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/cvs/deliantra/server/server/monster.C
Revision: 1.74
Committed: Fri Nov 6 13:03:34 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_90
Changes since 1.73: +7 -7 lines
Log Message:
make effectively static symbols actually static, part 2

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 static 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 static 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 static 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 * monster_can_pick(): If the monster is interested in picking up
290 * the item, then return 0. Otherwise 0.
291 * Instead of pick_up, flags for "greed", etc, should be used.
292 * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
293 */
294 static int
295 monster_can_pick (object *monster, object *item)
296 {
297 int flag = 0;
298 int i;
299
300 if (!can_pick (monster, item))
301 return 0;
302
303 if (QUERY_FLAG (item, FLAG_UNPAID))
304 return 0;
305
306 if (monster->pick_up & 64) /* All */
307 flag = 1;
308
309 else
310 switch (item->type)
311 {
312 case MONEY:
313 case GEM:
314 flag = monster->pick_up & 2;
315 break;
316
317 case FOOD:
318 flag = monster->pick_up & 4;
319 break;
320
321 case WEAPON:
322 flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
323 break;
324
325 case ARMOUR:
326 case SHIELD:
327 case HELMET:
328 case BOOTS:
329 case GLOVES:
330 case GIRDLE:
331 flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
332 break;
333
334 case SKILL:
335 flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
336 break;
337
338 case RING:
339 flag = QUERY_FLAG (monster, FLAG_USE_RING);
340 break;
341
342 case WAND:
343 case HORN:
344 case ROD:
345 flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
346 break;
347
348 case SPELLBOOK:
349 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
350 break;
351
352 case SCROLL:
353 flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
354 break;
355
356 case BOW:
357 case ARROW:
358 flag = QUERY_FLAG (monster, FLAG_USE_BOW);
359 break;
360 }
361
362 /* Simplistic check - if the monster has a location to equip it, he will
363 * pick it up. Note that this doesn't handle cases where an item may
364 * use several locations.
365 */
366 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
367 {
368 if (monster->slot[i].info && item->slot[i].info)
369 {
370 flag = 1;
371 break;
372 }
373 }
374
375 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
376 return 1;
377
378 return 0;
379 }
380
381 /*
382 * monster_check_pickup(): checks for items that monster can pick up.
383 *
384 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
385 * Each time the blob passes over some treasure, it will
386 * grab it a.s.a.p.
387 *
388 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
389 * to handle this.
390 *
391 * This function was seen be continueing looping at one point (tmp->below
392 * became a recursive loop. It may be better to call monster_check_apply
393 * after we pick everything up, since that function may call others which
394 * affect stacking on this space.
395 */
396 static void
397 monster_check_pickup (object *monster)
398 {
399 object *tmp, *next;
400
401 for (tmp = monster->below; tmp != NULL; tmp = next)
402 {
403 next = tmp->below;
404 if (monster_can_pick (monster, tmp))
405 {
406 tmp->remove ();
407 tmp = insert_ob_in_ob (tmp, monster);
408 (void) monster_check_apply (monster, tmp);
409 }
410 /* We could try to re-establish the cycling, of the space, but probably
411 * not a big deal to just bail out.
412 */
413 if (next && next->destroyed ())
414 return;
415 }
416 }
417
418 /*
419 * monster_apply_below():
420 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
421 * eager to apply things, encounters something apply-able,
422 * then make him apply it
423 */
424 static void
425 monster_apply_below (object *monster)
426 {
427 object *tmp, *next;
428
429 for (tmp = monster->below; tmp != NULL; tmp = next)
430 {
431 next = tmp->below;
432 switch (tmp->type)
433 {
434 case T_HANDLE:
435 case TRIGGER:
436 if (monster->will_apply & 1)
437 manual_apply (monster, tmp, 0);
438 break;
439
440 case TREASURE:
441 if (monster->will_apply & 2)
442 manual_apply (monster, tmp, 0);
443 break;
444
445 }
446 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
447 break;
448 }
449 }
450
451 /* Returns 1 is monster should cast spell sp at an enemy
452 * Returns 0 if the monster should not cast this spell.
453 *
454 * Note that this function does not check to see if the monster can
455 * in fact cast the spell (sp dependencies and what not.) That is because
456 * this function is also sued to see if the monster should use spell items
457 * (rod/horn/wand/scroll).
458 * Note that there are certainly other offensive spells that could be
459 * included, but I decided to leave out the spells that may kill more
460 * monsters than players (eg, disease).
461 *
462 * This could be a lot smarter - if there are few monsters around,
463 * then disease might not be as bad. Likewise, if the monster is damaged,
464 * the right type of healing spell could be useful.
465 */
466 static int
467 monster_should_cast_spell (object *monster, object *spell_ob)
468 {
469 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
470 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
471 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
472 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
473 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
474 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
475 return 1;
476
477 return 0;
478 }
479
480 /* Checks if putting on 'item' will make 'who' do more
481 * damage. This is a very simplistic check - also checking things
482 * like speed and ac are also relevant.
483 *
484 * return true if item is a better object.
485 */
486 static int
487 check_good_weapon (object *who, object *item)
488 {
489 object *other_weap;
490 int val = 0, i;
491
492 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
493 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
494 break;
495
496 if (!other_weap) /* No other weapons */
497 return 1;
498
499 /* Rather than go through and apply the new one, and see if it is
500 * better, just do some simple checks
501 * Put some multipliers for things that hvae several effects,
502 * eg, magic affects both damage and wc, so it has more weight
503 */
504
505 val = item->stats.dam - other_weap->stats.dam;
506 val += (item->magic - other_weap->magic) * 3;
507 /* Monsters don't really get benefits from things like regen rates
508 * from items. But the bonus for their stats are very important.
509 */
510 for (i = 0; i < NUM_STATS; i++)
511 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
512
513 if (val > 0)
514 return 1;
515 else
516 return 0;
517 }
518
519 static int
520 check_good_armour (object *who, object *item)
521 {
522 object *other_armour;
523 int val = 0, i;
524
525 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
526 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
527 break;
528
529 if (other_armour == NULL) /* No other armour, use the new */
530 return 1;
531
532 /* Like above function , see which is better */
533 val = item->stats.ac - other_armour->stats.ac;
534 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
535 val += (item->magic - other_armour->magic) * 3;
536
537 /* for the other protections, do weigh them very much in the equation -
538 * it is the armor protection which is most important, because there is
539 * no good way to know what the player may attack the monster with.
540 * So if the new item has better protection than the old, give that higher
541 * value. If the reverse, then decrease the value of this item some.
542 */
543 for (i = 1; i < NROFATTACKS; i++)
544 {
545 if (item->resist[i] > other_armour->resist[i])
546 val++;
547 else if (item->resist[i] < other_armour->resist[i])
548 val--;
549 }
550
551 /* Very few armours have stats, so not much need to worry about those. */
552
553 if (val > 0)
554 return 1;
555 else
556 return 0;
557 }
558
559 /*
560 * monster_check_apply() is meant to be called after an item is
561 * inserted in a monster.
562 * If an item becomes outdated (monster found a better item),
563 * a pointer to that object is returned, so it can be dropped.
564 * (so that other monsters can pick it up and use it)
565 * Note that as things are now, monsters never drop something -
566 * they can pick up all that they can use.
567 */
568 /* Sept 96, fixed this so skills will be readied -b.t.*/
569 void
570 monster_check_apply (object *mon, object *item)
571 {
572 int flag = 0;
573
574 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
575 {
576 SET_FLAG (mon, FLAG_CAST_SPELL);
577 return;
578 }
579
580 /* If for some reason, this item is already applied, no more work to do */
581 if (QUERY_FLAG (item, FLAG_APPLIED))
582 return;
583
584 /* Might be better not to do this - if the monster can fire a bow,
585 * it is possible in his wanderings, he will find one to use. In
586 * which case, it would be nice to have ammo for it.
587 */
588 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
589 {
590 /* Check for the right kind of bow */
591 object *bow;
592
593 for (bow = mon->inv; bow; bow = bow->below)
594 if (bow->type == BOW && bow->race == item->race)
595 {
596 SET_FLAG (mon, FLAG_READY_BOW);
597 LOG (llevMonster, "Found correct bow for arrows.\n");
598 return; /* nothing more to do for arrows */
599 }
600 }
601
602 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
603 flag = 1;
604 /* Eating food gets hp back */
605 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
606 flag = 1;
607 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
608 {
609 if (!item->inv)
610 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
611 else if (monster_should_cast_spell (mon, item->inv))
612 SET_FLAG (mon, FLAG_READY_SCROLL);
613 /* Don't use it right now */
614 return;
615 }
616 else if (item->type == WEAPON)
617 flag = check_good_weapon (mon, item);
618 else if (item->is_armor ())
619 flag = check_good_armour (mon, item);
620 /* Should do something more, like make sure this is a better item */
621 else if (item->type == RING)
622 flag = 1;
623 else if (item->type == WAND || item->type == ROD || item->type == HORN)
624 {
625 /* We never really 'ready' the wand/rod/horn, because that would mean the
626 * weapon would get undone.
627 */
628 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
629 {
630 SET_FLAG (mon, FLAG_READY_RANGE);
631 SET_FLAG (item, FLAG_APPLIED);
632 }
633 return;
634 }
635 else if (item->type == BOW)
636 {
637 /* We never really 'ready' the bow, because that would mean the
638 * weapon would get undone.
639 */
640 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
641 SET_FLAG (mon, FLAG_READY_BOW);
642 return;
643 }
644 else if (item->type == SKILL)
645 {
646 /*
647 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
648 * else they can't use the skill...
649 * Skills also don't need to get applied, so return now.
650 */
651 SET_FLAG (mon, FLAG_READY_SKILL);
652 return;
653 }
654
655 /* if we don't match one of the above types, return now.
656 * can_apply_object will say that we can apply things like flesh,
657 * bolts, and whatever else, because it only checks against the
658 * body_info locations.
659 */
660 if (!flag)
661 return;
662
663 /* Check to see if the monster can use this item. If not, no need
664 * to do further processing. Note that can_apply_object already checks
665 * for the CAN_USE flags.
666 */
667 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
668 return;
669
670 /* should only be applying this item, not unapplying it.
671 * also, ignore status of curse so they can take off old armour.
672 * monsters have some advantages after all.
673 */
674 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
675 }
676
677 static int
678 can_hit (object *ob1, object *ob2, rv_vector * rv)
679 {
680 object *more;
681 rv_vector rv1;
682
683 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
684 return 0;
685
686 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
687 return 1;
688
689 /* check all the parts of ob2 - just because we can't get to
690 * its head doesn't mean we don't want to pound its feet
691 */
692 for (more = ob2->more; more; more = more->more)
693 {
694 get_rangevector (ob1, more, &rv1, 0);
695 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
696 return 1;
697 }
698
699 return 0;
700 }
701
702 static int
703 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
704 {
705 if (can_hit (part, enemy, rv))
706 return dir;
707
708 if (rv->distance < 10)
709 return absdir (dir + 4);
710 else if (rv->distance > 18)
711 return dir;
712
713 return 0;
714 }
715
716 static int
717 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
718 {
719 if (can_hit (part, enemy, rv))
720 return dir;
721 else
722 return absdir (dir + 4);
723 }
724
725 static int
726 hitrun_att (int dir, object *ob, object *enemy)
727 {
728 if (ob->move_status++ < 25)
729 return dir;
730 else if (ob->move_status < 50)
731 return absdir (dir + 4);
732 else
733 ob->move_status = 0;
734
735 return absdir (dir + 4);
736 }
737
738 static int
739 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
740 {
741 int inrange = can_hit (part, enemy, rv);
742
743 if (ob->move_status || inrange)
744 ob->move_status++;
745
746 if (ob->move_status == 0)
747 return 0;
748 else if (ob->move_status < 10)
749 return dir;
750 else if (ob->move_status < 15)
751 return absdir (dir + 4);
752
753 ob->move_status = 0;
754 return 0;
755 }
756
757 static int
758 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
759 {
760 /* The logic below here looked plain wrong before. Basically, what should
761 * happen is that if the creatures hp percentage falls below run_away,
762 * the creature should run away (dir+4)
763 * I think its wrong for a creature to have a zero maxhp value, but
764 * at least one map has this set, and whatever the map contains, the
765 * server should try to be resilant enough to avoid the problem
766 */
767 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
768 return absdir (dir + 4);
769
770 return dist_att (dir, ob, enemy, part, rv);
771 }
772
773 static int
774 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
775 {
776 if (rv->distance < 9)
777 return absdir (dir + 4);
778
779 return 0;
780 }
781
782 static void
783 circ1_move (object *ob)
784 {
785 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
786
787 if (++ob->move_status > 11)
788 ob->move_status = 0;
789
790 if (!(move_object (ob, circle[ob->move_status])))
791 move_object (ob, rndm (8) + 1);
792 }
793
794 static void
795 circ2_move (object *ob)
796 {
797 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
798
799 if (++ob->move_status > 19)
800 ob->move_status = 0;
801
802 if (!(move_object (ob, circle[ob->move_status])))
803 move_object (ob, rndm (8) + 1);
804 }
805
806 static void
807 pace_movev (object *ob)
808 {
809 if (ob->move_status++ > 6)
810 ob->move_status = 0;
811
812 if (ob->move_status < 4)
813 move_object (ob, 5);
814 else
815 move_object (ob, 1);
816 }
817
818 static void
819 pace_moveh (object *ob)
820 {
821 if (ob->move_status++ > 6)
822 ob->move_status = 0;
823
824 if (ob->move_status < 4)
825 move_object (ob, 3);
826 else
827 move_object (ob, 7);
828 }
829
830 static void
831 pace2_movev (object *ob)
832 {
833 if (ob->move_status++ > 16)
834 ob->move_status = 0;
835
836 if (ob->move_status < 6)
837 move_object (ob, 5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 move_object (ob, 1);
842 else
843 return;
844 }
845
846 static void
847 pace2_moveh (object *ob)
848 {
849 if (ob->move_status++ > 16)
850 ob->move_status = 0;
851
852 if (ob->move_status < 6)
853 move_object (ob, 3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 move_object (ob, 7);
858 else
859 return;
860 }
861
862 static void
863 rand_move (object *ob)
864 {
865 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (move_object (ob, ob->move_status = rndm (8) + 1))
868 return;
869 }
870
871 #define MAX_KNOWN_SPELLS 20
872
873 /* Returns a randomly selected spell. This logic is still
874 * less than ideal. This code also only seems to deal with
875 * wizard spells, as the check is against sp, and not grace.
876 * can mosnters know cleric spells?
877 */
878 static object *
879 monster_choose_random_spell (object *monster)
880 {
881 object *altern[MAX_KNOWN_SPELLS];
882 int i = 0;
883
884 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
885 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
886 {
887 /* Check and see if it's actually a useful spell.
888 * If its a spellbook, the spell is actually the inventory item.
889 * if it is a spell, then it is just the object itself.
890 */
891 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
892 {
893 altern [i++] = tmp;
894
895 if (i == MAX_KNOWN_SPELLS)
896 break;
897 }
898 }
899
900 return i ? altern [rndm (i)] : 0;
901 }
902
903 /* This checks to see if the monster should cast a spell/ability.
904 * it returns true if the monster casts a spell, 0 if he doesn't.
905 * head is the head of the monster.
906 * part is the part of the monster we are checking against.
907 * pl is the target.
908 * dir is the direction to case.
909 * rv is the vector which describes where the enemy is.
910 */
911 static int
912 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
913 {
914 object *spell_item;
915 object *owner;
916 rv_vector rv1;
917
918 /* If you want monsters to cast spells over friends, this spell should
919 * be removed. It probably should be in most cases, since monsters still
920 * don't care about residual effects (ie, casting a cone which may have a
921 * clear path to the player, the side aspects of the code will still hit
922 * other monsters)
923 */
924 if (!(dir = path_to_player (part, pl, 0)))
925 return 0;
926
927 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
928 {
929 get_rangevector (head, owner, &rv1, 0x1);
930 if (dirdiff (dir, rv1.direction) < 2)
931 return 0; /* Might hit owner with spell */
932 }
933
934 if (QUERY_FLAG (head, FLAG_CONFUSED))
935 dir = absdir (dir + rndm (3) + rndm (3) - 2);
936
937 /* If the monster hasn't already chosen a spell, choose one
938 * I'm not sure if it really make sense to pre-select spells (events
939 * could be different by the time the monster goes again).
940 */
941 if (head->spellitem == NULL)
942 {
943 if ((spell_item = monster_choose_random_spell (head)) == NULL)
944 {
945 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
946 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 return 0;
948 }
949
950 if (spell_item->type == SPELLBOOK)
951 {
952 if (!spell_item->inv)
953 {
954 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955 return 0;
956 }
957
958 spell_item = spell_item->inv;
959 }
960 }
961 else
962 spell_item = head->spellitem;
963
964 if (!spell_item)
965 return 0;
966
967 /* Best guess this is a defensive/healing spell */
968 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969 dir = 0;
970
971 /* Monster doesn't have enough spell-points */
972 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973 return 0;
974
975 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976 return 0;
977
978 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980
981 /* set this to null, so next time monster will choose something different */
982 head->spellitem = NULL;
983
984 return cast_spell (part, part, dir, spell_item, NULL);
985 }
986
987 static int
988 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989 {
990 object *scroll;
991 object *owner;
992 rv_vector rv1;
993
994 /* If you want monsters to cast spells over friends, this spell should
995 * be removed. It probably should be in most cases, since monsters still
996 * don't care about residual effects (ie, casting a cone which may have a
997 * clear path to the player, the side aspects of the code will still hit
998 * other monsters)
999 */
1000 if (!(dir = path_to_player (part, pl, 0)))
1001 return 0;
1002
1003 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1004 {
1005 get_rangevector (head, owner, &rv1, 0x1);
1006 if (dirdiff (dir, rv1.direction) < 2)
1007 {
1008 return 0; /* Might hit owner with spell */
1009 }
1010 }
1011
1012 if (QUERY_FLAG (head, FLAG_CONFUSED))
1013 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014
1015 for (scroll = head->inv; scroll; scroll = scroll->below)
1016 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017 break;
1018
1019 /* Used up all his scrolls, so nothing do to */
1020 if (!scroll)
1021 {
1022 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1023 return 0;
1024 }
1025
1026 /* Spell should be cast on caster (ie, heal, strength) */
1027 if (scroll->inv->range == 0)
1028 dir = 0;
1029
1030 apply_scroll (part, scroll, dir);
1031 return 1;
1032 }
1033
1034 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036 * SK_MISSILE_WEAPON to make those respective attacks, if we
1037 * required that we would drastically increase the memory
1038 * requirements of CF!!
1039 *
1040 * The skills we are treating here are all but those. -b.t.
1041 *
1042 * At the moment this is only useful for throwing, perhaps for
1043 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 */
1045 static int
1046 monster_use_skill (object *head, object *part, object *pl, int dir)
1047 {
1048 object *skill, *owner;
1049
1050 if (!(dir = path_to_player (part, pl, 0)))
1051 return 0;
1052
1053 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1054 {
1055 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1056
1057 if (dirdiff (dir, dir2) < 1)
1058 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059 }
1060
1061 if (QUERY_FLAG (head, FLAG_CONFUSED))
1062 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063
1064 /* skill selection - monster will use the next unused skill.
1065 * well...the following scenario will allow the monster to
1066 * toggle between 2 skills. One day it would be nice to make
1067 * more skills available to monsters.
1068 */
1069 for (skill = head->inv; skill; skill = skill->below)
1070 if (skill->type == SKILL && skill != head->chosen_skill)
1071 {
1072 head->chosen_skill = skill;
1073 break;
1074 }
1075
1076 if (!skill && !head->chosen_skill)
1077 {
1078 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1079 CLEAR_FLAG (head, FLAG_READY_SKILL);
1080 return 0;
1081 }
1082
1083 /* use skill */
1084 return do_skill (head, part, head->chosen_skill, dir, NULL);
1085 }
1086
1087 /* Monster will use a ranged spell attack. */
1088 static int
1089 monster_use_range (object *head, object *part, object *pl, int dir)
1090 {
1091 object *wand, *owner;
1092 int at_least_one = 0;
1093
1094 if (!(dir = path_to_player (part, pl, 0)))
1095 return 0;
1096
1097 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1098 {
1099 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1100
1101 if (dirdiff (dir, dir2) < 2)
1102 return 0; /* Might hit owner with spell */
1103 }
1104
1105 if (QUERY_FLAG (head, FLAG_CONFUSED))
1106 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1107
1108 for (wand = head->inv; wand; wand = wand->below)
1109 {
1110 if (wand->type == WAND)
1111 {
1112 /* Found a wand, let's see if it has charges left */
1113 at_least_one = 1;
1114 if (wand->stats.food <= 0)
1115 continue;
1116
1117 cast_spell (head, wand, dir, wand->inv, NULL);
1118
1119 if (!(--wand->stats.food))
1120 {
1121 if (wand->arch)
1122 {
1123 CLEAR_FLAG (wand, FLAG_ANIMATE);
1124 wand->face = wand->arch->face;
1125 wand->set_speed (0);
1126 }
1127 }
1128 /* Success */
1129 return 1;
1130 }
1131 else if (wand->type == ROD || wand->type == HORN)
1132 {
1133 /* Found rod/horn, let's use it if possible */
1134 at_least_one = 1;
1135 if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1136 continue;
1137
1138 /* drain charge before casting spell - can be a case where the
1139 * spell destroys the monster, and rod, so if done after, results
1140 * in crash.
1141 */
1142 drain_rod_charge (wand);
1143 cast_spell (head, wand, dir, wand->inv, NULL);
1144
1145 /* Success */
1146 return 1;
1147 }
1148 }
1149
1150 if (at_least_one)
1151 return 0;
1152
1153 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1154 CLEAR_FLAG (head, FLAG_READY_RANGE);
1155 return 0;
1156 }
1157
1158 static int
1159 monster_use_bow (object *head, object *part, object *pl, int dir)
1160 {
1161 object *owner;
1162
1163 if (!(dir = path_to_player (part, pl, 0)))
1164 return 0;
1165
1166 if (QUERY_FLAG (head, FLAG_CONFUSED))
1167 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1168
1169 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1170 {
1171 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1172
1173 if (dirdiff (dir, dir2) < 1)
1174 return 0; /* Might hit owner with arrow */
1175 }
1176
1177 /* in server/player.c */
1178 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1179
1180 }
1181
1182 void
1183 npc_call_help (object *op)
1184 {
1185 unordered_mapwalk (op, -7, -7, 7, 7)
1186 {
1187 mapspace &ms = m->at (nx, ny);
1188
1189 /* If nothing alive on this space, no need to search the space. */
1190 if (!(ms.flags () & P_IS_ALIVE))
1191 continue;
1192
1193 for (object *npc = ms.bot; npc; npc = npc->above)
1194 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1195 npc->enemy = op->enemy;
1196 }
1197 }
1198
1199 void
1200 check_earthwalls (object *op, maptile *m, int x, int y)
1201 {
1202 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1203 if (tmp->type == EARTHWALL)
1204 {
1205 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1206 return;
1207 }
1208 }
1209
1210 void
1211 check_doors (object *op, maptile *m, int x, int y)
1212 {
1213 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1214 if (tmp->type == DOOR)
1215 {
1216 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1217 return;
1218 }
1219 }
1220
1221 /* find_mon_throw_ob() - modeled on find_throw_ob
1222 * This is probably overly simplistic as it is now - We want
1223 * monsters to throw things like chairs and other pieces of
1224 * furniture, even if they are not good throwable objects.
1225 * Probably better to have the monster throw a throwable object
1226 * first, then throw any non equipped weapon.
1227 */
1228 object *
1229 find_mon_throw_ob (object *op)
1230 {
1231 object *tmp = NULL;
1232
1233 if (op->head)
1234 tmp = op->head;
1235 else
1236 tmp = op;
1237
1238 /* New throw code: look through the inventory. Grap the first legal is_thrown
1239 * marked item and throw it to the enemy.
1240 */
1241 for (tmp = op->inv; tmp; tmp = tmp->below)
1242 {
1243 /* Can't throw invisible objects or items that are applied */
1244 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1245 continue;
1246
1247 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1248 break;
1249
1250 }
1251
1252 #ifdef DEBUG_THROW
1253 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1254 #endif
1255
1256 return tmp;
1257 }
1258
1259 /*
1260 * Move-monster returns 1 if the object has been freed, otherwise 0.
1261 */
1262 int
1263 move_monster (object *op)
1264 {
1265 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1266 object *owner, *enemy, *part, *oph = op;
1267 rv_vector rv;
1268
1269 /* Monsters not on maps don't do anything. These monsters are things
1270 * Like royal guards in city dwellers inventories.
1271 */
1272 if (!op->map)
1273 return 0;
1274
1275 /* for target facing, we copy this value here for fast access */
1276 if (oph->head) /* force update the head - one arch one pic */
1277 oph = oph->head;
1278
1279 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1280 enemy = op->enemy = NULL;
1281 else if ((enemy = find_enemy (op, &rv)))
1282 /* we have an enemy, just tell him we want him dead */
1283 enemy->attacked_by = op; /* our ptr */
1284
1285 /* generate hp, if applicable */
1286 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1287 {
1288 /* last heal is in funny units. Dividing by speed puts
1289 * the regeneration rate on a basis of time instead of
1290 * #moves the monster makes. The scaling by 8 is
1291 * to capture 8th's of a hp fraction regens
1292 *
1293 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1294 * overflow might produce monsters with negative hp.
1295 */
1296
1297 op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
1298 op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1299 op->last_heal %= 32;
1300
1301 /* So if the monster has gained enough HP that they are no longer afraid */
1302 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1303 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1304
1305 if (op->stats.hp > op->stats.maxhp)
1306 op->stats.hp = op->stats.maxhp;
1307 }
1308
1309 /* generate sp, if applicable */
1310 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1311 {
1312 /* last_sp is in funny units. Dividing by speed puts
1313 * the regeneration rate on a basis of time instead of
1314 * #moves the monster makes. The scaling by 8 is
1315 * to capture 8th's of a sp fraction regens
1316 *
1317 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1318 * overflow might produce monsters with negative sp.
1319 */
1320
1321 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
1322 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1323 op->last_sp %= 128;
1324 }
1325
1326 /* this should probably get modified by many more values.
1327 * (eg, creatures resistance to fear, level, etc. )
1328 */
1329 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1330 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1331
1332 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1333 return QUERY_FLAG (op, FLAG_FREED);
1334
1335 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1336 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1337 if (!check_wakeup (op, enemy, &rv))
1338 return 0;
1339
1340 /* check if monster pops out of hidden spot */
1341 if (op->flag [FLAG_HIDDEN])
1342 do_hidden_move (op);
1343
1344 if (op->pick_up)
1345 monster_check_pickup (op);
1346
1347 if (op->will_apply)
1348 monster_apply_below (op); /* Check for items to apply below */
1349
1350 /* If we don't have an enemy, do special movement or the like */
1351 if (!enemy)
1352 {
1353 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1354 {
1355 op->drop_and_destroy ();
1356 return 1;
1357 }
1358
1359 /* Probably really a bug for a creature to have both
1360 * stand still and a movement type set.
1361 */
1362 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1363 {
1364 if (op->attack_movement & HI4)
1365 {
1366 switch (op->attack_movement & HI4)
1367 {
1368 case PETMOVE:
1369 pet_move (op);
1370 break;
1371
1372 case CIRCLE1:
1373 circ1_move (op);
1374 break;
1375
1376 case CIRCLE2:
1377 circ2_move (op);
1378 break;
1379
1380 case PACEV:
1381 pace_movev (op);
1382 break;
1383
1384 case PACEH:
1385 pace_moveh (op);
1386 break;
1387
1388 case PACEV2:
1389 pace2_movev (op);
1390 break;
1391
1392 case PACEH2:
1393 pace2_moveh (op);
1394 break;
1395
1396 case RANDO:
1397 rand_move (op);
1398 break;
1399
1400 case RANDO2:
1401 move_randomly (op);
1402 break;
1403 }
1404
1405 return 0;
1406 }
1407 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1408 move_randomly (op);
1409 } /* stand still */
1410
1411 return 0;
1412 } /* no enemy */
1413
1414 /* We have an enemy. Block immediately below is for pets */
1415 if ((op->attack_movement & HI4) == PETMOVE
1416 && (owner = op->owner) != NULL
1417 && !on_same_map (op, owner)
1418 && !owner->flag [FLAG_REMOVED])
1419 return follow_owner (op, owner);
1420
1421 /* doppleganger code to change monster facing to that of the nearest
1422 * player. Hmm. The code is here, but no monster in the current
1423 * arch set uses it.
1424 */
1425 if (op->race == shstr_doppleganger)
1426 {
1427 op->face = enemy->face;
1428 op->name = enemy->name;
1429 }
1430
1431 /* Calculate range information for closest body part - this
1432 * is used for the 'skill' code, which isn't that smart when
1433 * it comes to figuring it out - otherwise, giants throw boulders
1434 * into themselves.
1435 */
1436 get_rangevector (op, enemy, &rv, 0);
1437
1438 /* Move the check for scared up here - if the monster was scared,
1439 * we were not doing any of the logic below, so might as well save
1440 * a few cpu cycles.
1441 */
1442 if (!QUERY_FLAG (op, FLAG_SCARED))
1443 {
1444 rv_vector rv1;
1445
1446 /* now we test every part of an object .... this is a real ugly piece of code */
1447 for (part = op; part; part = part->more)
1448 {
1449 get_rangevector (part, enemy, &rv1, 0x1);
1450 dir = rv1.direction;
1451
1452 /* hm, not sure about this part - in original was a scared flag here too
1453 * but that we test above... so can be old code here
1454 */
1455 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1456 dir = absdir (dir + 4);
1457
1458 if (QUERY_FLAG (op, FLAG_CONFUSED))
1459 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1460
1461 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1462 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1463 return 0;
1464
1465 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1466 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1467 return 0;
1468
1469 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1470 if (monster_use_range (op, part, enemy, dir))
1471 return 0;
1472
1473 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1474 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1475 return 0;
1476
1477 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1478 if (monster_use_bow (op, part, enemy, dir))
1479 return 0;
1480 } /* for processing of all parts */
1481 } /* If not scared */
1482
1483 part = rv.part;
1484 dir = rv.direction;
1485
1486 //-GPL
1487
1488 // if the enemy is a player, we have los. if los says we
1489 // can directly reach the player, we do not deviate.
1490 // for non-players, we never deviate
1491 if (op->stats.Wis >= 8
1492 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1493 {
1494 int sdir = 0;
1495 uint32_t &smell = op->ms ().smell;
1496
1497 for (int ndir = 1; ndir <= 8; ++ndir)
1498 {
1499 mapxy pos (op); pos.move (ndir);
1500
1501 if (pos.normalise ())
1502 {
1503 mapspace &ms = pos.ms ();
1504
1505 if (ms.smell > smell)
1506 {
1507 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1508 if (op->stats.Wis >= 10)
1509 smell = ms.smell - 1; // smarter: tell others
1510
1511 sdir = ndir;
1512
1513 // perturbing the path might let the monster lose track,
1514 // but it will also widen the actual path, spreading information
1515 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1516 sdir = absdir (sdir + 1 - rndm (2) * 2);
1517 }
1518 }
1519 }
1520
1521 if (sdir)
1522 dir = sdir;
1523 else if (smell)
1524 {
1525 // no better smell found, so assume the player jumped, and erase this smell
1526 //printf ("erasing smell %d\n", op->ms ().smell);//D
1527 unordered_mapwalk (op, -1, -1, 1, 1)
1528 m->at (nx, ny).smell = 0;
1529 }
1530 }
1531
1532 //+GPL
1533
1534 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1535 dir = absdir (dir + 4);
1536
1537 if (QUERY_FLAG (op, FLAG_CONFUSED))
1538 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1539
1540 pre_att_dir = dir; /* remember the original direction */
1541
1542 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1543 {
1544 switch (op->attack_movement & LO4)
1545 {
1546 case DISTATT:
1547 dir = dist_att (dir, op, enemy, part, &rv);
1548 break;
1549
1550 case RUNATT:
1551 dir = run_att (dir, op, enemy, part, &rv);
1552 break;
1553
1554 case HITRUN:
1555 dir = hitrun_att (dir, op, enemy);
1556 break;
1557
1558 case WAITATT:
1559 dir = wait_att (dir, op, enemy, part, &rv);
1560 break;
1561
1562 case RUSH: /* default - monster normally moves towards player */
1563 case ALLRUN:
1564 break;
1565
1566 case DISTHIT:
1567 dir = disthit_att (dir, op, enemy, part, &rv);
1568 break;
1569
1570 case WAIT2:
1571 dir = wait_att2 (dir, op, enemy, part, &rv);
1572 break;
1573
1574 default:
1575 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1576 }
1577 }
1578
1579 if (!dir)
1580 return 0;
1581
1582 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1583 {
1584 if (move_object (op, dir)) /* Can the monster move directly toward player? */
1585 {
1586 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1587 if ((op->attack_movement & LO4) == DISTATT)
1588 op->direction = pre_att_dir;
1589
1590 return 0;
1591 }
1592
1593 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1594 {
1595 /* Try move around corners if !close */
1596 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1597
1598 for (diff = 1; diff <= maxdiff; diff++)
1599 {
1600 /* try different detours */
1601 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1602
1603 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
1604 return 0;
1605 }
1606 }
1607 } /* if monster is not standing still */
1608
1609 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1610 if ((op->attack_movement & LO4) == DISTATT)
1611 op->direction = pre_att_dir;
1612
1613 /*
1614 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1615 * direction if they can't move away.
1616 */
1617 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1618 if (move_randomly (op))
1619 return 0;
1620
1621 /*
1622 * Try giving the monster a new enemy - the player that is closest
1623 * to it. In this way, it won't just keep trying to get to a target
1624 * that is inaccessible.
1625 * This could be more clever - it should go through a list of several
1626 * enemies, as it is now, you could perhaps get situations where there
1627 * are two players flanking the monster at close distance, but which
1628 * the monster can't get to, and a third one at a far distance that
1629 * the monster could get to - as it is, the monster won't look at that
1630 * third one.
1631 */
1632 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1633 {
1634 object *nearest_player = get_nearest_player (op);
1635
1636 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1637 {
1638 op->enemy = 0;
1639 enemy = nearest_player;
1640 }
1641 }
1642
1643 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1644 {
1645 /* The adjustement to wc that was here before looked totally bogus -
1646 * since wc can in fact get negative, that would mean by adding
1647 * the current wc, the creature gets better? Instead, just
1648 * add a fixed amount - nasty creatures that are runny away should
1649 * still be pretty nasty.
1650 */
1651 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1652 {
1653 part->stats.wc += 10;
1654 skill_attack (enemy, part, 0, NULL, NULL);
1655 part->stats.wc -= 10;
1656 }
1657 else
1658 skill_attack (enemy, part, 0, NULL, NULL);
1659 } /* if monster is in attack range */
1660
1661 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1662 return 1;
1663
1664 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1665 {
1666 op->drop_and_destroy ();
1667 return 1;
1668 }
1669
1670 return 0;
1671 }
1672
1673 /* determine if we can 'detect' the enemy. Check for walls blocking the
1674 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1675 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1676 * modified by MSW to use the get_rangevector so that map tiling works
1677 * properly. I also so odd code in place that checked for x distance
1678 * OR y distance being within some range - that seemed wrong - both should
1679 * be within the valid range. MSW 2001-08-05
1680 * Returns 0 if enemy can not be detected, 1 if it is detected
1681 */
1682 int
1683 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684 {
1685 /* null detection for any of these condtions always */
1686 if (!op || !enemy || !op->map || !enemy->map)
1687 return 0;
1688
1689 /* If the monster (op) has no way to get to the enemy, do nothing */
1690 if (!on_same_map (op, enemy))
1691 return 0;
1692
1693 get_rangevector (op, enemy, rv, 0);
1694
1695 /* Monsters always ignore the DM */
1696 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1697 return 0;
1698
1699 /* simple check. Should probably put some range checks in here. */
1700 if (can_see_enemy (op, enemy))
1701 return 1;
1702
1703 /* The rest of this is for monsters. Players are on their own for
1704 * finding enemies!
1705 */
1706 if (op->is_player ())
1707 return 0;
1708
1709 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1710 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1711 */
1712 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1713 return 0;
1714
1715 int radius = MIN_MON_RADIUS;
1716
1717 /* use this for invis also */
1718 int hide_discovery = op->stats.Int / 5;
1719
1720 /* Determine Detection radii */
1721 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1722 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1723 else
1724 { /* a level/INT/Dex adjustment for hiding */
1725 int bonus = op->level / 2 + op->stats.Int / 5;
1726
1727 if (enemy->is_player ())
1728 {
1729 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1730 bonus -= sk_hide->level;
1731 else
1732 {
1733 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1734 make_visible (enemy);
1735 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1736 }
1737 }
1738 else /* enemy is not a player */
1739 bonus -= enemy->level;
1740
1741 radius += bonus / 5;
1742 hide_discovery += bonus * 5;
1743 } /* else creature has modifiers for hiding */
1744
1745 /* Radii stealth adjustment. Only if you are stealthy
1746 * will you be able to sneak up closer to creatures */
1747 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1748 {
1749 radius /= 2;
1750 hide_discovery /= 3;
1751 }
1752
1753 /* Radii adjustment for enemy standing in the dark */
1754 if (!stand_in_light (enemy))
1755 {
1756 /* on dark maps body heat can help indicate location with infravision
1757 * undead don't have body heat, so no benefit detecting them.
1758 */
1759 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1760 radius += op->map->darklevel () / 2;
1761 else
1762 radius -= op->map->darklevel () / 2;
1763
1764 /* op next to a monster (and not in complete darkness)
1765 * the monster should have a chance to see you.
1766 */
1767 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1768 radius = MIN_MON_RADIUS;
1769 } /* if on dark map */
1770
1771 /* Lets not worry about monsters that have incredible detection
1772 * radii, we only need to worry here about things the player can
1773 * (potentially) see. This is 13, as that is the maximum size the player
1774 * may have for their map - in that way, creatures at the edge will
1775 * do something. Note that the distance field in the
1776 * vector is real distance, so in theory this should be 18 to
1777 * find that.
1778 */
1779 // note that the above reasoning was utter bullshit even at the time it was written
1780 // we use 25, lets see if we have the cpu time for it
1781 radius = min (25, radius);
1782
1783 /* Enemy in range! Now test for detection */
1784 if (rv->distance <= radius)
1785 {
1786 /* ah, we are within range, detected? take cases */
1787 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1788 return 1;
1789
1790 /* hidden or low-quality invisible */
1791 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1792 {
1793 make_visible (enemy);
1794
1795 /* inform players of new status */
1796 if (enemy->type == PLAYER && player_can_view (enemy, op))
1797 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1798
1799 return 1; /* detected enemy */
1800 }
1801 else if (enemy->invisible)
1802 {
1803 /* Change this around - instead of negating the invisible, just
1804 * return true so that the monster that managed to detect you can
1805 * do something to you. Decreasing the duration of invisible
1806 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1807 * can then basically negate the spell. The spell isn't negated -
1808 * they just know where you are!
1809 */
1810 if (rndm (50) <= hide_discovery)
1811 {
1812 if (enemy->type == PLAYER)
1813 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1814
1815 return 1;
1816 }
1817 }
1818 } /* within range */
1819
1820 /* Wasn't detected above, so still hidden */
1821 return 0;
1822 }
1823
1824 /* determine if op stands in a lighted square. This is not a very
1825 * intelligent algorithm. For one thing, we ignore los here, SO it
1826 * is possible for a bright light to illuminate a player on the
1827 * other side of a wall (!).
1828 */
1829 int
1830 stand_in_light (object *op)
1831 {
1832 if (op)
1833 {
1834 if (!op->is_on_map ())
1835 return 0;
1836
1837 if (op->map->darklevel () <= 0)
1838 return 1;
1839
1840 if (op->glow_radius > 0)
1841 return 1;
1842
1843 if (op->map)
1844 unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1845 {
1846 /* Check the spaces with the max light radius to see if any of them
1847 * have lights, and if any of them light the player enough, then return 1.
1848 */
1849 int light = m->at (nx, ny).light;
1850
1851 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1852 return 1;
1853 }
1854 }
1855
1856 return 0;
1857 }
1858
1859 /* assuming no walls/barriers, lets check to see if its *possible*
1860 * to see an enemy. Note, "detection" is different from "seeing".
1861 * See can_detect_enemy() for more details. -b.t.
1862 * return 0 if can't be seen, 1 if can be
1863 */
1864 int
1865 can_see_enemy (object *op, object *enemy)
1866 {
1867 object *looker = op->head ? op->head : op;
1868
1869 /* safety */
1870 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1871 return 0;
1872
1873 /* we dont give a full treatment of xrays here (shorter range than normal,
1874 * see through walls). Should we change the code elsewhere to make you
1875 * blind even if you can xray?
1876 */
1877 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1878 return 0;
1879
1880 /* checking for invisible things */
1881 if (enemy->invisible)
1882 {
1883 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1884 * However,if you carry any source of light, then the hidden
1885 * creature is seeable (and stupid) */
1886
1887 if (enemy->has_carried_lights ())
1888 {
1889 if (enemy->flag [FLAG_HIDDEN])
1890 {
1891 make_visible (enemy);
1892 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1893 }
1894
1895 return 1;
1896 }
1897 else if (enemy->flag [FLAG_HIDDEN])
1898 return 0;
1899
1900 /* Invisible enemy. Break apart the check for invis undead/invis looker
1901 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1902 * and making it a conditional makes the code pretty ugly.
1903 */
1904 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1905 if (makes_invisible_to (enemy, looker))
1906 return 0;
1907 }
1908 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1909 if (player_can_view (looker, enemy))
1910 return 1;
1911
1912 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1913 * unless they carry a light or stand in light. Darkness doesnt
1914 * inhibit the undead per se (but we should give their archs
1915 * CAN_SEE_IN_DARK, this is just a safety
1916 * we care about the enemy maps status, not the looker.
1917 * only relevant for tiled maps, but it is possible that the
1918 * enemy is on a bright map and the looker on a dark - in that
1919 * case, the looker can still see the enemy
1920 */
1921 if (!stand_in_light (enemy)
1922 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1923 return 0;
1924
1925 return 1;
1926 }
1927
1928 //-GPL