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Revision: 1.82
Committed: Sun Mar 28 16:17:28 2010 UTC (14 years, 1 month ago) by root
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Branch: MAIN
Changes since 1.81: +8 -10 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 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 (op->move (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 monster_check_apply (monster, tmp);
409 }
410
411 /* We could try to re-establish the cycling, of the space, but probably
412 * not a big deal to just bail out.
413 */
414 if (next && next->destroyed ())
415 return;
416 }
417 }
418
419 /*
420 * monster_apply_below():
421 * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
422 * eager to apply things, encounters something apply-able,
423 * then make him apply it
424 */
425 static void
426 monster_apply_below (object *monster)
427 {
428 object *tmp, *next;
429
430 for (tmp = monster->below; tmp != NULL; tmp = next)
431 {
432 next = tmp->below;
433 switch (tmp->type)
434 {
435 case T_HANDLE:
436 case TRIGGER:
437 if (monster->will_apply & 1)
438 manual_apply (monster, tmp, 0);
439 break;
440
441 case TREASURE:
442 if (monster->will_apply & 2)
443 manual_apply (monster, tmp, 0);
444 break;
445
446 }
447 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
448 break;
449 }
450 }
451
452 /* Returns 1 is monster should cast spell sp at an enemy
453 * Returns 0 if the monster should not cast this spell.
454 *
455 * Note that this function does not check to see if the monster can
456 * in fact cast the spell (sp dependencies and what not.) That is because
457 * this function is also sued to see if the monster should use spell items
458 * (rod/horn/wand/scroll).
459 * Note that there are certainly other offensive spells that could be
460 * included, but I decided to leave out the spells that may kill more
461 * monsters than players (eg, disease).
462 *
463 * This could be a lot smarter - if there are few monsters around,
464 * then disease might not be as bad. Likewise, if the monster is damaged,
465 * the right type of healing spell could be useful.
466 */
467 static int
468 monster_should_cast_spell (object *monster, object *spell_ob)
469 {
470 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
471 spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
472 spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
473 spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
474 spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
475 spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
476 return 1;
477
478 return 0;
479 }
480
481 /* Checks if putting on 'item' will make 'who' do more
482 * damage. This is a very simplistic check - also checking things
483 * like speed and ac are also relevant.
484 *
485 * return true if item is a better object.
486 */
487 static int
488 check_good_weapon (object *who, object *item)
489 {
490 object *other_weap;
491 int val = 0, i;
492
493 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
494 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
495 break;
496
497 if (!other_weap) /* No other weapons */
498 return 1;
499
500 /* Rather than go through and apply the new one, and see if it is
501 * better, just do some simple checks
502 * Put some multipliers for things that hvae several effects,
503 * eg, magic affects both damage and wc, so it has more weight
504 */
505
506 val = item->stats.dam - other_weap->stats.dam;
507 val += (item->magic - other_weap->magic) * 3;
508 /* Monsters don't really get benefits from things like regen rates
509 * from items. But the bonus for their stats are very important.
510 */
511 for (i = 0; i < NUM_STATS; i++)
512 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
513
514 if (val > 0)
515 return 1;
516 else
517 return 0;
518 }
519
520 static int
521 check_good_armour (object *who, object *item)
522 {
523 object *other_armour;
524 int val = 0, i;
525
526 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
527 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
528 break;
529
530 if (other_armour == NULL) /* No other armour, use the new */
531 return 1;
532
533 /* Like above function , see which is better */
534 val = item->stats.ac - other_armour->stats.ac;
535 val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
536 val += (item->magic - other_armour->magic) * 3;
537
538 /* for the other protections, do weigh them very much in the equation -
539 * it is the armor protection which is most important, because there is
540 * no good way to know what the player may attack the monster with.
541 * So if the new item has better protection than the old, give that higher
542 * value. If the reverse, then decrease the value of this item some.
543 */
544 for (i = 1; i < NROFATTACKS; i++)
545 {
546 if (item->resist[i] > other_armour->resist[i])
547 val++;
548 else if (item->resist[i] < other_armour->resist[i])
549 val--;
550 }
551
552 /* Very few armours have stats, so not much need to worry about those. */
553
554 if (val > 0)
555 return 1;
556 else
557 return 0;
558 }
559
560 /*
561 * monster_check_apply() is meant to be called after an item is
562 * inserted in a monster.
563 * If an item becomes outdated (monster found a better item),
564 * a pointer to that object is returned, so it can be dropped.
565 * (so that other monsters can pick it up and use it)
566 * Note that as things are now, monsters never drop something -
567 * they can pick up all that they can use.
568 */
569 /* Sept 96, fixed this so skills will be readied -b.t.*/
570 void
571 monster_check_apply (object *mon, object *item)
572 {
573 int flag = 0;
574
575 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
576 {
577 SET_FLAG (mon, FLAG_CAST_SPELL);
578 return;
579 }
580
581 /* If for some reason, this item is already applied, no more work to do */
582 if (QUERY_FLAG (item, FLAG_APPLIED))
583 return;
584
585 /* Might be better not to do this - if the monster can fire a bow,
586 * it is possible in his wanderings, he will find one to use. In
587 * which case, it would be nice to have ammo for it.
588 */
589 if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
590 {
591 /* Check for the right kind of bow */
592 object *bow;
593
594 for (bow = mon->inv; bow; bow = bow->below)
595 if (bow->type == BOW && bow->race == item->race)
596 {
597 SET_FLAG (mon, FLAG_READY_BOW);
598 LOG (llevMonster, "Found correct bow for arrows.\n");
599 return; /* nothing more to do for arrows */
600 }
601 }
602
603 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604 flag = 1;
605 /* Eating food gets hp back */
606 else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607 flag = 1;
608 else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
609 {
610 if (!item->inv)
611 LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612 else if (monster_should_cast_spell (mon, item->inv))
613 SET_FLAG (mon, FLAG_READY_SCROLL);
614 /* Don't use it right now */
615 return;
616 }
617 else if (item->type == WEAPON)
618 flag = check_good_weapon (mon, item);
619 else if (item->is_armor ())
620 flag = check_good_armour (mon, item);
621 /* Should do something more, like make sure this is a better item */
622 else if (item->type == RING)
623 flag = 1;
624 else if (item->type == WAND || item->type == ROD || item->type == HORN)
625 {
626 /* We never really 'ready' the wand/rod/horn, because that would mean the
627 * weapon would get undone.
628 */
629 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 {
631 SET_FLAG (mon, FLAG_READY_RANGE);
632 SET_FLAG (item, FLAG_APPLIED);
633 }
634 return;
635 }
636 else if (item->type == BOW)
637 {
638 /* We never really 'ready' the bow, because that would mean the
639 * weapon would get undone.
640 */
641 if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 SET_FLAG (mon, FLAG_READY_BOW);
643 return;
644 }
645 else if (item->type == SKILL)
646 {
647 /*
648 * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649 * else they can't use the skill...
650 * Skills also don't need to get applied, so return now.
651 */
652 SET_FLAG (mon, FLAG_READY_SKILL);
653 return;
654 }
655
656 /* if we don't match one of the above types, return now.
657 * can_apply_object will say that we can apply things like flesh,
658 * bolts, and whatever else, because it only checks against the
659 * body_info locations.
660 */
661 if (!flag)
662 return;
663
664 /* Check to see if the monster can use this item. If not, no need
665 * to do further processing. Note that can_apply_object already checks
666 * for the CAN_USE flags.
667 */
668 if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669 return;
670
671 /* should only be applying this item, not unapplying it.
672 * also, ignore status of curse so they can take off old armour.
673 * monsters have some advantages after all.
674 */
675 manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
676 }
677
678 static int
679 can_hit (object *ob1, object *ob2, rv_vector * rv)
680 {
681 object *more;
682 rv_vector rv1;
683
684 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
685 return 0;
686
687 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688 return 1;
689
690 /* check all the parts of ob2 - just because we can't get to
691 * its head doesn't mean we don't want to pound its feet
692 */
693 for (more = ob2->more; more; more = more->more)
694 {
695 get_rangevector (ob1, more, &rv1, 0);
696 if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697 return 1;
698 }
699
700 return 0;
701 }
702
703 static int
704 dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705 {
706 if (can_hit (part, enemy, rv))
707 return dir;
708
709 if (rv->distance < 10)
710 return absdir (dir + 4);
711 else if (rv->distance > 18)
712 return dir;
713
714 return 0;
715 }
716
717 static int
718 run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719 {
720 if (can_hit (part, enemy, rv))
721 return dir;
722 else
723 return absdir (dir + 4);
724 }
725
726 static int
727 hitrun_att (int dir, object *ob, object *enemy)
728 {
729 if (ob->move_status++ < 25)
730 return dir;
731 else if (ob->move_status < 50)
732 return absdir (dir + 4);
733 else
734 ob->move_status = 0;
735
736 return absdir (dir + 4);
737 }
738
739 static int
740 wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741 {
742 int inrange = can_hit (part, enemy, rv);
743
744 if (ob->move_status || inrange)
745 ob->move_status++;
746
747 if (ob->move_status == 0)
748 return 0;
749 else if (ob->move_status < 10)
750 return dir;
751 else if (ob->move_status < 15)
752 return absdir (dir + 4);
753
754 ob->move_status = 0;
755 return 0;
756 }
757
758 static int
759 disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760 {
761 /* The logic below here looked plain wrong before. Basically, what should
762 * happen is that if the creatures hp percentage falls below run_away,
763 * the creature should run away (dir+4)
764 * I think its wrong for a creature to have a zero maxhp value, but
765 * at least one map has this set, and whatever the map contains, the
766 * server should try to be resilant enough to avoid the problem
767 */
768 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769 return absdir (dir + 4);
770
771 return dist_att (dir, ob, enemy, part, rv);
772 }
773
774 static int
775 wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776 {
777 if (rv->distance < 9)
778 return absdir (dir + 4);
779
780 return 0;
781 }
782
783 static void
784 circ1_move (object *ob)
785 {
786 static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787
788 if (++ob->move_status > 11)
789 ob->move_status = 0;
790
791 if (!(ob->move (circle[ob->move_status])))
792 ob->move (rndm (8) + 1);
793 }
794
795 static void
796 circ2_move (object *ob)
797 {
798 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799
800 if (++ob->move_status > 19)
801 ob->move_status = 0;
802
803 if (!(ob->move (circle[ob->move_status])))
804 ob->move (rndm (8) + 1);
805 }
806
807 static void
808 pace_movev (object *ob)
809 {
810 if (ob->move_status++ > 6)
811 ob->move_status = 0;
812
813 if (ob->move_status < 4)
814 ob->move (5);
815 else
816 ob->move (1);
817 }
818
819 static void
820 pace_moveh (object *ob)
821 {
822 if (ob->move_status++ > 6)
823 ob->move_status = 0;
824
825 if (ob->move_status < 4)
826 ob->move (3);
827 else
828 ob->move (7);
829 }
830
831 static void
832 pace2_movev (object *ob)
833 {
834 if (ob->move_status++ > 16)
835 ob->move_status = 0;
836
837 if (ob->move_status < 6)
838 ob->move (5);
839 else if (ob->move_status < 8)
840 return;
841 else if (ob->move_status < 13)
842 ob->move (1);
843 else
844 return;
845 }
846
847 static void
848 pace2_moveh (object *ob)
849 {
850 if (ob->move_status++ > 16)
851 ob->move_status = 0;
852
853 if (ob->move_status < 6)
854 ob->move (3);
855 else if (ob->move_status < 8)
856 return;
857 else if (ob->move_status < 13)
858 ob->move (7);
859 else
860 return;
861 }
862
863 static void
864 rand_move (object *ob)
865 {
866 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 for (int i = 0; i < 5; i++)
868 if (ob->move (ob->move_status = rndm (8) + 1))
869 return;
870 }
871
872 #define MAX_KNOWN_SPELLS 20
873
874 /* Returns a randomly selected spell. This logic is still
875 * less than ideal. This code also only seems to deal with
876 * wizard spells, as the check is against sp, and not grace.
877 * can mosnters know cleric spells?
878 */
879 static object *
880 monster_choose_random_spell (object *monster)
881 {
882 object *altern[MAX_KNOWN_SPELLS];
883 int i = 0;
884
885 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887 {
888 /* Check and see if it's actually a useful spell.
889 * If its a spellbook, the spell is actually the inventory item.
890 * if it is a spell, then it is just the object itself.
891 */
892 if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893 {
894 altern [i++] = tmp;
895
896 if (i == MAX_KNOWN_SPELLS)
897 break;
898 }
899 }
900
901 return i ? altern [rndm (i)] : 0;
902 }
903
904 /* This checks to see if the monster should cast a spell/ability.
905 * it returns true if the monster casts a spell, 0 if he doesn't.
906 * head is the head of the monster.
907 * part is the part of the monster we are checking against.
908 * pl is the target.
909 * dir is the direction to case.
910 * rv is the vector which describes where the enemy is.
911 */
912 static int
913 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914 {
915 object *spell_item;
916 object *owner;
917 rv_vector rv1;
918
919 /* If you want monsters to cast spells over friends, this spell should
920 * be removed. It probably should be in most cases, since monsters still
921 * don't care about residual effects (ie, casting a cone which may have a
922 * clear path to the player, the side aspects of the code will still hit
923 * other monsters)
924 */
925 if (!(dir = path_to_player (part, pl, 0)))
926 return 0;
927
928 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
929 {
930 get_rangevector (head, owner, &rv1, 0x1);
931 if (dirdiff (dir, rv1.direction) < 2)
932 return 0; /* Might hit owner with spell */
933 }
934
935 if (QUERY_FLAG (head, FLAG_CONFUSED))
936 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937
938 /* If the monster hasn't already chosen a spell, choose one
939 * I'm not sure if it really make sense to pre-select spells (events
940 * could be different by the time the monster goes again).
941 */
942 if (head->spellitem == NULL)
943 {
944 if ((spell_item = monster_choose_random_spell (head)) == NULL)
945 {
946 LOG (llevMonster, "Turned off spells in %s\n", &head->name);
947 CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
948 return 0;
949 }
950
951 if (spell_item->type == SPELLBOOK)
952 {
953 if (!spell_item->inv)
954 {
955 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
956 return 0;
957 }
958
959 spell_item = spell_item->inv;
960 }
961 }
962 else
963 spell_item = head->spellitem;
964
965 if (!spell_item)
966 return 0;
967
968 /* Best guess this is a defensive/healing spell */
969 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
970 dir = 0;
971
972 /* Monster doesn't have enough spell-points */
973 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
974 return 0;
975
976 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
977 return 0;
978
979 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
980 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
981
982 /* set this to null, so next time monster will choose something different */
983 head->spellitem = NULL;
984
985 return cast_spell (part, part, dir, spell_item, NULL);
986 }
987
988 static int
989 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
990 {
991 object *scroll;
992 object *owner;
993 rv_vector rv1;
994
995 /* If you want monsters to cast spells over friends, this spell should
996 * be removed. It probably should be in most cases, since monsters still
997 * don't care about residual effects (ie, casting a cone which may have a
998 * clear path to the player, the side aspects of the code will still hit
999 * other monsters)
1000 */
1001 if (!(dir = path_to_player (part, pl, 0)))
1002 return 0;
1003
1004 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 {
1006 get_rangevector (head, owner, &rv1, 0x1);
1007 if (dirdiff (dir, rv1.direction) < 2)
1008 {
1009 return 0; /* Might hit owner with spell */
1010 }
1011 }
1012
1013 if (QUERY_FLAG (head, FLAG_CONFUSED))
1014 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1015
1016 for (scroll = head->inv; scroll; scroll = scroll->below)
1017 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1018 break;
1019
1020 /* Used up all his scrolls, so nothing do to */
1021 if (!scroll)
1022 {
1023 CLEAR_FLAG (head, FLAG_READY_SCROLL);
1024 return 0;
1025 }
1026
1027 /* Spell should be cast on caster (ie, heal, strength) */
1028 if (scroll->inv->range == 0)
1029 dir = 0;
1030
1031 apply_scroll (part, scroll, dir);
1032 return 1;
1033 }
1034
1035 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1036 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1037 * SK_MISSILE_WEAPON to make those respective attacks, if we
1038 * required that we would drastically increase the memory
1039 * requirements of CF!!
1040 *
1041 * The skills we are treating here are all but those. -b.t.
1042 *
1043 * At the moment this is only useful for throwing, perhaps for
1044 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1045 */
1046 static int
1047 monster_use_skill (object *head, object *part, object *pl, int dir)
1048 {
1049 object *skill, *owner;
1050
1051 if (!(dir = path_to_player (part, pl, 0)))
1052 return 0;
1053
1054 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1055 {
1056 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1057
1058 if (dirdiff (dir, dir2) < 1)
1059 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1060 }
1061
1062 if (QUERY_FLAG (head, FLAG_CONFUSED))
1063 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1064
1065 object *new_skill = 0;
1066
1067 // skill selection - monster will use the last unused skill
1068 // and rotate, eventually cycling through all skills.
1069 for (skill = head->inv; skill; skill = skill->below)
1070 if (skill->type == SKILL && skill != head->chosen_skill)
1071 new_skill = skill;
1072
1073 if (new_skill)
1074 splay (head->chosen_skill = new_skill);
1075 else if (!head->chosen_skill)
1076 {
1077 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1078 CLEAR_FLAG (head, FLAG_READY_SKILL);
1079 return 0;
1080 }
1081
1082 /* use skill */
1083 return do_skill (head, part, head->chosen_skill, dir, NULL);
1084 }
1085
1086 /* Monster will use a ranged spell attack. */
1087 static int
1088 monster_use_range (object *head, object *part, object *pl, int dir)
1089 {
1090 object *wand, *owner;
1091 int at_least_one = 0;
1092
1093 if (!(dir = path_to_player (part, pl, 0)))
1094 return 0;
1095
1096 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1097 {
1098 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1099
1100 if (dirdiff (dir, dir2) < 2)
1101 return 0; /* Might hit owner with spell */
1102 }
1103
1104 if (QUERY_FLAG (head, FLAG_CONFUSED))
1105 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1106
1107 for (wand = head->inv; wand; wand = wand->below)
1108 {
1109 if (wand->type == WAND)
1110 {
1111 /* Found a wand, let's see if it has charges left */
1112 at_least_one = 1;
1113 if (wand->stats.food <= 0)
1114 continue;
1115
1116 cast_spell (head, wand, dir, wand->inv, NULL);
1117
1118 if (!(--wand->stats.food))
1119 {
1120 if (wand->arch)
1121 {
1122 CLEAR_FLAG (wand, FLAG_ANIMATE);
1123 wand->face = wand->arch->face;
1124 wand->set_speed (0);
1125 }
1126 }
1127 /* Success */
1128 return 1;
1129 }
1130 else if (wand->type == ROD || wand->type == HORN)
1131 {
1132 /* Found rod/horn, let's use it if possible */
1133 at_least_one = 1;
1134 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1135 continue;
1136
1137 /* drain charge before casting spell - can be a case where the
1138 * spell destroys the monster, and rod, so if done after, results
1139 * in crash.
1140 */
1141 drain_rod_charge (wand);
1142 cast_spell (head, wand, dir, wand->inv, NULL);
1143
1144 /* Success */
1145 return 1;
1146 }
1147 }
1148
1149 if (at_least_one)
1150 return 0;
1151
1152 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1153 CLEAR_FLAG (head, FLAG_READY_RANGE);
1154 return 0;
1155 }
1156
1157 static int
1158 monster_use_bow (object *head, object *part, object *pl, int dir)
1159 {
1160 object *owner;
1161
1162 if (!(dir = path_to_player (part, pl, 0)))
1163 return 0;
1164
1165 if (QUERY_FLAG (head, FLAG_CONFUSED))
1166 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1167
1168 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1169 {
1170 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1171
1172 if (dirdiff (dir, dir2) < 1)
1173 return 0; /* Might hit owner with arrow */
1174 }
1175
1176 /* in server/player.c */
1177 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1178
1179 }
1180
1181 void
1182 npc_call_help (object *op)
1183 {
1184 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1185 {
1186 mapspace &ms = m->at (nx, ny);
1187
1188 /* If nothing alive on this space, no need to search the space. */
1189 if (!(ms.flags () & P_IS_ALIVE))
1190 continue;
1191
1192 for (object *npc = ms.bot; npc; npc = npc->above)
1193 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1194 npc->enemy = op->enemy;
1195 }
1196 }
1197
1198 void
1199 check_earthwalls (object *op, maptile *m, int x, int y)
1200 {
1201 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1202 if (tmp->type == EARTHWALL)
1203 {
1204 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1205 return;
1206 }
1207 }
1208
1209 void
1210 check_doors (object *op, maptile *m, int x, int y)
1211 {
1212 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1213 if (tmp->type == DOOR)
1214 {
1215 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1216 return;
1217 }
1218 }
1219
1220 /* find_mon_throw_ob() - modeled on find_throw_ob
1221 * This is probably overly simplistic as it is now - We want
1222 * monsters to throw things like chairs and other pieces of
1223 * furniture, even if they are not good throwable objects.
1224 * Probably better to have the monster throw a throwable object
1225 * first, then throw any non equipped weapon.
1226 */
1227 object *
1228 find_mon_throw_ob (object *op)
1229 {
1230 object *tmp = NULL;
1231
1232 if (op->head)
1233 tmp = op->head;
1234 else
1235 tmp = op;
1236
1237 /* New throw code: look through the inventory. Grap the first legal is_thrown
1238 * marked item and throw it to the enemy.
1239 */
1240 for (tmp = op->inv; tmp; tmp = tmp->below)
1241 {
1242 /* Can't throw invisible objects or items that are applied */
1243 if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1244 continue;
1245
1246 if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1247 break;
1248
1249 }
1250
1251 #ifdef DEBUG_THROW
1252 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1253 #endif
1254
1255 return tmp;
1256 }
1257
1258 /*
1259 * Move-monster returns 1 if the object has been freed, otherwise 0.
1260 */
1261 int
1262 move_monster (object *op)
1263 {
1264 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1265 object *owner, *enemy, *part, *oph = op;
1266 rv_vector rv;
1267
1268 /* Monsters not on maps don't do anything. These monsters are things
1269 * Like royal guards in city dwellers inventories.
1270 */
1271 if (!op->map)
1272 return 0;
1273
1274 /* for target facing, we copy this value here for fast access */
1275 if (oph->head) /* force update the head - one arch one pic */
1276 oph = oph->head;
1277
1278 if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
1279 enemy = op->enemy = NULL;
1280 else if ((enemy = find_enemy (op, &rv)))
1281 /* we have an enemy, just tell him we want him dead */
1282 enemy->attacked_by = op; /* our ptr */
1283
1284 /* generate hp, if applicable */
1285 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1286 {
1287 /* last heal is in funny units. Dividing by speed puts
1288 * the regeneration rate on a basis of time instead of
1289 * #moves the monster makes. The scaling by 8 is
1290 * to capture 8th's of a hp fraction regens
1291 *
1292 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1293 * overflow might produce monsters with negative hp.
1294 */
1295
1296 op->last_heal += (int) ((float) (8 * op->stats.Con) / op->speed);
1297 op->stats.hp = min ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1298 op->last_heal %= 32;
1299
1300 /* So if the monster has gained enough HP that they are no longer afraid */
1301 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
1302 CLEAR_FLAG (op, FLAG_RUN_AWAY);
1303
1304 if (op->stats.hp > op->stats.maxhp)
1305 op->stats.hp = op->stats.maxhp;
1306 }
1307
1308 /* generate sp, if applicable */
1309 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1310 {
1311 /* last_sp is in funny units. Dividing by speed puts
1312 * the regeneration rate on a basis of time instead of
1313 * #moves the monster makes. The scaling by 8 is
1314 * to capture 8th's of a sp fraction regens
1315 *
1316 * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
1317 * overflow might produce monsters with negative sp.
1318 */
1319
1320 op->last_sp += (int) ((float) (8 * op->stats.Pow) / op->speed);
1321 op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1322 op->last_sp %= 128;
1323 }
1324
1325 /* this should probably get modified by many more values.
1326 * (eg, creatures resistance to fear, level, etc. )
1327 */
1328 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
1329 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
1330
1331 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1332 return QUERY_FLAG (op, FLAG_FREED);
1333
1334 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
1335 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
1336 if (!check_wakeup (op, enemy, &rv))
1337 return 0;
1338
1339 /* check if monster pops out of hidden spot */
1340 if (op->flag [FLAG_HIDDEN])
1341 do_hidden_move (op);
1342
1343 if (op->pick_up)
1344 monster_check_pickup (op);
1345
1346 if (op->will_apply)
1347 monster_apply_below (op); /* Check for items to apply below */
1348
1349 /* If we don't have an enemy, do special movement or the like */
1350 if (!enemy)
1351 {
1352 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1353 {
1354 op->drop_and_destroy ();
1355 return 1;
1356 }
1357
1358 /* Probably really a bug for a creature to have both
1359 * stand still and a movement type set.
1360 */
1361 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1362 {
1363 if (op->attack_movement & HI4)
1364 {
1365 switch (op->attack_movement & HI4)
1366 {
1367 case PETMOVE:
1368 pet_move (op);
1369 break;
1370
1371 case CIRCLE1:
1372 circ1_move (op);
1373 break;
1374
1375 case CIRCLE2:
1376 circ2_move (op);
1377 break;
1378
1379 case PACEV:
1380 pace_movev (op);
1381 break;
1382
1383 case PACEH:
1384 pace_moveh (op);
1385 break;
1386
1387 case PACEV2:
1388 pace2_movev (op);
1389 break;
1390
1391 case PACEH2:
1392 pace2_moveh (op);
1393 break;
1394
1395 case RANDO:
1396 rand_move (op);
1397 break;
1398
1399 case RANDO2:
1400 move_randomly (op);
1401 break;
1402 }
1403
1404 return 0;
1405 }
1406 else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
1407 move_randomly (op);
1408 } /* stand still */
1409
1410 return 0;
1411 } /* no enemy */
1412
1413 /* We have an enemy. Block immediately below is for pets */
1414 if ((op->attack_movement & HI4) == PETMOVE
1415 && (owner = op->owner) != NULL
1416 && !on_same_map (op, owner)
1417 && !owner->flag [FLAG_REMOVED])
1418 return follow_owner (op, owner);
1419
1420 /* doppleganger code to change monster facing to that of the nearest
1421 * player. Hmm. The code is here, but no monster in the current
1422 * arch set uses it.
1423 */
1424 if (op->race == shstr_doppleganger)
1425 {
1426 op->face = enemy->face;
1427 op->name = enemy->name;
1428 }
1429
1430 /* Calculate range information for closest body part - this
1431 * is used for the 'skill' code, which isn't that smart when
1432 * it comes to figuring it out - otherwise, giants throw boulders
1433 * into themselves.
1434 */
1435 get_rangevector (op, enemy, &rv, 0);
1436
1437 /* Move the check for scared up here - if the monster was scared,
1438 * we were not doing any of the logic below, so might as well save
1439 * a few cpu cycles.
1440 */
1441 if (!QUERY_FLAG (op, FLAG_SCARED))
1442 {
1443 rv_vector rv1;
1444
1445 /* now we test every part of an object .... this is a real ugly piece of code */
1446 for (part = op; part; part = part->more)
1447 {
1448 get_rangevector (part, enemy, &rv1, 0x1);
1449 dir = rv1.direction;
1450
1451 /* hm, not sure about this part - in original was a scared flag here too
1452 * but that we test above... so can be old code here
1453 */
1454 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1455 dir = absdir (dir + 4);
1456
1457 if (QUERY_FLAG (op, FLAG_CONFUSED))
1458 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1459
1460 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
1461 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1462 return 0;
1463
1464 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
1465 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1466 return 0;
1467
1468 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
1469 if (monster_use_range (op, part, enemy, dir))
1470 return 0;
1471
1472 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
1473 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1474 return 0;
1475
1476 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
1477 if (monster_use_bow (op, part, enemy, dir))
1478 return 0;
1479 } /* for processing of all parts */
1480 } /* If not scared */
1481
1482 part = rv.part;
1483 dir = rv.direction;
1484
1485 //-GPL
1486
1487 // if the enemy is a player, we have los. if los says we
1488 // can directly reach the player, we do not deviate.
1489 // for non-players, we never deviate
1490 if (op->stats.Wis >= 8
1491 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1492 {
1493 int sdir = 0;
1494 uint32_t &smell = op->ms ().smell;
1495
1496 for (int ndir = 1; ndir <= 8; ++ndir)
1497 {
1498 mapxy pos (op); pos.move (ndir);
1499
1500 if (pos.normalise ())
1501 {
1502 mapspace &ms = pos.ms ();
1503
1504 if (ms.smell > smell)
1505 {
1506 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1507 if (op->stats.Wis >= 10)
1508 smell = ms.smell - 1; // smarter: tell others
1509
1510 sdir = ndir;
1511
1512 // perturbing the path might let the monster lose track,
1513 // but it will also widen the actual path, spreading information
1514 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1515 sdir = absdir (sdir + 1 - rndm (2) * 2);
1516 }
1517 }
1518 }
1519
1520 if (sdir)
1521 dir = sdir;
1522 else if (smell)
1523 {
1524 // no better smell found, so assume the player jumped, and erase this smell
1525 //printf ("erasing smell %d\n", op->ms ().smell);//D
1526 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1527 m->at (nx, ny).smell = 0;
1528 }
1529 }
1530
1531 //+GPL
1532
1533 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1534 dir = absdir (dir + 4);
1535
1536 if (QUERY_FLAG (op, FLAG_CONFUSED))
1537 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1538
1539 pre_att_dir = dir; /* remember the original direction */
1540
1541 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
1542 {
1543 switch (op->attack_movement & LO4)
1544 {
1545 case DISTATT:
1546 dir = dist_att (dir, op, enemy, part, &rv);
1547 break;
1548
1549 case RUNATT:
1550 dir = run_att (dir, op, enemy, part, &rv);
1551 break;
1552
1553 case HITRUN:
1554 dir = hitrun_att (dir, op, enemy);
1555 break;
1556
1557 case WAITATT:
1558 dir = wait_att (dir, op, enemy, part, &rv);
1559 break;
1560
1561 case RUSH: /* default - monster normally moves towards player */
1562 case ALLRUN:
1563 break;
1564
1565 case DISTHIT:
1566 dir = disthit_att (dir, op, enemy, part, &rv);
1567 break;
1568
1569 case WAIT2:
1570 dir = wait_att2 (dir, op, enemy, part, &rv);
1571 break;
1572
1573 default:
1574 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1575 }
1576 }
1577
1578 if (!dir)
1579 return 0;
1580
1581 if (!QUERY_FLAG (op, FLAG_STAND_STILL))
1582 {
1583 if (op->move (dir)) /* Can the monster move directly toward player? */
1584 {
1585 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1586 if ((op->attack_movement & LO4) == DISTATT)
1587 op->direction = pre_att_dir;
1588
1589 return 0;
1590 }
1591
1592 if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
1593 {
1594 /* Try move around corners if !close */
1595 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
1596
1597 for (diff = 1; diff <= maxdiff; diff++)
1598 {
1599 /* try different detours */
1600 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1601
1602 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1603 return 0;
1604 }
1605 }
1606 } /* if monster is not standing still */
1607
1608 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1609 if ((op->attack_movement & LO4) == DISTATT)
1610 op->direction = pre_att_dir;
1611
1612 /*
1613 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1614 * direction if they can't move away.
1615 */
1616 if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
1617 if (move_randomly (op))
1618 return 0;
1619
1620 /*
1621 * Try giving the monster a new enemy - the player that is closest
1622 * to it. In this way, it won't just keep trying to get to a target
1623 * that is inaccessible.
1624 * This could be more clever - it should go through a list of several
1625 * enemies, as it is now, you could perhaps get situations where there
1626 * are two players flanking the monster at close distance, but which
1627 * the monster can't get to, and a third one at a far distance that
1628 * the monster could get to - as it is, the monster won't look at that
1629 * third one.
1630 */
1631 if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
1632 {
1633 object *nearest_player = get_nearest_player (op);
1634
1635 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1636 {
1637 op->enemy = 0;
1638 enemy = nearest_player;
1639 }
1640 }
1641
1642 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
1643 {
1644 /* The adjustement to wc that was here before looked totally bogus -
1645 * since wc can in fact get negative, that would mean by adding
1646 * the current wc, the creature gets better? Instead, just
1647 * add a fixed amount - nasty creatures that are runny away should
1648 * still be pretty nasty.
1649 */
1650 if (QUERY_FLAG (op, FLAG_RUN_AWAY))
1651 {
1652 part->stats.wc += 10;
1653 skill_attack (enemy, part, 0, NULL, NULL);
1654 part->stats.wc -= 10;
1655 }
1656 else
1657 skill_attack (enemy, part, 0, NULL, NULL);
1658 } /* if monster is in attack range */
1659
1660 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
1661 return 1;
1662
1663 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
1664 {
1665 op->drop_and_destroy ();
1666 return 1;
1667 }
1668
1669 return 0;
1670 }
1671
1672 /* determine if we can 'detect' the enemy. Check for walls blocking the
1673 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1674 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1675 * modified by MSW to use the get_rangevector so that map tiling works
1676 * properly. I also so odd code in place that checked for x distance
1677 * OR y distance being within some range - that seemed wrong - both should
1678 * be within the valid range. MSW 2001-08-05
1679 * Returns 0 if enemy can not be detected, 1 if it is detected
1680 */
1681 int
1682 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1683 {
1684 /* null detection for any of these condtions always */
1685 if (!op || !enemy || !op->map || !enemy->map)
1686 return 0;
1687
1688 /* If the monster (op) has no way to get to the enemy, do nothing */
1689 if (!on_same_map (op, enemy))
1690 return 0;
1691
1692 get_rangevector (op, enemy, rv, 0);
1693
1694 /* Monsters always ignore the DM */
1695 if (!op->is_player () && QUERY_FLAG (enemy, FLAG_WIZ))
1696 return 0;
1697
1698 /* simple check. Should probably put some range checks in here. */
1699 if (can_see_enemy (op, enemy))
1700 return 1;
1701
1702 /* The rest of this is for monsters. Players are on their own for
1703 * finding enemies!
1704 */
1705 if (op->is_player ())
1706 return 0;
1707
1708 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1709 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1710 */
1711 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1712 return 0;
1713
1714 int radius = MIN_MON_RADIUS;
1715
1716 /* use this for invis also */
1717 int hide_discovery = op->stats.Int / 5;
1718
1719 /* Determine Detection radii */
1720 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1721 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1722 else
1723 { /* a level/INT/Dex adjustment for hiding */
1724 int bonus = op->level / 2 + op->stats.Int / 5;
1725
1726 if (enemy->is_player ())
1727 {
1728 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1729 bonus -= sk_hide->level;
1730 else
1731 {
1732 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1733 make_visible (enemy);
1734 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1735 }
1736 }
1737 else /* enemy is not a player */
1738 bonus -= enemy->level;
1739
1740 radius += bonus / 5;
1741 hide_discovery += bonus * 5;
1742 } /* else creature has modifiers for hiding */
1743
1744 /* Radii stealth adjustment. Only if you are stealthy
1745 * will you be able to sneak up closer to creatures */
1746 if (QUERY_FLAG (enemy, FLAG_STEALTH))
1747 {
1748 radius /= 2;
1749 hide_discovery /= 3;
1750 }
1751
1752 /* Radii adjustment for enemy standing in the dark */
1753 if (!stand_in_light (enemy))
1754 {
1755 /* on dark maps body heat can help indicate location with infravision
1756 * undead don't have body heat, so no benefit detecting them.
1757 */
1758 if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1759 radius += op->map->darklevel () / 2;
1760 else
1761 radius -= op->map->darklevel () / 2;
1762
1763 /* op next to a monster (and not in complete darkness)
1764 * the monster should have a chance to see you.
1765 */
1766 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1767 radius = MIN_MON_RADIUS;
1768 } /* if on dark map */
1769
1770 /* Lets not worry about monsters that have incredible detection
1771 * radii, we only need to worry here about things the player can
1772 * (potentially) see. This is 13, as that is the maximum size the player
1773 * may have for their map - in that way, creatures at the edge will
1774 * do something. Note that the distance field in the
1775 * vector is real distance, so in theory this should be 18 to
1776 * find that.
1777 */
1778 // note that the above reasoning was utter bullshit even at the time it was written
1779 // we use 25, lets see if we have the cpu time for it
1780 radius = min (25, radius);
1781
1782 /* Enemy in range! Now test for detection */
1783 if (rv->distance <= radius)
1784 {
1785 /* ah, we are within range, detected? take cases */
1786 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1787 return 1;
1788
1789 /* hidden or low-quality invisible */
1790 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1791 {
1792 make_visible (enemy);
1793
1794 /* inform players of new status */
1795 if (enemy->type == PLAYER && player_can_view (enemy, op))
1796 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1797
1798 return 1; /* detected enemy */
1799 }
1800 else if (enemy->invisible)
1801 {
1802 /* Change this around - instead of negating the invisible, just
1803 * return true so that the monster that managed to detect you can
1804 * do something to you. Decreasing the duration of invisible
1805 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1806 * can then basically negate the spell. The spell isn't negated -
1807 * they just know where you are!
1808 */
1809 if (rndm (50) <= hide_discovery)
1810 {
1811 if (enemy->type == PLAYER)
1812 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1813
1814 return 1;
1815 }
1816 }
1817 } /* within range */
1818
1819 /* Wasn't detected above, so still hidden */
1820 return 0;
1821 }
1822
1823 /* determine if op stands in a lighted square. This is not a very
1824 * intelligent algorithm. For one thing, we ignore los here, SO it
1825 * is possible for a bright light to illuminate a player on the
1826 * other side of a wall (!).
1827 */
1828 int
1829 stand_in_light (object *op)
1830 {
1831 if (op)
1832 {
1833 if (!op->is_on_map ())
1834 return 0;
1835
1836 if (op->map->darklevel () <= 0)
1837 return 1;
1838
1839 if (op->glow_radius > 0)
1840 return 1;
1841
1842 if (op->map)
1843 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1844 {
1845 /* Check the spaces with the max light radius to see if any of them
1846 * have lights, and if any of them light the player enough, then return 1.
1847 */
1848 int light = m->at (nx, ny).light;
1849
1850 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1851 return 1;
1852 }
1853 }
1854
1855 return 0;
1856 }
1857
1858 /* assuming no walls/barriers, lets check to see if its *possible*
1859 * to see an enemy. Note, "detection" is different from "seeing".
1860 * See can_detect_enemy() for more details. -b.t.
1861 * return 0 if can't be seen, 1 if can be
1862 */
1863 int
1864 can_see_enemy (object *op, object *enemy)
1865 {
1866 object *looker = op->head ? op->head : op;
1867
1868 /* safety */
1869 if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1870 return 0;
1871
1872 /* we dont give a full treatment of xrays here (shorter range than normal,
1873 * see through walls). Should we change the code elsewhere to make you
1874 * blind even if you can xray?
1875 */
1876 if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1877 return 0;
1878
1879 /* checking for invisible things */
1880 if (enemy->invisible)
1881 {
1882 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1883 * However,if you carry any source of light, then the hidden
1884 * creature is seeable (and stupid) */
1885
1886 if (enemy->has_carried_lights ())
1887 {
1888 if (enemy->flag [FLAG_HIDDEN])
1889 {
1890 make_visible (enemy);
1891 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1892 }
1893
1894 return 1;
1895 }
1896 else if (enemy->flag [FLAG_HIDDEN])
1897 return 0;
1898
1899 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1901 * and making it a conditional makes the code pretty ugly.
1902 */
1903 if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904 if (makes_invisible_to (enemy, looker))
1905 return 0;
1906 }
1907 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1908 if (player_can_view (looker, enemy))
1909 return 1;
1910
1911 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1912 * unless they carry a light or stand in light. Darkness doesnt
1913 * inhibit the undead per se (but we should give their archs
1914 * CAN_SEE_IN_DARK, this is just a safety
1915 * we care about the enemy maps status, not the looker.
1916 * only relevant for tiled maps, but it is possible that the
1917 * enemy is on a bright map and the looker on a dark - in that
1918 * case, the looker can still see the enemy
1919 */
1920 if (!stand_in_light (enemy)
1921 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1922 return 0;
1923
1924 return 1;
1925 }
1926
1927 //-GPL