creature - it basically
117 * chooses one from within a 3 space radius, and since it skips
118 * the first few directions, it could very well choose something
119 * 3 spaces away even though something directly north is closer.
120 *
121 * this function is map tile aware.
122 */
123 object *find_nearest_living_creature(object *npc) {
124 int i,mflags;
125 sint16 nx,ny;
126 mapstruct *m;
127 object *tmp;
128 int search_arr[SIZEOFFREE];
129
130 get_search_arr(search_arr);
131 for(i=0;i<SIZEOFFREE;i++) {
132 /* modified to implement smart searching using search_arr
133 * guidance array to determine direction of search order
134 */
135 nx = npc->x + freearr_x[search_arr[i]];
136 ny = npc->y + freearr_y[search_arr[i]];
137 m = npc->map;
138
139 mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
140 if (mflags & P_OUT_OF_MAP) continue;
141
142 if (mflags & P_IS_ALIVE) {
143 tmp=get_map_ob(m,nx,ny);
144 while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&&
145 !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER)
146 tmp=tmp->above;
147
148 if (!tmp) {
149 LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150 m->path, nx, ny);
151 }
152 else {
153 if(can_see_monsterP(m,nx,ny,i))
154 return tmp;
155 }
156 } /* is something living on this space */
157 }
158 return NULL; /* nothing found */
159 }
160
161
162 /* Tries to find an enmy for npc. We pass the range vector since
163 * our caller will find the information useful.
164 * Currently, only move_monster calls this function.
165 * Fix function so that we always make calls to get_rangevector
166 * if we have a valid target - function as not doing so in
167 * many cases.
168 */
169
170 object *find_enemy(object *npc, rv_vector *rv)
171 {
172 object *attacker, *tmp=NULL;
173
174 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175 npc->attacked_by = NULL; /* always clear the attacker entry */
176
177 /* if we berserk, we don't care about others - we attack all we can find */
178 if(QUERY_FLAG(npc,FLAG_BERSERK)) {
179 tmp = find_nearest_living_creature(npc);
180 if (tmp) get_rangevector(npc, tmp, rv, 0);
181 return tmp;
182 }
183
184 /* Here is the main enemy selection.
185 * We want this: if there is an enemy, attack him until its not possible or
186 * one of both is dead.
187 * If we have no enemy and we are...
188 * a monster: try to find a player, a pet or a friendly monster
189 * a friendly: only target a monster which is targeting you first or targeting a player
190 * a neutral: fight a attacker (but there should be none), then do nothing
191 * a pet: attack player enemy or a monster
192 */
193
194 /* pet move */
195 if ((npc->attack_movement & HI4) == PETMOVE) {
196 tmp= get_pet_enemy(npc,rv);
197 if (tmp) get_rangevector(npc, tmp, rv, 0);
198 return tmp;
199 }
200
201 /* we check our old enemy. */
202 if((tmp=check_enemy(npc, rv))==NULL)
203 {
204 if(attacker) /* if we have an attacker, check him */
205 {
206 /* we want be sure this is the right one! */
207 if(attacker->count == npc->attacked_by_count)
208 {
209 /* TODO: thats not finished */
210 /* we don't want a fight evil vs evil or good against non evil */
211
212 if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213 (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214 (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215 (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216 CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217 else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218 {
219 CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */
220 npc->enemy = attacker;
221 return attacker; /* yes, we face our attacker! */
222 }
223 }
224 }
225
226 /* we have no legal enemy or attacker, so we try to target a new one */
227 if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) &&
228 !QUERY_FLAG(npc, FLAG_NEUTRAL))
229 {
230 npc->enemy = get_nearest_player(npc);
231 if (npc->enemy)
232 tmp = check_enemy(npc,rv);
233 }
234
235 }
236
237 return tmp;
238 }
239
240 /* Sees if this monster should wake up.
241 * Currently, this is only called from move_monster, and
242 * if enemy is set, then so should be rv.
243 * returns 1 if the monster should wake up, 0 otherwise.
244 */
245
246 int check_wakeup(object *op, object *enemy, rv_vector *rv) {
247 int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
248
249 /* Trim work - if no enemy, no need to do anything below */
250 if (!enemy) return 0;
251
252 /* blinded monsters can only find nearby objects to attack */
253 if(QUERY_FLAG(op, FLAG_BLIND))
254 radius = MIN_MON_RADIUS;
255
256 /* This covers the situation where the monster is in the dark
257 * and has an enemy. If the enemy has no carried light (or isnt
258 * glowing!) then the monster has trouble finding the enemy.
259 * Remember we already checked to see if the monster can see in
260 * the dark. */
261
262 else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible &&
263 !stand_in_light(enemy) &&
264 (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265 int dark = radius/(op->map->darkness);
266 radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267 }
268 else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269
270 /* enemy should already be on this map, so don't really need to check
271 * for that.
272 */
273 if (rv->distance < (unsigned int) (QUERY_FLAG(enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius)) {
274 CLEAR_FLAG(op,FLAG_SLEEP);
275 return 1;
276 }
277 return 0;
278 }
279
280 int move_randomly(object *op) {
281 int i;
282
283 /* Give up to 15 chances for a monster to move randomly */
284 for(i=0;i<15;i++) {
285 if(move_object(op,RANDOM()%8+1))
286 return 1;
287 }
288 return 0;
289 }
290
291 /*
292 * Move-monster returns 1 if the object has been freed, otherwise 0.
293 */
294
295 int move_monster(object *op) {
296 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297 object *owner, *enemy, *part, *oph=op;
298 rv_vector rv;
299
300 /* Monsters not on maps don't do anything. These monsters are things
301 * Like royal guards in city dwellers inventories.
302 */
303 if (!op->map) return 0;
304
305 /* for target facing, we copy this value here for fast access */
306 if(oph->head) /* force update the head - one arch one pic */
307 oph = oph->head;
308
309 if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
310 enemy = op->enemy = NULL;
311 else if((enemy= find_enemy(op, &rv)))
312 {
313 /* we have an enemy, just tell him we want him dead */
314 enemy->attacked_by = op; /* our ptr */
315 enemy->attacked_by_count = op->count; /* our tag */
316 }
317
318 /* generate hp, if applicable */
319 if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
320
321 /* last heal is in funny units. Dividing by speed puts
322 * the regeneration rate on a basis of time instead of
323 * #moves the monster makes. The scaling by 8 is
324 * to capture 8th's of a hp fraction regens
325 *
326 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
327 * overflow might produce monsters with negative hp.
328 */
329
330 op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
331 op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
332 op->last_heal%=32;
333
334 /* So if the monster has gained enough HP that they are no longer afraid */
335 if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
336 op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
337 (float)op->stats.maxhp))
338 CLEAR_FLAG(op, FLAG_RUN_AWAY);
339
340 if(op->stats.hp>op->stats.maxhp)
341 op->stats.hp=op->stats.maxhp;
342 }
343
344 /* generate sp, if applicable */
345 if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
346
347 /* last_sp is in funny units. Dividing by speed puts
348 * the regeneration rate on a basis of time instead of
349 * #moves the monster makes. The scaling by 8 is
350 * to capture 8th's of a sp fraction regens
351 *
352 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353 * overflow might produce monsters with negative sp.
354 */
355
356 op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed));
357 op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358 op->last_sp%=128;
359 }
360
361 /* this should probably get modified by many more values.
362 * (eg, creatures resistance to fear, level, etc. )
363 */
364 if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) {
365 CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
366 }
367
368 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
369 return QUERY_FLAG (op, FLAG_FREED);
370
371 if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
372 ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
373 !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
374 if(!check_wakeup(op,enemy,&rv))
375 return 0;
376 }
377
378 /* check if monster pops out of hidden spot */
379 if(op->hide) do_hidden_move(op);
380
381 if(op->pick_up)
382 monster_check_pickup(op);
383
384 if(op->will_apply)
385 monster_apply_below(op); /* Check for items to apply below */
386
387 /* If we don't have an enemy, do special movement or the like */
388 if(!enemy) {
389 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
390 remove_ob(op);
391 free_object(op);
392 return 1;
393 }
394
395 /* Probably really a bug for a creature to have both
396 * stand still and a movement type set.
397 */
398 if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
399 if (op->attack_movement & HI4)
400 {
401 switch (op->attack_movement & HI4) {
402 case (PETMOVE):
403 pet_move (op);
404 break;
405
406 case (CIRCLE1):
407 circ1_move (op);
408 break;
409
410 case (CIRCLE2):
411 circ2_move (op);
412 break;
413
414 case (PACEV):
415 pace_movev(op);
416 break;
417
418 case (PACEH):
419 pace_moveh(op);
420 break;
421
422 case (PACEV2):
423 pace2_movev (op);
424 break;
425
426 case (PACEH2):
427 pace2_moveh (op);
428 break;
429
430 case (RANDO):
431 rand_move (op);
432 break;
433
434 case (RANDO2):
435 move_randomly (op);
436 break;
437 }
438 return 0;
439 }
440 else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441 (void) move_randomly(op);
442
443 } /* stand still */
444 return 0;
445 } /* no enemy */
446
447 /* We have an enemy. Block immediately below is for pets */
448 if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449 return follow_owner(op, owner);
450
451 /* doppleganger code to change monster facing to that of the nearest
452 * player. Hmm. The code is here, but no monster in the current
453 * arch set uses it.
454 */
455 if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456 {
457 op->face = enemy->face;
458 op->name = enemy->name;
459 }
460
461 /* Calculate range information for closest body part - this
462 * is used for the 'skill' code, which isn't that smart when
463 * it comes to figuring it out - otherwise, giants throw boulders
464 * into themselves.
465 */
466 get_rangevector(op, enemy, &rv, 0);
467
468 /* Move the check for scared up here - if the monster was scared,
469 * we were not doing any of the logic below, so might as well save
470 * a few cpu cycles.
471 */
472 if (!QUERY_FLAG(op, FLAG_SCARED))
473 {
474 rv_vector rv1;
475
476 /* now we test every part of an object .... this is a real ugly piece of code */
477 for (part=op; part!=NULL; part=part->more) {
478 get_rangevector(part, enemy, &rv1, 0x1);
479 dir=rv1.direction;
480
481 /* hm, not sure about this part - in original was a scared flag here too
482 * but that we test above... so can be old code here
483 */
484 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
485 dir=absdir(dir+4);
486 if(QUERY_FLAG(op,FLAG_CONFUSED))
487 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
488
489 if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
490 if(monster_cast_spell(op,part,enemy,dir,&rv1))
491 return 0;
492 }
493
494 if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
495 if(monster_use_scroll(op,part,enemy,dir,&rv1))
496 return 0;
497 }
498
499 if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
500 if(monster_use_range(op,part,enemy,dir))
501 return 0;
502 }
503 if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
504 if(monster_use_skill(op,rv.part,enemy,rv.direction))
505 return 0;
506 }
507 if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
508 if(monster_use_bow(op,part,enemy,dir))
509 return 0;
510 }
511 } /* for processing of all parts */
512 } /* If not scared */
513
514
515 part = rv.part;
516 dir=rv.direction;
517
518 if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
519 dir=absdir(dir+4);
520
521 if(QUERY_FLAG(op,FLAG_CONFUSED))
522 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
523
524 pre_att_dir = dir; /* remember the original direction */
525
526 if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
527 {
528 switch (op->attack_movement & LO4) {
529 case DISTATT:
530 dir = dist_att (dir,op,enemy,part,&rv);
531 break;
532
533 case RUNATT:
534 dir = run_att (dir,op,enemy,part,&rv);
535 break;
536
537 case HITRUN:
538 dir = hitrun_att(dir,op,enemy);
539 break;
540
541 case WAITATT:
542 dir = wait_att (dir,op,enemy,part,&rv);
543 break;
544
545 case RUSH: /* default - monster normally moves towards player */
546 case ALLRUN:
547 break;
548
549 case DISTHIT:
550 dir = disthit_att (dir,op,enemy,part,&rv);
551 break;
552
553 case WAIT2:
554 dir = wait_att2 (dir,op,enemy,part,&rv);
555 break;
556
557 default:
558 LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
559 }
560 }
561
562 if (!dir)
563 return 0;
564
565 if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
566 if(move_object(op,dir)) /* Can the monster move directly toward player? */
567 {
568 /* elmex: Turn our monster after it moved if it has DISTATT attack */
569 if ((op->attack_movement & LO4) == DISTATT)
570 op->direction = pre_att_dir;
571
572 return 0;
573 }
574
575 if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
576 || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
577
578 /* Try move around corners if !close */
579 int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
580 for(diff = 1; diff <= maxdiff; diff++) {
581 /* try different detours */
582 int m = 1-(RANDOM()&2); /* Try left or right first? */
583 if(move_object(op,absdir(dir + diff*m)) ||
584 move_object(op,absdir(dir - diff*m)))
585 return 0;
586 }
587 }
588 } /* if monster is not standing still */
589
590 /* elmex: Turn our monster after it moved if it has DISTATT attack */
591 if ((op->attack_movement & LO4) == DISTATT)
592 op->direction = pre_att_dir;
593
594 /*
595 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
596 * direction if they can't move away.
597 */
598 if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
599 if(move_randomly(op))
600 return 0;
601
602 /*
603 * Try giving the monster a new enemy - the player that is closest
604 * to it. In this way, it won't just keep trying to get to a target
605 * that is inaccessible.
606 * This could be more clever - it should go through a list of several
607 * enemies, as it is now, you could perhaps get situations where there
608 * are two players flanking the monster at close distance, but which
609 * the monster can't get to, and a third one at a far distance that
610 * the monster could get to - as it is, the monster won't look at that
611 * third one.
612 */
613 if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
614 {
615 object *nearest_player = get_nearest_player(op);
616 if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
617 op->enemy = NULL;
618 enemy = nearest_player;
619 }
620 }
621
622 if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
623 {
624 /* The adjustement to wc that was here before looked totally bogus -
625 * since wc can in fact get negative, that would mean by adding
626 * the current wc, the creature gets better? Instead, just
627 * add a fixed amount - nasty creatures that are runny away should
628 * still be pretty nasty.
629 */
630 if(QUERY_FLAG(op,FLAG_RUN_AWAY))
631 {
632 part->stats.wc+=10;
633 (void)skill_attack(enemy,part,0,NULL, NULL);
634 part->stats.wc-=10;
635 }
636 else
637 (void)skill_attack(enemy,part,0,NULL, NULL);
638 } /* if monster is in attack range */
639
640 if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
641 return 1;
642
643 if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
644 {
645 remove_ob(op);
646 free_object(op);
647 return 1;
648 }
649 return 0;
650 }
651
652 int can_hit(object *ob1,object *ob2, rv_vector *rv) {
653 object *more;
654 rv_vector rv1;
655
656 if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
657 return 0;
658
659 if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
660
661 /* check all the parts of ob2 - just because we can't get to
662 * its head doesn't mean we don't want to pound its feet
663 */
664 for (more = ob2->more; more!=NULL; more = more->more) {
665 get_rangevector(ob1, more, &rv1, 0);
666 if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
667 }
668 return 0;
669
670 }
671
672 /* Returns 1 is monster should cast spell sp at an enemy
673 * Returns 0 if the monster should not cast this spell.
674 *
675 * Note that this function does not check to see if the monster can
676 * in fact cast the spell (sp dependencies and what not.) That is because
677 * this function is also sued to see if the monster should use spell items
678 * (rod/horn/wand/scroll).
679 * Note that there are certainly other offensive spells that could be
680 * included, but I decided to leave out the spells that may kill more
681 * monsters than players (eg, disease).
682 *
683 * This could be a lot smarter - if there are few monsters around,
684 * then disease might not be as bad. Likewise, if the monster is damaged,
685 * the right type of healing spell could be useful.
686 */
687
688 static int monster_should_cast_spell(object *monster, object *spell_ob)
689 {
690 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
691 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
692 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
693 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
694 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
695 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
696 spell_ob->subtype == SP_INVISIBLE)
697
698 return 1;
699
700 return 0;
701 }
702
703
704 #define MAX_KNOWN_SPELLS 20
705
706 /* Returns a randomly selected spell. This logic is still
707 * less than ideal. This code also only seems to deal with
708 * wizard spells, as the check is against sp, and not grace.
709 * can mosnters know cleric spells?
710 */
711 object *monster_choose_random_spell(object *monster) {
712 object *altern[MAX_KNOWN_SPELLS];
713 object *tmp;
714 int i=0;
715
716 for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
717 if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
718 /* Check and see if it's actually a useful spell.
719 * If its a spellbook, the spell is actually the inventory item.
720 * if it is a spell, then it is just the object itself.
721 */
722 if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
723 altern[i++]=tmp;
724 if(i==MAX_KNOWN_SPELLS)
725 break;
726 }
727 }
728 if(!i)
729 return NULL;
730 return altern[RANDOM()%i];
731 }
732
733 /* This checks to see if the monster should cast a spell/ability.
734 * it returns true if the monster casts a spell, 0 if he doesn't.
735 * head is the head of the monster.
736 * part is the part of the monster we are checking against.
737 * pl is the target.
738 * dir is the direction to case.
739 * rv is the vector which describes where the enemy is.
740 */
741
742 int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
743 object *spell_item;
744 object *owner;
745 rv_vector rv1;
746
747 /* If you want monsters to cast spells over friends, this spell should
748 * be removed. It probably should be in most cases, since monsters still
749 * don't care about residual effects (ie, casting a cone which may have a
750 * clear path to the player, the side aspects of the code will still hit
751 * other monsters)
752 */
753 if(!(dir=path_to_player(part,pl,0)))
754 return 0;
755
756 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
757 get_rangevector(head, owner, &rv1, 0x1);
758 if(dirdiff(dir,rv1.direction) < 2) {
759 return 0; /* Might hit owner with spell */
760 }
761 }
762
763 if(QUERY_FLAG(head,FLAG_CONFUSED))
764 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
765
766 /* If the monster hasn't already chosen a spell, choose one
767 * I'm not sure if it really make sense to pre-select spells (events
768 * could be different by the time the monster goes again).
769 */
770 if(head->spellitem==NULL) {
771 if((spell_item=monster_choose_random_spell(head))==NULL) {
772 LOG(llevMonster,"Turned off spells in %s\n",&head->name);
773 CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
774 return 0;
775 }
776 if (spell_item->type == SPELLBOOK) {
777 if (!spell_item->inv) {
778 LOG(llevError,"spellbook %s does not contain a spell?\n", &spell_item->name);
779 return 0;
780 }
781 spell_item=spell_item->inv;
782 }
783 }
784 else
785 spell_item=head->spellitem;
786
787 if (!spell_item) return 0;
788
789 /* Best guess this is a defensive/healing spell */
790 if (spell_item->range<=1 || spell_item->stats.dam < 0)
791 dir = 0;
792
793 /* Monster doesn't have enough spell-points */
794 if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
795 return 0;
796
797 if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
798 return 0;
799
800 head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
801 head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
802
803 /* set this to null, so next time monster will choose something different */
804 head->spellitem = NULL;
805
806 return cast_spell(part,part,dir, spell_item, NULL);
807 }
808
809
810 int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
811 object *scroll;
812 object *owner;
813 rv_vector rv1;
814
815 /* If you want monsters to cast spells over friends, this spell should
816 * be removed. It probably should be in most cases, since monsters still
817 * don't care about residual effects (ie, casting a cone which may have a
818 * clear path to the player, the side aspects of the code will still hit
819 * other monsters)
820 */
821 if(!(dir=path_to_player(part,pl,0)))
822 return 0;
823
824 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
825 get_rangevector(head, owner, &rv1, 0x1);
826 if(dirdiff(dir,rv1.direction) < 2) {
827 return 0; /* Might hit owner with spell */
828 }
829 }
830
831 if(QUERY_FLAG(head,FLAG_CONFUSED))
832 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
833
834 for (scroll=head->inv; scroll; scroll=scroll->below)
835 if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
836
837 /* Used up all his scrolls, so nothing do to */
838 if (!scroll) {
839 CLEAR_FLAG(head, FLAG_READY_SCROLL);
840 return 0;
841 }
842
843 /* Spell should be cast on caster (ie, heal, strength) */
844 if (scroll->inv->range==0)
845 dir = 0;
846
847 apply_scroll(part, scroll, dir);
848 return 1;
849 }
850
851 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
852 * Note that monsters do not need the skills SK_MELEE_WEAPON and
853 * SK_MISSILE_WEAPON to make those respective attacks, if we
854 * required that we would drastically increase the memory
855 * requirements of CF!!
856 *
857 * The skills we are treating here are all but those. -b.t.
858 *
859 * At the moment this is only useful for throwing, perhaps for
860 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
861 */
862
863 int monster_use_skill(object *head, object *part, object *pl,int dir) {
864 object *skill, *owner;
865
866 if(!(dir=path_to_player(part,pl,0)))
867 return 0;
868
869 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
870 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
871 if(dirdiff(dir,dir2) < 1)
872 return 0; /* Might hit owner with skill -thrown rocks for example ?*/
873 }
874 if(QUERY_FLAG(head,FLAG_CONFUSED))
875 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
876
877 /* skill selection - monster will use the next unused skill.
878 * well...the following scenario will allow the monster to
879 * toggle between 2 skills. One day it would be nice to make
880 * more skills available to monsters.
881 */
882
883 for(skill=head->inv;skill!=NULL;skill=skill->below)
884 if(skill->type==SKILL && skill!=head->chosen_skill) {
885 head->chosen_skill=skill;
886 break;
887 }
888
889 if(!skill && !head->chosen_skill) {
890 LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
891 &head->name,head->count);
892 CLEAR_FLAG(head, FLAG_READY_SKILL);
893 return 0;
894 }
895 /* use skill */
896 return do_skill(head, part, head->chosen_skill,dir,NULL);
897 }
898
899 /* Monster will use a ranged spell attack. */
900
901 int monster_use_range(object *head,object *part,object *pl,int dir)
902 {
903 object *wand, *owner;
904 int at_least_one = 0;
905
906 if(!(dir=path_to_player(part,pl,0)))
907 return 0;
908
909 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
910 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
911 if(dirdiff(dir,dir2) < 2)
912 return 0; /* Might hit owner with spell */
913 }
914 if(QUERY_FLAG(head,FLAG_CONFUSED))
915 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
916
917 for(wand=head->inv;wand!=NULL;wand=wand->below)
918 {
919 if (wand->type == WAND)
920 {
921 /* Found a wand, let's see if it has charges left */
922 at_least_one = 1;
923 if( wand->stats.food<=0 )
924 continue;
925
926 cast_spell( head, wand, dir, wand->inv, NULL );
927
928 if ( !( --wand->stats.food ) )
929 {
930 if ( wand->arch )
931 {
932 CLEAR_FLAG(wand, FLAG_ANIMATE);
933 wand->face = wand->arch->clone.face;
934 wand->speed = 0;
935 update_ob_speed(wand);
936 }
937 }
938 /* Success */
939 return 1;
940 }
941 else if ( wand->type == ROD || wand->type==HORN ) {
942 /* Found rod/horn, let's use it if possible */
943 at_least_one = 1;
944 if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
945 continue;
946
947 /* drain charge before casting spell - can be a case where the
948 * spell destroys the monster, and rod, so if done after, results
949 * in crash.
950 */
951 drain_rod_charge( wand );
952 cast_spell( head, wand, dir, wand->inv, NULL );
953
954 /* Success */
955 return 1;
956 }
957 }
958
959 if ( at_least_one )
960 return 0;
961
962 LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
963 &head->name,head->count);
964 CLEAR_FLAG(head, FLAG_READY_RANGE);
965 return 0;
966 }
967
968 int monster_use_bow(object *head, object *part, object *pl, int dir) {
969 object *owner;
970
971 if(!(dir=path_to_player(part,pl,0)))
972 return 0;
973 if(QUERY_FLAG(head,FLAG_CONFUSED))
974 dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
975
976 if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
977 int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
978 if(dirdiff(dir,dir2) < 1)
979 return 0; /* Might hit owner with arrow */
980 }
981
982 /* in server/player.c */
983 return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
984
985 }
986
987 /* Checks if putting on 'item' will make 'who' do more
988 * damage. This is a very simplistic check - also checking things
989 * like speed and ac are also relevant.
990 *
991 * return true if item is a better object.
992 */
993
994 int check_good_weapon(object *who, object *item) {
995 object *other_weap;
996 int val=0, i;
997
998 for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
999 if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
1000 break;
1001
1002 if(other_weap==NULL) /* No other weapons */
1003 return 1;
1004
1005 /* Rather than go through and apply the new one, and see if it is
1006 * better, just do some simple checks
1007 * Put some multipliers for things that hvae several effects,
1008 * eg, magic affects both damage and wc, so it has more weight
1009 */
1010
1011 val = item->stats.dam - other_weap->stats.dam;
1012 val += (item->magic - other_weap->magic) * 3;
1013 /* Monsters don't really get benefits from things like regen rates
1014 * from items. But the bonus for their stats are very important.
1015 */
1016 for (i=0; i<NUM_STATS; i++)
1017 val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1018
1019 if (val > 0) return 1;
1020 else return 0;
1021
1022 }
1023
1024 int check_good_armour(object *who, object *item) {
1025 object *other_armour;
1026 int val=0,i;
1027
1028 for (other_armour = who->inv; other_armour != NULL;
1029 other_armour = other_armour->below)
1030 if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1031 break;
1032
1033 if (other_armour == NULL) /* No other armour, use the new */
1034 return 1;
1035
1036 /* Like above function , see which is better */
1037 val = item->stats.ac - other_armour->stats.ac;
1038 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1039 val += (item->magic - other_armour->magic) * 3;
1040
1041 /* for the other protections, do weigh them very much in the equation -
1042 * it is the armor protection which is most important, because there is
1043 * no good way to know what the player may attack the monster with.
1044 * So if the new item has better protection than the old, give that higher
1045 * value. If the reverse, then decrease the value of this item some.
1046 */
1047 for (i=1; i <NROFATTACKS; i++) {
1048 if (item->resist[i] > other_armour->resist[i]) val++;
1049 else if (item->resist[i] < other_armour->resist[i]) val--;
1050 }
1051
1052 /* Very few armours have stats, so not much need to worry about those. */
1053
1054 if (val > 0) return 1;
1055 else return 0;
1056
1057 }
1058
1059 /*
1060 * monster_check_pickup(): checks for items that monster can pick up.
1061 *
1062 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1063 * Each time the blob passes over some treasure, it will
1064 * grab it a.s.a.p.
1065 *
1066 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1067 * to handle this.
1068 *
1069 * This function was seen be continueing looping at one point (tmp->below
1070 * became a recursive loop. It may be better to call monster_check_apply
1071 * after we pick everything up, since that function may call others which
1072 * affect stacking on this space.
1073 */
1074
1075 void monster_check_pickup(object *monster) {
1076 object *tmp,*next;
1077 int next_tag;
1078
1079 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1080 next=tmp->below;
1081 next_tag = next ? next->count : 0;
1082 if (monster_can_pick(monster,tmp)) {
1083 remove_ob(tmp);
1084 tmp = insert_ob_in_ob(tmp,monster);
1085 (void) monster_check_apply(monster,tmp);
1086 }
1087 /* We could try to re-establish the cycling, of the space, but probably
1088 * not a big deal to just bail out.
1089 */
1090 if (next && was_destroyed(next, next_tag)) return;
1091 }
1092 }
1093
1094 /*
1095 * monster_can_pick(): If the monster is interested in picking up
1096 * the item, then return 0. Otherwise 0.
1097 * Instead of pick_up, flags for "greed", etc, should be used.
1098 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1099 */
1100
1101 int monster_can_pick(object *monster, object *item) {
1102 int flag=0;
1103 int i;
1104
1105 if(!can_pick(monster,item))
1106 return 0;
1107
1108 if(QUERY_FLAG(item,FLAG_UNPAID))
1109 return 0;
1110
1111 if (monster->pick_up&64) /* All */
1112 flag=1;
1113
1114 else switch(item->type) {
1115 case MONEY:
1116 case GEM:
1117 flag=monster->pick_up&2;
1118 break;
1119
1120 case FOOD:
1121 flag=monster->pick_up&4;
1122 break;
1123
1124 case WEAPON:
1125 flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1126 break;
1127
1128 case ARMOUR:
1129 case SHIELD:
1130 case HELMET:
1131 case BOOTS:
1132 case GLOVES:
1133 case GIRDLE:
1134 flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1135 break;
1136
1137 case SKILL:
1138 flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1139 break;
1140
1141 case RING:
1142 flag=QUERY_FLAG(monster,FLAG_USE_RING);
1143 break;
1144
1145 case WAND:
1146 case HORN:
1147 case ROD:
1148 flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1149 break;
1150
1151 case SPELLBOOK:
1152 flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1153 break;
1154
1155 case SCROLL:
1156 flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1157 break;
1158
1159 case BOW:
1160 case ARROW:
1161 flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1162 break;
1163 }
1164 /* Simplistic check - if the monster has a location to equip it, he will
1165 * pick it up. Note that this doesn't handle cases where an item may
1166 * use several locations.
1167 */
1168 for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1169 if (monster->body_info[i] && item->body_info[i]) {
1170 flag=1;
1171 break;
1172 }
1173 }
1174
1175 if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1176 return 1;
1177 return 0;
1178 }
1179
1180 /*
1181 * monster_apply_below():
1182 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1183 * eager to apply things, encounters something apply-able,
1184 * then make him apply it
1185 */
1186
1187 void monster_apply_below(object *monster) {
1188 object *tmp, *next;
1189
1190 for(tmp=monster->below;tmp!=NULL;tmp=next) {
1191 next=tmp->below;
1192 switch (tmp->type) {
1193 case CF_HANDLE:
1194 case TRIGGER:
1195 if (monster->will_apply&1)
1196 manual_apply(monster,tmp,0);
1197 break;
1198
1199 case TREASURE:
1200 if (monster->will_apply&2)
1201 manual_apply(monster,tmp,0);
1202 break;
1203
1204 }
1205 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1206 break;
1207 }
1208 }
1209
1210 /*
1211 * monster_check_apply() is meant to be called after an item is
1212 * inserted in a monster.
1213 * If an item becomes outdated (monster found a better item),
1214 * a pointer to that object is returned, so it can be dropped.
1215 * (so that other monsters can pick it up and use it)
1216 * Note that as things are now, monsters never drop something -
1217 * they can pick up all that they can use.
1218 */
1219
1220 /* Sept 96, fixed this so skills will be readied -b.t.*/
1221
1222 void monster_check_apply(object *mon, object *item) {
1223
1224 int flag = 0;
1225
1226 if(item->type==SPELLBOOK&&
1227 mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1228 SET_FLAG(mon, FLAG_CAST_SPELL);
1229 return;
1230 }
1231
1232 /* If for some reason, this item is already applied, no more work to do */
1233 if(QUERY_FLAG(item,FLAG_APPLIED)) return;
1234
1235 /* Might be better not to do this - if the monster can fire a bow,
1236 * it is possible in his wanderings, he will find one to use. In
1237 * which case, it would be nice to have ammo for it.
1238 */
1239 if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1240 /* Check for the right kind of bow */
1241 object *bow;
1242 for(bow=mon->inv;bow!=NULL;bow=bow->below)
1243 if(bow->type==BOW && bow->race==item->race) {
1244 SET_FLAG(mon, FLAG_READY_BOW);
1245 LOG(llevMonster,"Found correct bow for arrows.\n");
1246 return; /* nothing more to do for arrows */
1247 }
1248 }
1249
1250 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1251 /* Eating food gets hp back */
1252 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1253 else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1254 if (!item->inv)
1255 LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1256 else if (monster_should_cast_spell(mon, item->inv))
1257 SET_FLAG(mon, FLAG_READY_SCROLL);
1258 /* Don't use it right now */
1259 return;
1260 }
1261 else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1262 else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1263 /* Should do something more, like make sure this is a better item */
1264 else if (item->type == RING)
1265 flag=1;
1266 else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1267 {
1268 /* We never really 'ready' the wand/rod/horn, because that would mean the
1269 * weapon would get undone.
1270 */
1271 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1272 {
1273 SET_FLAG(mon, FLAG_READY_RANGE);
1274 SET_FLAG(item, FLAG_APPLIED);
1275 }
1276 return;
1277 }
1278 else if (item->type == BOW) {
1279 /* We never really 'ready' the bow, because that would mean the
1280 * weapon would get undone.
1281 */
1282 if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1283 SET_FLAG(mon, FLAG_READY_BOW);
1284 return;
1285 }
1286 else if ( item->type == SKILL )
1287 {
1288 /*
1289 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1290 * else they can't use the skill...
1291 * Skills also don't need to get applied, so return now.
1292 */
1293 SET_FLAG(mon, FLAG_READY_SKILL);
1294 return;
1295 }
1296
1297
1298 /* if we don't match one of the above types, return now.
1299 * can_apply_object will say that we can apply things like flesh,
1300 * bolts, and whatever else, because it only checks against the
1301 * body_info locations.
1302 */
1303 if (!flag) return;
1304
1305 /* Check to see if the monster can use this item. If not, no need
1306 * to do further processing. Note that can_apply_object already checks
1307 * for the CAN_USE flags.
1308 */
1309 if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1310
1311 /* should only be applying this item, not unapplying it.
1312 * also, ignore status of curse so they can take off old armour.
1313 * monsters have some advantages after all.
1314 */
1315 manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1316
1317 return;
1318 }
1319
1320 void npc_call_help(object *op) {
1321 int x,y, mflags;
1322 object *npc;
1323 sint16 sx, sy;
1324 mapstruct *m;
1325
1326 for(x = -3; x < 4; x++)
1327 for(y = -3; y < 4; y++) {
1328 m = op->map;
1329 sx = op->x + x;
1330 sy = op->y + y;
1331 mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1332 /* If nothing alive on this space, no need to search the space. */
1333 if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1334 continue;
1335
1336 for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1337 if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1338 npc->enemy = op->enemy;
1339 }
1340 }
1341
1342
1343 int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1344
1345 if (can_hit(part,enemy,rv))
1346 return dir;
1347 if (rv->distance < 10)
1348 return absdir(dir+4);
1349 else if (rv->distance>18)
1350 return dir;
1351 return 0;
1352 }
1353
1354 int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1355
1356 if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1357 ob->move_status++;
1358 return (dir);
1359 }
1360 else if (ob->move_status >20)
1361 ob->move_status = 0;
1362 return absdir (dir+4);
1363 }
1364
1365 int hitrun_att (int dir, object *ob,object *enemy) {
1366 if (ob->move_status ++ < 25)
1367 return dir;
1368 else if (ob->move_status <50)
1369 return absdir (dir+4);
1370 else
1371 ob->move_status = 0;
1372 return absdir(dir+4);
1373 }
1374
1375 int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1376
1377 int inrange = can_hit (part, enemy,rv);
1378
1379 if (ob->move_status || inrange)
1380 ob->move_status++;
1381
1382 if (ob->move_status == 0)
1383 return 0;
1384 else if (ob->move_status <10)
1385 return dir;
1386 else if (ob->move_status <15)
1387 return absdir(dir+4);
1388 ob->move_status = 0;
1389 return 0;
1390 }
1391
1392 int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1393
1394 /* The logic below here looked plain wrong before. Basically, what should
1395 * happen is that if the creatures hp percentage falls below run_away,
1396 * the creature should run away (dir+4)
1397 * I think its wrong for a creature to have a zero maxhp value, but
1398 * at least one map has this set, and whatever the map contains, the
1399 * server should try to be resilant enough to avoid the problem
1400 */
1401 if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1402 return absdir(dir+4);
1403 return dist_att (dir,ob,enemy,part,rv);
1404 }
1405
1406 int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1407 if (rv->distance < 9)
1408 return absdir (dir+4);
1409 return 0;
1410 }
1411
1412 void circ1_move (object *ob) {
1413 static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1414 if(++ob->move_status > 11)
1415 ob->move_status = 0;
1416 if (!(move_object(ob,circle[ob->move_status])))
1417 (void) move_object(ob,RANDOM()%8+1);
1418 }
1419
1420 void circ2_move (object *ob) {
1421 static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1422 if(++ob->move_status > 19)
1423 ob->move_status = 0;
1424 if(!(move_object(ob,circle[ob->move_status])))
1425 (void) move_object(ob,RANDOM()%8+1);
1426 }
1427
1428 void pace_movev(object *ob) {
1429 if (ob->move_status++ > 6)
1430 ob->move_status = 0;
1431 if (ob->move_status < 4)
1432 (void) move_object (ob,5);
1433 else
1434 (void) move_object(ob,1);
1435 }
1436
1437 void pace_moveh (object *ob) {
1438 if (ob->move_status++ > 6)
1439 ob->move_status = 0;
1440 if (ob->move_status < 4)
1441 (void) move_object(ob,3);
1442 else
1443 (void) move_object(ob,7);
1444 }
1445
1446 void pace2_movev (object *ob) {
1447 if (ob->move_status ++ > 16)
1448 ob->move_status = 0;
1449 if (ob->move_status <6)
1450 (void) move_object (ob,5);
1451 else if (ob->move_status < 8)
1452 return;
1453 else if (ob->move_status <13)
1454 (void) move_object (ob,1);
1455 else return;
1456 }
1457
1458 void pace2_moveh (object *ob) {
1459 if (ob->move_status ++ > 16)
1460 ob->move_status = 0;
1461 if (ob->move_status <6)
1462 (void) move_object (ob,3);
1463 else if (ob->move_status < 8)
1464 return;
1465 else if (ob->move_status <13)
1466 (void) move_object (ob,7);
1467 else return;
1468 }
1469
1470 void rand_move (object *ob) {
1471 int i;
1472 if (ob->move_status <1 || ob->move_status >8 ||
1473 !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1474 for (i = 0; i < 5; i++)
1475 if (move_object(ob,ob->move_status = RANDOM()%8+1))
1476 return;
1477 }
1478
1479 void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1480 object *tmp;
1481 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1482 if (tmp->type == EARTHWALL) {
1483 hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1484 return;
1485 }
1486 }
1487 }
1488
1489 void check_doors(object *op, mapstruct *m, int x, int y) {
1490 object *tmp;
1491 for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1492 if (tmp->type == DOOR) {
1493 hit_player(tmp,1000,op,AT_PHYSICAL,1);
1494 return;
1495 }
1496 }
1497 }
1498
1499 /* find_mon_throw_ob() - modeled on find_throw_ob
1500 * This is probably overly simplistic as it is now - We want
1501 * monsters to throw things like chairs and other pieces of
1502 * furniture, even if they are not good throwable objects.
1503 * Probably better to have the monster throw a throwable object
1504 * first, then throw any non equipped weapon.
1505 */
1506
1507 object *find_mon_throw_ob( object *op ) {
1508 object *tmp = NULL;
1509
1510 if(op->head) tmp=op->head; else tmp=op;
1511
1512 /* New throw code: look through the inventory. Grap the first legal is_thrown
1513 * marked item and throw it to the enemy.
1514 */
1515
1516 for(tmp=op->inv;tmp;tmp=tmp->below) {
1517
1518 /* Can't throw invisible objects or items that are applied */
1519 if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1520
1521 if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1522 break;
1523
1524 }
1525
1526 #ifdef DEBUG_THROW
1527 LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1528 !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1529 #endif
1530
1531 return tmp;
1532 }
1533
1534 /* determine if we can 'detect' the enemy. Check for walls blocking the
1535 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1536 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1537 * modified by MSW to use the get_rangevector so that map tiling works
1538 * properly. I also so odd code in place that checked for x distance
1539 * OR y distance being within some range - that seemed wrong - both should
1540 * be within the valid range. MSW 2001-08-05
1541 * Returns 0 if enemy can not be detected, 1 if it is detected
1542 */
1543
1544 int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1545 int radius = MIN_MON_RADIUS, hide_discovery;
1546
1547 /* null detection for any of these condtions always */
1548 if(!op || !enemy || !op->map || !enemy->map)
1549 return 0;
1550
1551 /* If the monster (op) has no way to get to the enemy, do nothing */
1552 if (!on_same_map(op, enemy))
1553 return 0;
1554
1555 get_rangevector(op, enemy, rv, 0);
1556
1557 /* Monsters always ignore the DM */
1558 if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1559 return 0;
1560
1561 /* simple check. Should probably put some range checks in here. */
1562 if(can_see_enemy(op,enemy)) return 1;
1563
1564 /* The rest of this is for monsters. Players are on their own for
1565 * finding enemies!
1566 */
1567 if(op->type==PLAYER) return 0;
1568
1569 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1570 * flag (which was already checked) in can_see_enmy (). Lets get out of here
1571 */
1572 if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1573 return 0;
1574
1575 /* use this for invis also */
1576 hide_discovery = op->stats.Int/5;
1577
1578 /* Determine Detection radii */
1579 if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1580 radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1581 else { /* a level/INT/Dex adjustment for hiding */
1582 object *sk_hide;
1583 int bonus = (op->level/2) + (op->stats.Int/5);
1584
1585 if(enemy->type==PLAYER) {
1586 if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1587 bonus -= sk_hide->level;
1588 else {
1589 LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1590 make_visible(enemy);
1591 radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1592 }
1593 }
1594 else /* enemy is not a player */
1595 bonus -= enemy->level;
1596
1597 radius += bonus/5;
1598 hide_discovery += bonus*5;
1599 } /* else creature has modifiers for hiding */
1600
1601 /* Radii stealth adjustment. Only if you are stealthy
1602 * will you be able to sneak up closer to creatures */
1603 if(QUERY_FLAG(enemy,FLAG_STEALTH))
1604 radius = radius/2, hide_discovery = hide_discovery/3;
1605
1606 /* Radii adjustment for enemy standing in the dark */
1607 if(op->map->darkness>0 && !stand_in_light(enemy)) {
1608 /* on dark maps body heat can help indicate location with infravision
1609 * undead don't have body heat, so no benefit detecting them.
1610 */
1611 if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1612 radius += op->map->darkness/2;
1613 else
1614 radius -= op->map->darkness/2;
1615
1616 /* op next to a monster (and not in complete darkness)
1617 * the monster should have a chance to see you.
1618 */
1619 if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1620 radius = MIN_MON_RADIUS;
1621 } /* if on dark map */
1622
1623 /* Lets not worry about monsters that have incredible detection
1624 * radii, we only need to worry here about things the player can
1625 * (potentially) see. This is 13, as that is the maximum size the player
1626 * may have for their map - in that way, creatures at the edge will
1627 * do something. Note that the distance field in the
1628 * vector is real distance, so in theory this should be 18 to
1629 * find that.
1630 */
1631 if(radius>13) radius = 13;
1632
1633 /* Enemy in range! Now test for detection */
1634 if ((int) rv->distance <= radius) {
1635 /* ah, we are within range, detected? take cases */
1636 if(!enemy->invisible) /* enemy in dark squares... are seen! */
1637 return 1;
1638
1639 /* hidden or low-quality invisible */
1640 if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1641 make_visible(enemy);
1642 /* inform players of new status */
1643 if(enemy->type==PLAYER && player_can_view(enemy,op))
1644 new_draw_info_format(NDI_UNIQUE,0, enemy,
1645 "You are discovered by %s!",&op->name);
1646 return 1; /* detected enemy */
1647 }
1648 else if (enemy->invisible) {
1649 /* Change this around - instead of negating the invisible, just
1650 * return true so that the mosnter that managed to detect you can
1651 * do something to you. Decreasing the duration of invisible
1652 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1653 * can then basically negate the spell. The spell isn't negated -
1654 * they just know where you are!
1655 */
1656 if ((RANDOM() % 50) <= hide_discovery) {
1657 if (enemy->type == PLAYER) {
1658 new_draw_info_format(NDI_UNIQUE,0, enemy,
1659 "You see %s noticing your position.", query_name(op));
1660 }
1661 return 1;
1662 }
1663 }
1664 } /* within range */
1665
1666 /* Wasn't detected above, so still hidden */
1667 return 0;
1668 }
1669
1670 /* determine if op stands in a lighted square. This is not a very
1671 * intellegent algorithm. For one thing, we ignore los here, SO it
1672 * is possible for a bright light to illuminate a player on the
1673 * other side of a wall (!).
1674 */
1675
1676 int stand_in_light( object *op) {
1677 sint16 nx,ny;
1678 mapstruct *m;
1679
1680
1681 if(!op) return 0;
1682 if(op->glow_radius > 0) return 1;
1683
1684 if(op->map) {
1685 int x, y, x1, y1;
1686
1687
1688
1689 /* Check the spaces with the max light radius to see if any of them
1690 * have lights, and if any of them light the player enough, then return 1.
1691 */
1692 for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1693 for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1694 m = op->map;
1695 nx = x;
1696 ny = y;
1697
1698 if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1699
1700 x1 = abs(x - op->x)*abs(x - op->x);
1701 y1 = abs(y - op->y)*abs(y - op->y);
1702 if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1703 }
1704 }
1705 }
1706 return 0;
1707 }
1708
1709
1710 /* assuming no walls/barriers, lets check to see if its *possible*
1711 * to see an enemy. Note, "detection" is different from "seeing".
1712 * See can_detect_enemy() for more details. -b.t.
1713 * return 0 if can't be seen, 1 if can be
1714 */
1715
1716 int can_see_enemy (object *op, object *enemy) {
1717 object *looker = op->head?op->head:op;
1718
1719 /* safety */
1720 if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1721 return 0;
1722
1723 /* we dont give a full treatment of xrays here (shorter range than normal,
1724 * see through walls). Should we change the code elsewhere to make you
1725 * blind even if you can xray?
1726 */
1727 if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1728 return 0;
1729
1730 /* checking for invisible things */
1731 if(enemy->invisible) {
1732 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1733 * However,if you carry any source of light, then the hidden
1734 * creature is seeable (and stupid) */
1735
1736 if(has_carried_lights(enemy)) {
1737 if(enemy->hide) {
1738 make_visible(enemy);
1739 new_draw_info(NDI_UNIQUE,0, enemy,
1740 "Your light reveals your hiding spot!");
1741 }
1742 return 1;
1743 } else if (enemy->hide) return 0;
1744
1745 /* Invisible enemy. Break apart the check for invis undead/invis looker
1746 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1747 * and making it a conditional makes the code pretty ugly.
1748 */
1749 if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1750 if (makes_invisible_to(enemy, looker)) return 0;
1751 }
1752 } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1753 if(player_can_view(looker,enemy)) return 1;
1754
1755 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1756 * unless they carry a light or stand in light. Darkness doesnt
1757 * inhibit the undead per se (but we should give their archs
1758 * CAN_SEE_IN_DARK, this is just a safety
1759 * we care about the enemy maps status, not the looker.
1760 * only relevant for tiled maps, but it is possible that the
1761 * enemy is on a bright map and the looker on a dark - in that
1762 * case, the looker can still see the enemy
1763 */
1764 if(enemy->map->darkness>0&&!stand_in_light(enemy)
1765 &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1766 !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1767 return 0;
1768
1769 return 1;
1770 }
1771