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Revision: 1.71
Committed: Thu Nov 5 16:09:51 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.70: +7 -0 lines
Log Message:
mark gpl sections, server/

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 //+GPL
26
27 #include <global.h>
28 #include <sproto.h>
29 #include <spells.h>
30 #include <skills.h>
31
32 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33
34 /* checks npc->enemy and returns that enemy if still valid,
35 * NULL otherwise.
36 * this is map tile aware.
37 * If this returns an enemy, the range vector rv should also be
38 * set to sane values.
39 */
40 object *
41 check_enemy (object *npc, rv_vector * rv)
42 {
43 /* if this is pet, let him attack the same enemy as his owner
44 * TODO: when there is no ower enemy, try to find a target,
45 * which CAN attack the owner. */
46 if ((npc->attack_movement & HI4) == PETMOVE)
47 {
48 if (npc->owner == NULL)
49 npc->enemy = NULL;
50 else if (npc->enemy == NULL)
51 npc->enemy = npc->owner->enemy;
52 }
53
54 /* periodically, a monster may change its target. Also, if the object
55 * has been destroyed, etc, clear the enemy.
56 * TODO: this should be changed, because it invokes to attack forced or
57 * attacked monsters to leave the attacker alone, before it is destroyed
58 */
59 /* I had removed the random target leave, this invokes problems with friendly
60 * objects, getting attacked and defending herself - they don't try to attack
61 * again then but perhaps get attack on and on
62 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
63 * too. */
64
65 if (npc->enemy)
66 {
67 /* I broke these if's apart to better be able to see what
68 * the grouping checks are. Code is the same.
69 */
70 if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
71 QUERY_FLAG (npc->enemy, FLAG_FREED) ||
72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
73 npc->enemy = 0;
74
75 else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
76 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77 || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
78 || npc->enemy == npc->owner))
79 npc->enemy = 0;
80
81
82 else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
83 npc->enemy = 0;
84
85 /* I've noticed that pets could sometimes get an arrow as the
86 * target enemy - this code below makes sure the enemy is something
87 * that should be attacked. My guess is that the arrow hits
88 * the creature/owner, and so the creature then takes that
89 * as the enemy to attack.
90 */
91 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
92 && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
93 && npc->enemy->type != PLAYER
94 && npc->enemy->type != GOLEM)
95 npc->enemy = 0;
96 }
97
98 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
99 }
100
101 /* Returns the nearest living creature (monster or generator).
102 * Modified to deal with tiled maps properly.
103 * Also fixed logic so that monsters in the lower directions were more
104 * likely to be skipped - instead of just skipping the 'start' number
105 * of direction, revisit them after looking at all the other spaces.
106 *
107 * Note that being this may skip some number of spaces, it will
108 * not necessarily find the nearest living creature - it basically
109 * chooses one from within a 3 space radius, and since it skips
110 * the first few directions, it could very well choose something
111 * 3 spaces away even though something directly north is closer.
112 *
113 * this function is map tile aware.
114 */
115 object *
116 find_nearest_living_creature (object *npc)
117 {
118 int i, mflags;
119 sint16 nx, ny;
120 maptile *m;
121 int search_arr[SIZEOFFREE];
122
123 get_search_arr (search_arr);
124
125 for (i = 0; i < SIZEOFFREE; i++)
126 {
127 /* modified to implement smart searching using search_arr
128 * guidance array to determine direction of search order
129 */
130 nx = npc->x + freearr_x[search_arr[i]];
131 ny = npc->y + freearr_y[search_arr[i]];
132 m = npc->map;
133
134 mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135
136 if (mflags & P_OUT_OF_MAP)
137 continue;
138
139 if (mflags & P_IS_ALIVE)
140 {
141 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
142 if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
143 if (can_see_monsterP (m, nx, ny, i))
144 return tmp;
145 }
146 }
147
148 return 0;
149 }
150
151 /* Tries to find an enemy for npc. We pass the range vector since
152 * our caller will find the information useful.
153 * Currently, only move_monster calls this function.
154 * Fix function so that we always make calls to get_rangevector
155 * if we have a valid target - function as not doing so in
156 * many cases.
157 */
158 object *
159 find_enemy (object *npc, rv_vector * rv)
160 {
161 object *attacker, *tmp = NULL;
162
163 attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
164 npc->attacked_by = 0; /* always clear the attacker entry */
165
166 /* if we berserk, we don't care about others - we attack all we can find */
167 if (QUERY_FLAG (npc, FLAG_BERSERK))
168 {
169 tmp = find_nearest_living_creature (npc);
170
171 if (tmp)
172 get_rangevector (npc, tmp, rv, 0);
173
174 return tmp;
175 }
176
177 /* Here is the main enemy selection.
178 * We want this: if there is an enemy, attack him until its not possible or
179 * one of both is dead.
180 * If we have no enemy and we are...
181 * a monster: try to find a player, a pet or a friendly monster
182 * a friendly: only target a monster which is targeting you first or targeting a player
183 * a neutral: fight a attacker (but there should be none), then do nothing
184 * a pet: attack player enemy or a monster
185 */
186
187 /* pet move */
188 if ((npc->attack_movement & HI4) == PETMOVE)
189 {
190 tmp = get_pet_enemy (npc, rv);
191
192 if (tmp)
193 get_rangevector (npc, tmp, rv, 0);
194
195 return tmp;
196 }
197
198 /* we check our old enemy. */
199 if (!(tmp = check_enemy (npc, rv)))
200 {
201 if (attacker) /* if we have an attacker, check him */
202 {
203 /* TODO: that's not finished */
204 /* we don't want a fight evil vs evil or good against non evil */
205
206 if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
207 (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208 (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
209 CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
211 {
212 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
213 npc->enemy = attacker;
214 return attacker; /* yes, we face our attacker! */
215 }
216 }
217
218 /* we have no legal enemy or attacker, so we try to target a new one */
219 if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
220 {
221 npc->enemy = get_nearest_player (npc);
222 if (npc->enemy)
223 tmp = check_enemy (npc, rv);
224 }
225
226 }
227
228 return tmp;
229 }
230
231 /* Sees if this monster should wake up.
232 * Currently, this is only called from move_monster, and
233 * if enemy is set, then so should be rv.
234 * returns 1 if the monster should wake up, 0 otherwise.
235 */
236 int
237 check_wakeup (object *op, object *enemy, rv_vector *rv)
238 {
239 /* Trim work - if no enemy, no need to do anything below */
240 if (!enemy)
241 return 0;
242
243 if (!op->flag [FLAG_SLEEP])
244 return 1;
245
246 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
247
248 if (op->flag [FLAG_BLIND])
249 /* blinded monsters can only find nearby objects to attack */
250 radius = MIN_MON_RADIUS;
251 else if (op->map
252 && !enemy->invisible
253 && !stand_in_light (enemy)
254 && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
255 /* This covers the situation where the monster is in the dark
256 * and has an enemy. If the enemy has no carried light (or isnt
257 * glowing!) then the monster has trouble finding the enemy.
258 * Remember we already checked to see if the monster can see in
259 * the dark. */
260 radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
261
262 if (enemy->flag [FLAG_STEALTH])
263 radius = radius / 2 + 1;
264
265 /* enemy should already be on this map, so don't really need to check
266 * for that.
267 */
268 if (rv->distance <= radius)
269 {
270 CLEAR_FLAG (op, FLAG_SLEEP);
271 return 1;
272 }
273
274 return 0;
275 }
276
277 int
278 move_randomly (object *op)
279 {
280 /* Give up to 15 chances for a monster to move randomly */
281 for (int i = 0; i < 15; i++)
282 if (move_object (op, rndm (8) + 1))
283 return 1;
284
285 return 0;
286 }
287
288 /*
289 * Move-monster returns 1 if the object has been freed, otherwise 0.
290 */
291 int
292 move_monster (object *op)
293 {
294 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
295 object *owner, *enemy, *part, *oph = op;
296 rv_vector rv;
297
298 /* Monsters not on maps don't do anything. These monsters are things
299 * Like royal guards in city dwellers inventories.
300 */
301 if (!op->map)
302 return 0;
303
304 /* for target facing, we copy this value here for fast access */
305 if (oph->head) /* force update the head - one arch one pic */
306 oph = oph->head;
307
308 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
309 enemy = op->enemy = NULL;
310 else if ((enemy = find_enemy (op, &rv)))
311 /* we have an enemy, just tell him we want him dead */
312 enemy->attacked_by = op; /* our ptr */
313
314 /* generate hp, if applicable */
315 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
316 {
317 /* last heal is in funny units. Dividing by speed puts
318 * the regeneration rate on a basis of time instead of
319 * #moves the monster makes. The scaling by 8 is
320 * to capture 8th's of a hp fraction regens
321 *
322 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
323 * overflow might produce monsters with negative hp.
324 */
325
326 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
327 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
328 op->last_heal %= 32;
329
330 /* So if the monster has gained enough HP that they are no longer afraid */
331 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
332 CLEAR_FLAG (op, FLAG_RUN_AWAY);
333
334 if (op->stats.hp > op->stats.maxhp)
335 op->stats.hp = op->stats.maxhp;
336 }
337
338 /* generate sp, if applicable */
339 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
340 {
341 /* last_sp is in funny units. Dividing by speed puts
342 * the regeneration rate on a basis of time instead of
343 * #moves the monster makes. The scaling by 8 is
344 * to capture 8th's of a sp fraction regens
345 *
346 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
347 * overflow might produce monsters with negative sp.
348 */
349
350 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
351 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
352 op->last_sp %= 128;
353 }
354
355 /* this should probably get modified by many more values.
356 * (eg, creatures resistance to fear, level, etc. )
357 */
358 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
359 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
360
361 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
362 return QUERY_FLAG (op, FLAG_FREED);
363
364 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
365 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
366 if (!check_wakeup (op, enemy, &rv))
367 return 0;
368
369 /* check if monster pops out of hidden spot */
370 if (op->flag [FLAG_HIDDEN])
371 do_hidden_move (op);
372
373 if (op->pick_up)
374 monster_check_pickup (op);
375
376 if (op->will_apply)
377 monster_apply_below (op); /* Check for items to apply below */
378
379 /* If we don't have an enemy, do special movement or the like */
380 if (!enemy)
381 {
382 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
383 {
384 op->drop_and_destroy ();
385 return 1;
386 }
387
388 /* Probably really a bug for a creature to have both
389 * stand still and a movement type set.
390 */
391 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
392 {
393 if (op->attack_movement & HI4)
394 {
395 switch (op->attack_movement & HI4)
396 {
397 case PETMOVE:
398 pet_move (op);
399 break;
400
401 case CIRCLE1:
402 circ1_move (op);
403 break;
404
405 case CIRCLE2:
406 circ2_move (op);
407 break;
408
409 case PACEV:
410 pace_movev (op);
411 break;
412
413 case PACEH:
414 pace_moveh (op);
415 break;
416
417 case PACEV2:
418 pace2_movev (op);
419 break;
420
421 case PACEH2:
422 pace2_moveh (op);
423 break;
424
425 case RANDO:
426 rand_move (op);
427 break;
428
429 case RANDO2:
430 move_randomly (op);
431 break;
432 }
433
434 return 0;
435 }
436 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
437 move_randomly (op);
438 } /* stand still */
439
440 return 0;
441 } /* no enemy */
442
443 /* We have an enemy. Block immediately below is for pets */
444 if ((op->attack_movement & HI4) == PETMOVE
445 && (owner = op->owner) != NULL
446 && !on_same_map (op, owner)
447 && !owner->flag [FLAG_REMOVED])
448 return follow_owner (op, owner);
449
450 /* doppleganger code to change monster facing to that of the nearest
451 * player. Hmm. The code is here, but no monster in the current
452 * arch set uses it.
453 */
454 if (op->race == shstr_doppleganger)
455 {
456 op->face = enemy->face;
457 op->name = enemy->name;
458 }
459
460 /* Calculate range information for closest body part - this
461 * is used for the 'skill' code, which isn't that smart when
462 * it comes to figuring it out - otherwise, giants throw boulders
463 * into themselves.
464 */
465 get_rangevector (op, enemy, &rv, 0);
466
467 /* Move the check for scared up here - if the monster was scared,
468 * we were not doing any of the logic below, so might as well save
469 * a few cpu cycles.
470 */
471 if (!QUERY_FLAG (op, FLAG_SCARED))
472 {
473 rv_vector rv1;
474
475 /* now we test every part of an object .... this is a real ugly piece of code */
476 for (part = op; part; part = part->more)
477 {
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
487 if (QUERY_FLAG (op, FLAG_CONFUSED))
488 dir = absdir (dir + rndm (3) + rndm (3) - 2);
489
490 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
491 if (monster_cast_spell (op, part, enemy, dir, &rv1))
492 return 0;
493
494 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
495 if (monster_use_scroll (op, part, enemy, dir, &rv1))
496 return 0;
497
498 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
499 if (monster_use_range (op, part, enemy, dir))
500 return 0;
501
502 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
503 if (monster_use_skill (op, rv.part, enemy, rv.direction))
504 return 0;
505
506 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
507 if (monster_use_bow (op, part, enemy, dir))
508 return 0;
509 } /* for processing of all parts */
510 } /* If not scared */
511
512 part = rv.part;
513 dir = rv.direction;
514
515 //-GPL
516
517 // if the enemy is a player, we have los. if los says we
518 // can directly reach the player, we do not deviate.
519 // for non-players, we never deviate
520 if (op->stats.Wis >= 8
521 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
522 {
523 int sdir = 0;
524 uint32_t &smell = op->ms ().smell;
525
526 for (int ndir = 1; ndir <= 8; ++ndir)
527 {
528 mapxy pos (op); pos.move (ndir);
529
530 if (pos.normalise ())
531 {
532 mapspace &ms = pos.ms ();
533
534 if (ms.smell > smell)
535 {
536 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
537 if (op->stats.Wis >= 10)
538 smell = ms.smell - 1; // smarter: tell others
539
540 sdir = ndir;
541
542 // perturbing the path might let the monster lose track,
543 // but it will also widen the actual path, spreading information
544 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
545 sdir = absdir (sdir + 1 - rndm (2) * 2);
546 }
547 }
548 }
549
550 if (sdir)
551 dir = sdir;
552 else if (smell)
553 {
554 // no better smell found, so assume the player jumped, and erase this smell
555 //printf ("erasing smell %d\n", op->ms ().smell);//D
556 unordered_mapwalk (op, -1, -1, 1, 1)
557 m->at (nx, ny).smell = 0;
558 }
559 }
560
561 //+GPL
562
563 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
564 dir = absdir (dir + 4);
565
566 if (QUERY_FLAG (op, FLAG_CONFUSED))
567 dir = absdir (dir + rndm (3) + rndm (3) - 2);
568
569 pre_att_dir = dir; /* remember the original direction */
570
571 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
572 {
573 switch (op->attack_movement & LO4)
574 {
575 case DISTATT:
576 dir = dist_att (dir, op, enemy, part, &rv);
577 break;
578
579 case RUNATT:
580 dir = run_att (dir, op, enemy, part, &rv);
581 break;
582
583 case HITRUN:
584 dir = hitrun_att (dir, op, enemy);
585 break;
586
587 case WAITATT:
588 dir = wait_att (dir, op, enemy, part, &rv);
589 break;
590
591 case RUSH: /* default - monster normally moves towards player */
592 case ALLRUN:
593 break;
594
595 case DISTHIT:
596 dir = disthit_att (dir, op, enemy, part, &rv);
597 break;
598
599 case WAIT2:
600 dir = wait_att2 (dir, op, enemy, part, &rv);
601 break;
602
603 default:
604 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
605 }
606 }
607
608 if (!dir)
609 return 0;
610
611 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
612 {
613 if (move_object (op, dir)) /* Can the monster move directly toward player? */
614 {
615 /* elmex: Turn our monster after it moved if it has DISTATT attack */
616 if ((op->attack_movement & LO4) == DISTATT)
617 op->direction = pre_att_dir;
618
619 return 0;
620 }
621
622 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
623 {
624 /* Try move around corners if !close */
625 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
626
627 for (diff = 1; diff <= maxdiff; diff++)
628 {
629 /* try different detours */
630 int m = 1 - rndm (2) * 2; /* Try left or right first? */
631
632 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
633 return 0;
634 }
635 }
636 } /* if monster is not standing still */
637
638 /* elmex: Turn our monster after it moved if it has DISTATT attack */
639 if ((op->attack_movement & LO4) == DISTATT)
640 op->direction = pre_att_dir;
641
642 /*
643 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
644 * direction if they can't move away.
645 */
646 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
647 if (move_randomly (op))
648 return 0;
649
650 /*
651 * Try giving the monster a new enemy - the player that is closest
652 * to it. In this way, it won't just keep trying to get to a target
653 * that is inaccessible.
654 * This could be more clever - it should go through a list of several
655 * enemies, as it is now, you could perhaps get situations where there
656 * are two players flanking the monster at close distance, but which
657 * the monster can't get to, and a third one at a far distance that
658 * the monster could get to - as it is, the monster won't look at that
659 * third one.
660 */
661 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
662 {
663 object *nearest_player = get_nearest_player (op);
664
665 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
666 {
667 op->enemy = 0;
668 enemy = nearest_player;
669 }
670 }
671
672 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
673 {
674 /* The adjustement to wc that was here before looked totally bogus -
675 * since wc can in fact get negative, that would mean by adding
676 * the current wc, the creature gets better? Instead, just
677 * add a fixed amount - nasty creatures that are runny away should
678 * still be pretty nasty.
679 */
680 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
681 {
682 part->stats.wc += 10;
683 skill_attack (enemy, part, 0, NULL, NULL);
684 part->stats.wc -= 10;
685 }
686 else
687 skill_attack (enemy, part, 0, NULL, NULL);
688 } /* if monster is in attack range */
689
690 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
691 return 1;
692
693 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
694 {
695 op->drop_and_destroy ();
696 return 1;
697 }
698
699 return 0;
700 }
701
702 int
703 can_hit (object *ob1, object *ob2, rv_vector * rv)
704 {
705 object *more;
706 rv_vector rv1;
707
708 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
709 return 0;
710
711 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
712 return 1;
713
714 /* check all the parts of ob2 - just because we can't get to
715 * its head doesn't mean we don't want to pound its feet
716 */
717 for (more = ob2->more; more; more = more->more)
718 {
719 get_rangevector (ob1, more, &rv1, 0);
720 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
721 return 1;
722 }
723
724 return 0;
725 }
726
727 /* Returns 1 is monster should cast spell sp at an enemy
728 * Returns 0 if the monster should not cast this spell.
729 *
730 * Note that this function does not check to see if the monster can
731 * in fact cast the spell (sp dependencies and what not.) That is because
732 * this function is also sued to see if the monster should use spell items
733 * (rod/horn/wand/scroll).
734 * Note that there are certainly other offensive spells that could be
735 * included, but I decided to leave out the spells that may kill more
736 * monsters than players (eg, disease).
737 *
738 * This could be a lot smarter - if there are few monsters around,
739 * then disease might not be as bad. Likewise, if the monster is damaged,
740 * the right type of healing spell could be useful.
741 */
742
743 static int
744 monster_should_cast_spell (object *monster, object *spell_ob)
745 {
746 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
747 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
748 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
749 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
750 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
751 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
752 return 1;
753
754 return 0;
755 }
756
757 #define MAX_KNOWN_SPELLS 20
758
759 /* Returns a randomly selected spell. This logic is still
760 * less than ideal. This code also only seems to deal with
761 * wizard spells, as the check is against sp, and not grace.
762 * can mosnters know cleric spells?
763 */
764 object *
765 monster_choose_random_spell (object *monster)
766 {
767 object *altern[MAX_KNOWN_SPELLS];
768 int i = 0;
769
770 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
771 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
772 {
773 /* Check and see if it's actually a useful spell.
774 * If its a spellbook, the spell is actually the inventory item.
775 * if it is a spell, then it is just the object itself.
776 */
777 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
778 {
779 altern [i++] = tmp;
780
781 if (i == MAX_KNOWN_SPELLS)
782 break;
783 }
784 }
785
786 return i ? altern [rndm (i)] : 0;
787 }
788
789 /* This checks to see if the monster should cast a spell/ability.
790 * it returns true if the monster casts a spell, 0 if he doesn't.
791 * head is the head of the monster.
792 * part is the part of the monster we are checking against.
793 * pl is the target.
794 * dir is the direction to case.
795 * rv is the vector which describes where the enemy is.
796 */
797 int
798 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
799 {
800 object *spell_item;
801 object *owner;
802 rv_vector rv1;
803
804 /* If you want monsters to cast spells over friends, this spell should
805 * be removed. It probably should be in most cases, since monsters still
806 * don't care about residual effects (ie, casting a cone which may have a
807 * clear path to the player, the side aspects of the code will still hit
808 * other monsters)
809 */
810 if (!(dir = path_to_player (part, pl, 0)))
811 return 0;
812
813 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
814 {
815 get_rangevector (head, owner, &rv1, 0x1);
816 if (dirdiff (dir, rv1.direction) < 2)
817 return 0; /* Might hit owner with spell */
818 }
819
820 if (QUERY_FLAG (head, FLAG_CONFUSED))
821 dir = absdir (dir + rndm (3) + rndm (3) - 2);
822
823 /* If the monster hasn't already chosen a spell, choose one
824 * I'm not sure if it really make sense to pre-select spells (events
825 * could be different by the time the monster goes again).
826 */
827 if (head->spellitem == NULL)
828 {
829 if ((spell_item = monster_choose_random_spell (head)) == NULL)
830 {
831 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
832 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
833 return 0;
834 }
835
836 if (spell_item->type == SPELLBOOK)
837 {
838 if (!spell_item->inv)
839 {
840 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
841 return 0;
842 }
843
844 spell_item = spell_item->inv;
845 }
846 }
847 else
848 spell_item = head->spellitem;
849
850 if (!spell_item)
851 return 0;
852
853 /* Best guess this is a defensive/healing spell */
854 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
855 dir = 0;
856
857 /* Monster doesn't have enough spell-points */
858 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
859 return 0;
860
861 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
862 return 0;
863
864 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
865 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
866
867 /* set this to null, so next time monster will choose something different */
868 head->spellitem = NULL;
869
870 return cast_spell (part, part, dir, spell_item, NULL);
871 }
872
873 int
874 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
875 {
876 object *scroll;
877 object *owner;
878 rv_vector rv1;
879
880 /* If you want monsters to cast spells over friends, this spell should
881 * be removed. It probably should be in most cases, since monsters still
882 * don't care about residual effects (ie, casting a cone which may have a
883 * clear path to the player, the side aspects of the code will still hit
884 * other monsters)
885 */
886 if (!(dir = path_to_player (part, pl, 0)))
887 return 0;
888
889 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
890 {
891 get_rangevector (head, owner, &rv1, 0x1);
892 if (dirdiff (dir, rv1.direction) < 2)
893 {
894 return 0; /* Might hit owner with spell */
895 }
896 }
897
898 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900
901 for (scroll = head->inv; scroll; scroll = scroll->below)
902 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
903 break;
904
905 /* Used up all his scrolls, so nothing do to */
906 if (!scroll)
907 {
908 CLEAR_FLAG (head, FLAG_READY_SCROLL);
909 return 0;
910 }
911
912 /* Spell should be cast on caster (ie, heal, strength) */
913 if (scroll->inv->range == 0)
914 dir = 0;
915
916 apply_scroll (part, scroll, dir);
917 return 1;
918 }
919
920 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
921 * Note that monsters do not need the skills SK_MELEE_WEAPON and
922 * SK_MISSILE_WEAPON to make those respective attacks, if we
923 * required that we would drastically increase the memory
924 * requirements of CF!!
925 *
926 * The skills we are treating here are all but those. -b.t.
927 *
928 * At the moment this is only useful for throwing, perhaps for
929 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
930 */
931 int
932 monster_use_skill (object *head, object *part, object *pl, int dir)
933 {
934 object *skill, *owner;
935
936 if (!(dir = path_to_player (part, pl, 0)))
937 return 0;
938
939 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
940 {
941 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
942
943 if (dirdiff (dir, dir2) < 1)
944 return 0; /* Might hit owner with skill -thrown rocks for example ? */
945 }
946
947 if (QUERY_FLAG (head, FLAG_CONFUSED))
948 dir = absdir (dir + rndm (3) + rndm (3) - 2);
949
950 /* skill selection - monster will use the next unused skill.
951 * well...the following scenario will allow the monster to
952 * toggle between 2 skills. One day it would be nice to make
953 * more skills available to monsters.
954 */
955 for (skill = head->inv; skill; skill = skill->below)
956 if (skill->type == SKILL && skill != head->chosen_skill)
957 {
958 head->chosen_skill = skill;
959 break;
960 }
961
962 if (!skill && !head->chosen_skill)
963 {
964 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
965 CLEAR_FLAG (head, FLAG_READY_SKILL);
966 return 0;
967 }
968
969 /* use skill */
970 return do_skill (head, part, head->chosen_skill, dir, NULL);
971 }
972
973 /* Monster will use a ranged spell attack. */
974 int
975 monster_use_range (object *head, object *part, object *pl, int dir)
976 {
977 object *wand, *owner;
978 int at_least_one = 0;
979
980 if (!(dir = path_to_player (part, pl, 0)))
981 return 0;
982
983 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
984 {
985 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
986
987 if (dirdiff (dir, dir2) < 2)
988 return 0; /* Might hit owner with spell */
989 }
990
991 if (QUERY_FLAG (head, FLAG_CONFUSED))
992 dir = absdir (dir + rndm (3) + rndm (3) - 2);
993
994 for (wand = head->inv; wand; wand = wand->below)
995 {
996 if (wand->type == WAND)
997 {
998 /* Found a wand, let's see if it has charges left */
999 at_least_one = 1;
1000 if (wand->stats.food <= 0)
1001 continue;
1002
1003 cast_spell (head, wand, dir, wand->inv, NULL);
1004
1005 if (!(--wand->stats.food))
1006 {
1007 if (wand->arch)
1008 {
1009 CLEAR_FLAG (wand, FLAG_ANIMATE);
1010 wand->face = wand->arch->face;
1011 wand->set_speed (0);
1012 }
1013 }
1014 /* Success */
1015 return 1;
1016 }
1017 else if (wand->type == ROD || wand->type == HORN)
1018 {
1019 /* Found rod/horn, let's use it if possible */
1020 at_least_one = 1;
1021 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1022 continue;
1023
1024 /* drain charge before casting spell - can be a case where the
1025 * spell destroys the monster, and rod, so if done after, results
1026 * in crash.
1027 */
1028 drain_rod_charge (wand);
1029 cast_spell (head, wand, dir, wand->inv, NULL);
1030
1031 /* Success */
1032 return 1;
1033 }
1034 }
1035
1036 if (at_least_one)
1037 return 0;
1038
1039 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1040 CLEAR_FLAG (head, FLAG_READY_RANGE);
1041 return 0;
1042 }
1043
1044 int
1045 monster_use_bow (object *head, object *part, object *pl, int dir)
1046 {
1047 object *owner;
1048
1049 if (!(dir = path_to_player (part, pl, 0)))
1050 return 0;
1051
1052 if (QUERY_FLAG (head, FLAG_CONFUSED))
1053 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1054
1055 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1056 {
1057 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1058
1059 if (dirdiff (dir, dir2) < 1)
1060 return 0; /* Might hit owner with arrow */
1061 }
1062
1063 /* in server/player.c */
1064 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1065
1066 }
1067
1068 /* Checks if putting on 'item' will make 'who' do more
1069 * damage. This is a very simplistic check - also checking things
1070 * like speed and ac are also relevant.
1071 *
1072 * return true if item is a better object.
1073 */
1074 int
1075 check_good_weapon (object *who, object *item)
1076 {
1077 object *other_weap;
1078 int val = 0, i;
1079
1080 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1081 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1082 break;
1083
1084 if (!other_weap) /* No other weapons */
1085 return 1;
1086
1087 /* Rather than go through and apply the new one, and see if it is
1088 * better, just do some simple checks
1089 * Put some multipliers for things that hvae several effects,
1090 * eg, magic affects both damage and wc, so it has more weight
1091 */
1092
1093 val = item->stats.dam - other_weap->stats.dam;
1094 val += (item->magic - other_weap->magic) * 3;
1095 /* Monsters don't really get benefits from things like regen rates
1096 * from items. But the bonus for their stats are very important.
1097 */
1098 for (i = 0; i < NUM_STATS; i++)
1099 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1100
1101 if (val > 0)
1102 return 1;
1103 else
1104 return 0;
1105 }
1106
1107 int
1108 check_good_armour (object *who, object *item)
1109 {
1110 object *other_armour;
1111 int val = 0, i;
1112
1113 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1114 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1115 break;
1116
1117 if (other_armour == NULL) /* No other armour, use the new */
1118 return 1;
1119
1120 /* Like above function , see which is better */
1121 val = item->stats.ac - other_armour->stats.ac;
1122 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1123 val += (item->magic - other_armour->magic) * 3;
1124
1125 /* for the other protections, do weigh them very much in the equation -
1126 * it is the armor protection which is most important, because there is
1127 * no good way to know what the player may attack the monster with.
1128 * So if the new item has better protection than the old, give that higher
1129 * value. If the reverse, then decrease the value of this item some.
1130 */
1131 for (i = 1; i < NROFATTACKS; i++)
1132 {
1133 if (item->resist[i] > other_armour->resist[i])
1134 val++;
1135 else if (item->resist[i] < other_armour->resist[i])
1136 val--;
1137 }
1138
1139 /* Very few armours have stats, so not much need to worry about those. */
1140
1141 if (val > 0)
1142 return 1;
1143 else
1144 return 0;
1145 }
1146
1147 /*
1148 * monster_check_pickup(): checks for items that monster can pick up.
1149 *
1150 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1151 * Each time the blob passes over some treasure, it will
1152 * grab it a.s.a.p.
1153 *
1154 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1155 * to handle this.
1156 *
1157 * This function was seen be continueing looping at one point (tmp->below
1158 * became a recursive loop. It may be better to call monster_check_apply
1159 * after we pick everything up, since that function may call others which
1160 * affect stacking on this space.
1161 */
1162 void
1163 monster_check_pickup (object *monster)
1164 {
1165 object *tmp, *next;
1166
1167 for (tmp = monster->below; tmp != NULL; tmp = next)
1168 {
1169 next = tmp->below;
1170 if (monster_can_pick (monster, tmp))
1171 {
1172 tmp->remove ();
1173 tmp = insert_ob_in_ob (tmp, monster);
1174 (void) monster_check_apply (monster, tmp);
1175 }
1176 /* We could try to re-establish the cycling, of the space, but probably
1177 * not a big deal to just bail out.
1178 */
1179 if (next && next->destroyed ())
1180 return;
1181 }
1182 }
1183
1184 /*
1185 * monster_can_pick(): If the monster is interested in picking up
1186 * the item, then return 0. Otherwise 0.
1187 * Instead of pick_up, flags for "greed", etc, should be used.
1188 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1189 */
1190 int
1191 monster_can_pick (object *monster, object *item)
1192 {
1193 int flag = 0;
1194 int i;
1195
1196 if (!can_pick (monster, item))
1197 return 0;
1198
1199 if (QUERY_FLAG (item, FLAG_UNPAID))
1200 return 0;
1201
1202 if (monster->pick_up & 64) /* All */
1203 flag = 1;
1204
1205 else
1206 switch (item->type)
1207 {
1208 case MONEY:
1209 case GEM:
1210 flag = monster->pick_up & 2;
1211 break;
1212
1213 case FOOD:
1214 flag = monster->pick_up & 4;
1215 break;
1216
1217 case WEAPON:
1218 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1219 break;
1220
1221 case ARMOUR:
1222 case SHIELD:
1223 case HELMET:
1224 case BOOTS:
1225 case GLOVES:
1226 case GIRDLE:
1227 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1228 break;
1229
1230 case SKILL:
1231 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1232 break;
1233
1234 case RING:
1235 flag = QUERY_FLAG (monster, FLAG_USE_RING);
1236 break;
1237
1238 case WAND:
1239 case HORN:
1240 case ROD:
1241 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1242 break;
1243
1244 case SPELLBOOK:
1245 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1246 break;
1247
1248 case SCROLL:
1249 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1250 break;
1251
1252 case BOW:
1253 case ARROW:
1254 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1255 break;
1256 }
1257
1258 /* Simplistic check - if the monster has a location to equip it, he will
1259 * pick it up. Note that this doesn't handle cases where an item may
1260 * use several locations.
1261 */
1262 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1263 {
1264 if (monster->slot[i].info && item->slot[i].info)
1265 {
1266 flag = 1;
1267 break;
1268 }
1269 }
1270
1271 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1272 return 1;
1273
1274 return 0;
1275 }
1276
1277 /*
1278 * monster_apply_below():
1279 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1280 * eager to apply things, encounters something apply-able,
1281 * then make him apply it
1282 */
1283 void
1284 monster_apply_below (object *monster)
1285 {
1286 object *tmp, *next;
1287
1288 for (tmp = monster->below; tmp != NULL; tmp = next)
1289 {
1290 next = tmp->below;
1291 switch (tmp->type)
1292 {
1293 case T_HANDLE:
1294 case TRIGGER:
1295 if (monster->will_apply & 1)
1296 manual_apply (monster, tmp, 0);
1297 break;
1298
1299 case TREASURE:
1300 if (monster->will_apply & 2)
1301 manual_apply (monster, tmp, 0);
1302 break;
1303
1304 }
1305 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1306 break;
1307 }
1308 }
1309
1310 /*
1311 * monster_check_apply() is meant to be called after an item is
1312 * inserted in a monster.
1313 * If an item becomes outdated (monster found a better item),
1314 * a pointer to that object is returned, so it can be dropped.
1315 * (so that other monsters can pick it up and use it)
1316 * Note that as things are now, monsters never drop something -
1317 * they can pick up all that they can use.
1318 */
1319 /* Sept 96, fixed this so skills will be readied -b.t.*/
1320 void
1321 monster_check_apply (object *mon, object *item)
1322 {
1323 int flag = 0;
1324
1325 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1326 {
1327 SET_FLAG (mon, FLAG_CAST_SPELL);
1328 return;
1329 }
1330
1331 /* If for some reason, this item is already applied, no more work to do */
1332 if (QUERY_FLAG (item, FLAG_APPLIED))
1333 return;
1334
1335 /* Might be better not to do this - if the monster can fire a bow,
1336 * it is possible in his wanderings, he will find one to use. In
1337 * which case, it would be nice to have ammo for it.
1338 */
1339 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1340 {
1341 /* Check for the right kind of bow */
1342 object *bow;
1343
1344 for (bow = mon->inv; bow; bow = bow->below)
1345 if (bow->type == BOW && bow->race == item->race)
1346 {
1347 SET_FLAG (mon, FLAG_READY_BOW);
1348 LOG (llevMonster, "Found correct bow for arrows.\n");
1349 return; /* nothing more to do for arrows */
1350 }
1351 }
1352
1353 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1354 flag = 1;
1355 /* Eating food gets hp back */
1356 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1357 flag = 1;
1358 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1359 {
1360 if (!item->inv)
1361 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1362 else if (monster_should_cast_spell (mon, item->inv))
1363 SET_FLAG (mon, FLAG_READY_SCROLL);
1364 /* Don't use it right now */
1365 return;
1366 }
1367 else if (item->type == WEAPON)
1368 flag = check_good_weapon (mon, item);
1369 else if (item->is_armor ())
1370 flag = check_good_armour (mon, item);
1371 /* Should do something more, like make sure this is a better item */
1372 else if (item->type == RING)
1373 flag = 1;
1374 else if (item->type == WAND || item->type == ROD || item->type == HORN)
1375 {
1376 /* We never really 'ready' the wand/rod/horn, because that would mean the
1377 * weapon would get undone.
1378 */
1379 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1380 {
1381 SET_FLAG (mon, FLAG_READY_RANGE);
1382 SET_FLAG (item, FLAG_APPLIED);
1383 }
1384 return;
1385 }
1386 else if (item->type == BOW)
1387 {
1388 /* We never really 'ready' the bow, because that would mean the
1389 * weapon would get undone.
1390 */
1391 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1392 SET_FLAG (mon, FLAG_READY_BOW);
1393 return;
1394 }
1395 else if (item->type == SKILL)
1396 {
1397 /*
1398 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1399 * else they can't use the skill...
1400 * Skills also don't need to get applied, so return now.
1401 */
1402 SET_FLAG (mon, FLAG_READY_SKILL);
1403 return;
1404 }
1405
1406 /* if we don't match one of the above types, return now.
1407 * can_apply_object will say that we can apply things like flesh,
1408 * bolts, and whatever else, because it only checks against the
1409 * body_info locations.
1410 */
1411 if (!flag)
1412 return;
1413
1414 /* Check to see if the monster can use this item. If not, no need
1415 * to do further processing. Note that can_apply_object already checks
1416 * for the CAN_USE flags.
1417 */
1418 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1419 return;
1420
1421 /* should only be applying this item, not unapplying it.
1422 * also, ignore status of curse so they can take off old armour.
1423 * monsters have some advantages after all.
1424 */
1425 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1426 }
1427
1428 void
1429 npc_call_help (object *op)
1430 {
1431 unordered_mapwalk (op, -7, -7, 7, 7)
1432 {
1433 mapspace &ms = m->at (nx, ny);
1434
1435 /* If nothing alive on this space, no need to search the space. */
1436 if (!(ms.flags () & P_IS_ALIVE))
1437 continue;
1438
1439 for (object *npc = ms.bot; npc; npc = npc->above)
1440 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441 npc->enemy = op->enemy;
1442 }
1443 }
1444
1445 int
1446 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1447 {
1448 if (can_hit (part, enemy, rv))
1449 return dir;
1450
1451 if (rv->distance < 10)
1452 return absdir (dir + 4);
1453 else if (rv->distance > 18)
1454 return dir;
1455
1456 return 0;
1457 }
1458
1459 int
1460 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
1461 {
1462 if (can_hit (part, enemy, rv))
1463 return dir;
1464 else
1465 return absdir (dir + 4);
1466 }
1467
1468 int
1469 hitrun_att (int dir, object *ob, object *enemy)
1470 {
1471 if (ob->move_status++ < 25)
1472 return dir;
1473 else if (ob->move_status < 50)
1474 return absdir (dir + 4);
1475 else
1476 ob->move_status = 0;
1477
1478 return absdir (dir + 4);
1479 }
1480
1481 int
1482 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1483 {
1484 int inrange = can_hit (part, enemy, rv);
1485
1486 if (ob->move_status || inrange)
1487 ob->move_status++;
1488
1489 if (ob->move_status == 0)
1490 return 0;
1491 else if (ob->move_status < 10)
1492 return dir;
1493 else if (ob->move_status < 15)
1494 return absdir (dir + 4);
1495
1496 ob->move_status = 0;
1497 return 0;
1498 }
1499
1500 int
1501 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502 {
1503 /* The logic below here looked plain wrong before. Basically, what should
1504 * happen is that if the creatures hp percentage falls below run_away,
1505 * the creature should run away (dir+4)
1506 * I think its wrong for a creature to have a zero maxhp value, but
1507 * at least one map has this set, and whatever the map contains, the
1508 * server should try to be resilant enough to avoid the problem
1509 */
1510 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
1511 return absdir (dir + 4);
1512
1513 return dist_att (dir, ob, enemy, part, rv);
1514 }
1515
1516 int
1517 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1518 {
1519 if (rv->distance < 9)
1520 return absdir (dir + 4);
1521
1522 return 0;
1523 }
1524
1525 void
1526 circ1_move (object *ob)
1527 {
1528 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1529
1530 if (++ob->move_status > 11)
1531 ob->move_status = 0;
1532
1533 if (!(move_object (ob, circle[ob->move_status])))
1534 move_object (ob, rndm (8) + 1);
1535 }
1536
1537 void
1538 circ2_move (object *ob)
1539 {
1540 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541
1542 if (++ob->move_status > 19)
1543 ob->move_status = 0;
1544
1545 if (!(move_object (ob, circle[ob->move_status])))
1546 move_object (ob, rndm (8) + 1);
1547 }
1548
1549 void
1550 pace_movev (object *ob)
1551 {
1552 if (ob->move_status++ > 6)
1553 ob->move_status = 0;
1554
1555 if (ob->move_status < 4)
1556 move_object (ob, 5);
1557 else
1558 move_object (ob, 1);
1559 }
1560
1561 void
1562 pace_moveh (object *ob)
1563 {
1564 if (ob->move_status++ > 6)
1565 ob->move_status = 0;
1566
1567 if (ob->move_status < 4)
1568 move_object (ob, 3);
1569 else
1570 move_object (ob, 7);
1571 }
1572
1573 void
1574 pace2_movev (object *ob)
1575 {
1576 if (ob->move_status++ > 16)
1577 ob->move_status = 0;
1578
1579 if (ob->move_status < 6)
1580 move_object (ob, 5);
1581 else if (ob->move_status < 8)
1582 return;
1583 else if (ob->move_status < 13)
1584 move_object (ob, 1);
1585 else
1586 return;
1587 }
1588
1589 void
1590 pace2_moveh (object *ob)
1591 {
1592 if (ob->move_status++ > 16)
1593 ob->move_status = 0;
1594
1595 if (ob->move_status < 6)
1596 move_object (ob, 3);
1597 else if (ob->move_status < 8)
1598 return;
1599 else if (ob->move_status < 13)
1600 move_object (ob, 7);
1601 else
1602 return;
1603 }
1604
1605 void
1606 rand_move (object *ob)
1607 {
1608 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1609 for (int i = 0; i < 5; i++)
1610 if (move_object (ob, ob->move_status = rndm (8) + 1))
1611 return;
1612 }
1613
1614 void
1615 check_earthwalls (object *op, maptile *m, int x, int y)
1616 {
1617 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1618 if (tmp->type == EARTHWALL)
1619 {
1620 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1621 return;
1622 }
1623 }
1624
1625 void
1626 check_doors (object *op, maptile *m, int x, int y)
1627 {
1628 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1629 if (tmp->type == DOOR)
1630 {
1631 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1632 return;
1633 }
1634 }
1635
1636 /* find_mon_throw_ob() - modeled on find_throw_ob
1637 * This is probably overly simplistic as it is now - We want
1638 * monsters to throw things like chairs and other pieces of
1639 * furniture, even if they are not good throwable objects.
1640 * Probably better to have the monster throw a throwable object
1641 * first, then throw any non equipped weapon.
1642 */
1643 object *
1644 find_mon_throw_ob (object *op)
1645 {
1646 object *tmp = NULL;
1647
1648 if (op->head)
1649 tmp = op->head;
1650 else
1651 tmp = op;
1652
1653 /* New throw code: look through the inventory. Grap the first legal is_thrown
1654 * marked item and throw it to the enemy.
1655 */
1656 for (tmp = op->inv; tmp; tmp = tmp->below)
1657 {
1658 /* Can't throw invisible objects or items that are applied */
1659 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1660 continue;
1661
1662 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1663 break;
1664
1665 }
1666
1667 #ifdef DEBUG_THROW
1668 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1669 #endif
1670
1671 return tmp;
1672 }
1673
1674 /* determine if we can 'detect' the enemy. Check for walls blocking the
1675 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1676 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1677 * modified by MSW to use the get_rangevector so that map tiling works
1678 * properly. I also so odd code in place that checked for x distance
1679 * OR y distance being within some range - that seemed wrong - both should
1680 * be within the valid range. MSW 2001-08-05
1681 * Returns 0 if enemy can not be detected, 1 if it is detected
1682 */
1683 int
1684 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1685 {
1686 /* null detection for any of these condtions always */
1687 if (!op || !enemy || !op->map || !enemy->map)
1688 return 0;
1689
1690 /* If the monster (op) has no way to get to the enemy, do nothing */
1691 if (!on_same_map (op, enemy))
1692 return 0;
1693
1694 get_rangevector (op, enemy, rv, 0);
1695
1696 /* Monsters always ignore the DM */
1697 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1698 return 0;
1699
1700 /* simple check. Should probably put some range checks in here. */
1701 if (can_see_enemy (op, enemy))
1702 return 1;
1703
1704 /* The rest of this is for monsters. Players are on their own for
1705 * finding enemies!
1706 */
1707 if (op->is_player ())
1708 return 0;
1709
1710 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1711 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1712 */
1713 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1714 return 0;
1715
1716 int radius = MIN_MON_RADIUS;
1717
1718 /* use this for invis also */
1719 int hide_discovery = op->stats.Int / 5;
1720
1721 /* Determine Detection radii */
1722 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1723 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1724 else
1725 { /* a level/INT/Dex adjustment for hiding */
1726 int bonus = op->level / 2 + op->stats.Int / 5;
1727
1728 if (enemy->is_player ())
1729 {
1730 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1731 bonus -= sk_hide->level;
1732 else
1733 {
1734 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1735 make_visible (enemy);
1736 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1737 }
1738 }
1739 else /* enemy is not a player */
1740 bonus -= enemy->level;
1741
1742 radius += bonus / 5;
1743 hide_discovery += bonus * 5;
1744 } /* else creature has modifiers for hiding */
1745
1746 /* Radii stealth adjustment. Only if you are stealthy
1747 * will you be able to sneak up closer to creatures */
1748 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1749 {
1750 radius /= 2;
1751 hide_discovery /= 3;
1752 }
1753
1754 /* Radii adjustment for enemy standing in the dark */
1755 if (!stand_in_light (enemy))
1756 {
1757 /* on dark maps body heat can help indicate location with infravision
1758 * undead don't have body heat, so no benefit detecting them.
1759 */
1760 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1761 radius += op->map->darklevel () / 2;
1762 else
1763 radius -= op->map->darklevel () / 2;
1764
1765 /* op next to a monster (and not in complete darkness)
1766 * the monster should have a chance to see you.
1767 */
1768 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1769 radius = MIN_MON_RADIUS;
1770 } /* if on dark map */
1771
1772 /* Lets not worry about monsters that have incredible detection
1773 * radii, we only need to worry here about things the player can
1774 * (potentially) see. This is 13, as that is the maximum size the player
1775 * may have for their map - in that way, creatures at the edge will
1776 * do something. Note that the distance field in the
1777 * vector is real distance, so in theory this should be 18 to
1778 * find that.
1779 */
1780 // note that the above reasoning was utter bullshit even at the time it was written
1781 // we use 25, lets see if we have the cpu time for it
1782 radius = min (25, radius);
1783
1784 /* Enemy in range! Now test for detection */
1785 if (rv->distance <= radius)
1786 {
1787 /* ah, we are within range, detected? take cases */
1788 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1789 return 1;
1790
1791 /* hidden or low-quality invisible */
1792 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1793 {
1794 make_visible (enemy);
1795
1796 /* inform players of new status */
1797 if (enemy->type == PLAYER && player_can_view (enemy, op))
1798 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799
1800 return 1; /* detected enemy */
1801 }
1802 else if (enemy->invisible)
1803 {
1804 /* Change this around - instead of negating the invisible, just
1805 * return true so that the monster that managed to detect you can
1806 * do something to you. Decreasing the duration of invisible
1807 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1808 * can then basically negate the spell. The spell isn't negated -
1809 * they just know where you are!
1810 */
1811 if (rndm (50) <= hide_discovery)
1812 {
1813 if (enemy->type == PLAYER)
1814 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1815
1816 return 1;
1817 }
1818 }
1819 } /* within range */
1820
1821 /* Wasn't detected above, so still hidden */
1822 return 0;
1823 }
1824
1825 /* determine if op stands in a lighted square. This is not a very
1826 * intelligent algorithm. For one thing, we ignore los here, SO it
1827 * is possible for a bright light to illuminate a player on the
1828 * other side of a wall (!).
1829 */
1830 int
1831 stand_in_light (object *op)
1832 {
1833 if (op)
1834 {
1835 if (!op->is_on_map ())
1836 return 0;
1837
1838 if (op->map->darklevel () <= 0)
1839 return 1;
1840
1841 if (op->glow_radius > 0)
1842 return 1;
1843
1844 if (op->map)
1845 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1846 {
1847 /* Check the spaces with the max light radius to see if any of them
1848 * have lights, and if any of them light the player enough, then return 1.
1849 */
1850 int light = m->at (nx, ny).light;
1851
1852 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1853 return 1;
1854 }
1855 }
1856
1857 return 0;
1858 }
1859
1860 /* assuming no walls/barriers, lets check to see if its *possible*
1861 * to see an enemy. Note, "detection" is different from "seeing".
1862 * See can_detect_enemy() for more details. -b.t.
1863 * return 0 if can't be seen, 1 if can be
1864 */
1865 int
1866 can_see_enemy (object *op, object *enemy)
1867 {
1868 object *looker = op->head ? op->head : op;
1869
1870 /* safety */
1871 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1872 return 0;
1873
1874 /* we dont give a full treatment of xrays here (shorter range than normal,
1875 * see through walls). Should we change the code elsewhere to make you
1876 * blind even if you can xray?
1877 */
1878 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1879 return 0;
1880
1881 /* checking for invisible things */
1882 if (enemy->invisible)
1883 {
1884 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1885 * However,if you carry any source of light, then the hidden
1886 * creature is seeable (and stupid) */
1887
1888 if (enemy->has_carried_lights ())
1889 {
1890 if (enemy->flag [FLAG_HIDDEN])
1891 {
1892 make_visible (enemy);
1893 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1894 }
1895
1896 return 1;
1897 }
1898 else if (enemy->flag [FLAG_HIDDEN])
1899 return 0;
1900
1901 /* Invisible enemy. Break apart the check for invis undead/invis looker
1902 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1903 * and making it a conditional makes the code pretty ugly.
1904 */
1905 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1906 if (makes_invisible_to (enemy, looker))
1907 return 0;
1908 }
1909 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1910 if (player_can_view (looker, enemy))
1911 return 1;
1912
1913 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914 * unless they carry a light or stand in light. Darkness doesnt
1915 * inhibit the undead per se (but we should give their archs
1916 * CAN_SEE_IN_DARK, this is just a safety
1917 * we care about the enemy maps status, not the looker.
1918 * only relevant for tiled maps, but it is possible that the
1919 * enemy is on a bright map and the looker on a dark - in that
1920 * case, the looker can still see the enemy
1921 */
1922 if (!stand_in_light (enemy)
1923 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1924 return 0;
1925
1926 return 1;
1927 }
1928
1929 //-GPL