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Revision: 1.98
Committed: Sun Jan 29 02:47:05 2017 UTC (7 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.97: +33 -33 lines
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# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 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 (npc->enemy->flag [FLAG_REMOVED] ||
71 npc->enemy->flag [FLAG_FREED] ||
72 !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
73 npc->enemy = 0;
74
75 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [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 (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [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 (!npc->enemy->flag [FLAG_MONSTER]
92 && !npc->enemy->flag [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 (npc->flag [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 (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
207 (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
208 (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
209 npc->clr_flag (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 npc->clr_flag (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 (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [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 min_it (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 op->clr_flag (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 (item->flag [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) || monster->flag [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) || monster->flag [FLAG_USE_ARMOUR];
332 break;
333
334 case SKILL:
335 flag = monster->flag [FLAG_CAN_USE_SKILL];
336 break;
337
338 case RING:
339 flag = monster->flag [FLAG_USE_RING];
340 break;
341
342 case RANGED:
343 case WAND:
344 case HORN:
345 case ROD:
346 flag = monster->flag [FLAG_USE_RANGE];
347 break;
348
349 case SPELLBOOK:
350 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
351 break;
352
353 case SCROLL:
354 flag = monster->flag [FLAG_USE_SCROLL];
355 break;
356
357 case BOW:
358 case ARROW:
359 flag = monster->flag [FLAG_USE_BOW];
360 break;
361 }
362
363 /* Simplistic check - if the monster has a location to equip it, he will
364 * pick it up. Note that this doesn't handle cases where an item may
365 * use several locations.
366 */
367 for (i = 0; i < NUM_BODY_LOCATIONS; i++)
368 {
369 if (monster->slot[i].info && item->slot[i].info)
370 {
371 flag = 1;
372 break;
373 }
374 }
375
376 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
377 return 1;
378
379 return 0;
380 }
381
382 /*
383 * monster_check_pickup(): checks for items that monster can pick up.
384 *
385 * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
386 * Each time the blob passes over some treasure, it will
387 * grab it a.s.a.p.
388 *
389 * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
390 * to handle this.
391 *
392 * This function was seen be continueing looping at one point (tmp->below
393 * became a recursive loop. It may be better to call monster_check_apply
394 * after we pick everything up, since that function may call others which
395 * affect stacking on this space.
396 */
397 static void
398 monster_check_pickup (object *monster)
399 {
400 for (object *next, *tmp = monster->below; tmp; tmp = next)
401 {
402 next = tmp->below;
403
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 monster->apply (tmp);
439 break;
440
441 case TREASURE:
442 if (monster->will_apply & 2)
443 monster->apply (tmp);
444 break;
445
446 }
447 if (tmp->flag [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 && other_weap->flag [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 && other_armour->flag [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 && (mon->arch->flag [FLAG_CAST_SPELL]))
576 {
577 mon->set_flag (FLAG_CAST_SPELL);
578 return;
579 }
580
581 /* If for some reason, this item is already applied, no more work to do */
582 if (item->flag [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 (mon->flag [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 mon->set_flag (FLAG_READY_BOW);
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 && mon->flag [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 mon->set_flag (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 mon->set_flag (FLAG_READY_RANGE);
631 item->set_flag (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 mon->set_flag (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 mon->set_flag (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 mon->apply (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 (ob1->flag [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 (!(ob->move (circle[ob->move_status])))
791 ob->move (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 (!(ob->move (circle[ob->move_status])))
803 ob->move (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 ob->move (5);
814 else
815 ob->move (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 ob->move (3);
826 else
827 ob->move (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 ob->move (5);
838 else if (ob->move_status < 8)
839 return;
840 else if (ob->move_status < 13)
841 ob->move (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 ob->move (3);
854 else if (ob->move_status < 8)
855 return;
856 else if (ob->move_status < 13)
857 ob->move (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 || !(ob->move (ob->move_status || !(rndm (9)))))
866 for (int i = 0; i < 5; i++)
867 if (ob->move (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 (head->flag [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 (head->flag [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 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
946 return 0;
947 }
948
949 if (spell_item->type == SPELLBOOK)
950 {
951 if (!spell_item->inv)
952 {
953 LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
954 return 0;
955 }
956
957 spell_item = spell_item->inv;
958 }
959 }
960 else
961 spell_item = head->spellitem;
962
963 if (!spell_item)
964 return 0;
965
966 /* Best guess this is a defensive/healing spell */
967 if (spell_item->range <= 1 || spell_item->stats.dam < 0)
968 dir = 0;
969
970 /* Monster doesn't have enough spell-points */
971 if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
972 return 0;
973
974 if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
975 return 0;
976
977 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
978 head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
979
980 /* set this to null, so next time monster will choose something different */
981 head->spellitem = NULL;
982
983 return cast_spell (part, part, dir, spell_item, NULL);
984 }
985
986 static int
987 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
988 {
989 object *scroll;
990 object *owner;
991 rv_vector rv1;
992
993 /* If you want monsters to cast spells over friends, this spell should
994 * be removed. It probably should be in most cases, since monsters still
995 * don't care about residual effects (ie, casting a cone which may have a
996 * clear path to the player, the side aspects of the code will still hit
997 * other monsters)
998 */
999 if (!(dir = path_to_player (part, pl, 0)))
1000 return 0;
1001
1002 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1003 {
1004 get_rangevector (head, owner, &rv1, 0x1);
1005 if (dirdiff (dir, rv1.direction) < 2)
1006 {
1007 return 0; /* Might hit owner with spell */
1008 }
1009 }
1010
1011 if (head->flag [FLAG_CONFUSED])
1012 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1013
1014 for (scroll = head->inv; scroll; scroll = scroll->below)
1015 if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1016 break;
1017
1018 /* Used up all his scrolls, so nothing do to */
1019 if (!scroll)
1020 {
1021 head->clr_flag (FLAG_READY_SCROLL);
1022 return 0;
1023 }
1024
1025 /* Spell should be cast on caster (ie, heal, strength) */
1026 if (scroll->inv->range == 0)
1027 dir = 0;
1028
1029 apply_scroll (part, scroll, dir);
1030 return 1;
1031 }
1032
1033 /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1034 * Note that monsters do not need the skills SK_MELEE_WEAPON and
1035 * SK_MISSILE_WEAPON to make those respective attacks, if we
1036 * required that we would drastically increase the memory
1037 * requirements of CF!!
1038 *
1039 * The skills we are treating here are all but those. -b.t.
1040 *
1041 * At the moment this is only useful for throwing, perhaps for
1042 * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1043 */
1044 static int
1045 monster_use_skill (object *head, object *part, object *pl, int dir)
1046 {
1047 object *skill, *owner;
1048
1049 if (!(dir = path_to_player (part, pl, 0)))
1050 return 0;
1051
1052 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1053 {
1054 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1055
1056 if (dirdiff (dir, dir2) < 1)
1057 return 0; /* Might hit owner with skill -thrown rocks for example ? */
1058 }
1059
1060 if (head->flag [FLAG_CONFUSED])
1061 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1062
1063 object *new_skill = 0;
1064
1065 // skill selection - monster will use the last unused skill
1066 // and rotate, eventually cycling through all skills.
1067 for (skill = head->inv; skill; skill = skill->below)
1068 if (skill->type == SKILL && skill != head->chosen_skill)
1069 new_skill = skill;
1070
1071 if (new_skill)
1072 splay (head->chosen_skill = new_skill);
1073 else if (!head->chosen_skill)
1074 {
1075 LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1076 head->clr_flag (FLAG_READY_SKILL);
1077 return 0;
1078 }
1079
1080 /* use skill */
1081 return do_skill (head, part, head->chosen_skill, dir, NULL);
1082 }
1083
1084 /* Monster will use a ranged spell attack. */
1085 static int
1086 monster_use_range (object *head, object *part, object *pl, int dir)
1087 {
1088 object *wand, *owner;
1089 int at_least_one = 0;
1090
1091 if (!(dir = path_to_player (part, pl, 0)))
1092 return 0;
1093
1094 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1095 {
1096 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1097
1098 if (dirdiff (dir, dir2) < 2)
1099 return 0; /* Might hit owner with spell */
1100 }
1101
1102 if (head->flag [FLAG_CONFUSED])
1103 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1104
1105 for (wand = head->inv; wand; wand = wand->below)
1106 {
1107 if (wand->type == WAND)
1108 {
1109 /* Found a wand, let's see if it has charges left */
1110 at_least_one = 1;
1111 if (wand->stats.food <= 0)
1112 continue;
1113
1114 cast_spell (head, wand, dir, wand->inv, NULL);
1115
1116 if (!(--wand->stats.food))
1117 {
1118 if (wand->arch)
1119 {
1120 wand->clr_flag (FLAG_ANIMATE);
1121 wand->face = wand->arch->face;
1122 wand->set_speed (0);
1123 }
1124 }
1125 /* Success */
1126 return 1;
1127 }
1128 else if (wand->type == ROD || wand->type == HORN)
1129 {
1130 /* Found rod/horn, let's use it if possible */
1131 at_least_one = 1;
1132 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1133 continue;
1134
1135 /* drain charge before casting spell - can be a case where the
1136 * spell destroys the monster, and rod, so if done after, results
1137 * in crash.
1138 */
1139 drain_rod_charge (wand);
1140 cast_spell (head, wand, dir, wand->inv, NULL);
1141
1142 /* Success */
1143 return 1;
1144 }
1145 }
1146
1147 if (at_least_one)
1148 return 0;
1149
1150 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1151 head->clr_flag (FLAG_READY_RANGE);
1152 return 0;
1153 }
1154
1155 static int
1156 monster_use_bow (object *head, object *part, object *pl, int dir)
1157 {
1158 object *owner;
1159
1160 if (!(dir = path_to_player (part, pl, 0)))
1161 return 0;
1162
1163 if (head->flag [FLAG_CONFUSED])
1164 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1165
1166 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1167 {
1168 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1169
1170 if (dirdiff (dir, dir2) < 1)
1171 return 0; /* Might hit owner with arrow */
1172 }
1173
1174 /* in server/player.c */
1175 return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1176
1177 }
1178
1179 void
1180 npc_call_help (object *op)
1181 {
1182 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1183 {
1184 mapspace &ms = m->at (nx, ny);
1185
1186 /* If nothing alive on this space, no need to search the space. */
1187 if (!(ms.flags () & P_IS_ALIVE))
1188 continue;
1189
1190 for (object *npc = ms.bot; npc; npc = npc->above)
1191 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1192 npc->enemy = op->enemy;
1193 }
1194 }
1195
1196 void
1197 check_earthwalls (object *op, maptile *m, int x, int y)
1198 {
1199 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1200 if (tmp->type == EARTHWALL)
1201 {
1202 hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1203 return;
1204 }
1205 }
1206
1207 void
1208 check_doors (object *op, maptile *m, int x, int y)
1209 {
1210 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1211 if (tmp->type == DOOR)
1212 {
1213 hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1214 return;
1215 }
1216 }
1217
1218 /* find_mon_throw_ob() - modeled on find_throw_ob
1219 * This is probably overly simplistic as it is now - We want
1220 * monsters to throw things like chairs and other pieces of
1221 * furniture, even if they are not good throwable objects.
1222 * Probably better to have the monster throw a throwable object
1223 * first, then throw any non equipped weapon.
1224 */
1225 object *
1226 find_mon_throw_ob (object *op)
1227 {
1228 object *tmp = NULL;
1229
1230 if (op->head)
1231 tmp = op->head;
1232 else
1233 tmp = op;
1234
1235 /* New throw code: look through the inventory. Grap the first legal is_thrown
1236 * marked item and throw it to the enemy.
1237 */
1238 for (tmp = op->inv; tmp; tmp = tmp->below)
1239 {
1240 /* Can't throw invisible objects or items that are applied */
1241 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1242 continue;
1243
1244 if (tmp->flag [FLAG_IS_THROWN])
1245 break;
1246
1247 }
1248
1249 #ifdef DEBUG_THROW
1250 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1251 #endif
1252
1253 return tmp;
1254 }
1255
1256 /*
1257 * Move-monster returns 1 if the object has been freed, otherwise 0.
1258 */
1259 int
1260 move_monster (object *op)
1261 {
1262 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1263 object *owner, *enemy, *part, *oph = op;
1264 rv_vector rv;
1265
1266 /* Monsters not on maps don't do anything. These monsters are things
1267 * Like royal guards in city dwellers inventories.
1268 */
1269 if (!op->map)
1270 return 0;
1271
1272 /* for target facing, we copy this value here for fast access */
1273 if (oph->head) /* force update the head - one arch one pic */
1274 oph = oph->head;
1275
1276 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1277 enemy = op->enemy = 0;
1278 else if ((enemy = find_enemy (op, &rv)))
1279 /* we have an enemy, just tell him we want him dead */
1280 enemy->attacked_by = op; /* our ptr */
1281
1282 /* generate hp, if applicable */
1283 if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1284 {
1285 /* last heal is in funny units. Dividing by speed puts
1286 * the regeneration rate on a basis of time instead of
1287 * #moves the monster makes. The scaling by 8 is
1288 * to capture 8th's of a hp fraction regens
1289 */
1290 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1291 op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1292 op->last_heal = last_heal % 32;
1293
1294 /* So if the monster has gained enough HP that they are no longer afraid */
1295 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1296 op->flag [FLAG_RUN_AWAY] = false;
1297 }
1298
1299 /* generate sp, if applicable */
1300 if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1301 {
1302 /* last_sp is in funny units. Dividing by speed puts
1303 * the regeneration rate on a basis of time instead of
1304 * #moves the monster makes. The scaling by 8 is
1305 * to capture 8th's of a sp fraction regens
1306 */
1307
1308 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1309 op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1310 op->last_sp = last_sp % 128;
1311 }
1312
1313 /* this should probably get modified by many more values.
1314 * (eg, creatures resistance to fear, level, etc. )
1315 */
1316 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1317 op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1318
1319 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1320 return op->flag [FLAG_FREED];
1321
1322 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1323 ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1324 if (!check_wakeup (op, enemy, &rv))
1325 return 0;
1326
1327 /* check if monster pops out of hidden spot */
1328 if (op->flag [FLAG_HIDDEN])
1329 do_hidden_move (op);
1330
1331 if (op->pick_up)
1332 monster_check_pickup (op);
1333
1334 if (op->will_apply)
1335 monster_apply_below (op); /* Check for items to apply below */
1336
1337 /* If we don't have an enemy, do special movement or the like */
1338 if (!enemy)
1339 {
1340 if (op->flag [FLAG_ONLY_ATTACK])
1341 {
1342 op->drop_and_destroy ();
1343 return 1;
1344 }
1345
1346 /* Probably really a bug for a creature to have both
1347 * stand still and a movement type set.
1348 */
1349 if (!op->flag [FLAG_STAND_STILL])
1350 {
1351 if (op->attack_movement & HI4)
1352 {
1353 switch (op->attack_movement & HI4)
1354 {
1355 case PETMOVE:
1356 pet_move (op);
1357 break;
1358
1359 case CIRCLE1:
1360 circ1_move (op);
1361 break;
1362
1363 case CIRCLE2:
1364 circ2_move (op);
1365 break;
1366
1367 case PACEV:
1368 pace_movev (op);
1369 break;
1370
1371 case PACEH:
1372 pace_moveh (op);
1373 break;
1374
1375 case PACEV2:
1376 pace2_movev (op);
1377 break;
1378
1379 case PACEH2:
1380 pace2_moveh (op);
1381 break;
1382
1383 case RANDO:
1384 rand_move (op);
1385 break;
1386
1387 case RANDO2:
1388 move_randomly (op);
1389 break;
1390 }
1391
1392 return 0;
1393 }
1394 else if (op->flag [FLAG_RANDOM_MOVE])
1395 move_randomly (op);
1396 } /* stand still */
1397
1398 return 0;
1399 } /* no enemy */
1400
1401 /* We have an enemy. Block immediately below is for pets */
1402 if ((op->attack_movement & HI4) == PETMOVE
1403 && (owner = op->owner) != NULL
1404 && !on_same_map (op, owner)
1405 && !owner->flag [FLAG_REMOVED])
1406 return follow_owner (op, owner);
1407
1408 /* doppleganger code to change monster facing to that of the nearest
1409 * player. Hmm. The code is here, but no monster in the current
1410 * arch set uses it.
1411 */
1412 if (op->race == shstr_doppleganger)
1413 {
1414 op->face = enemy->face;
1415 op->name = enemy->name;
1416 }
1417
1418 /* Calculate range information for closest body part - this
1419 * is used for the 'skill' code, which isn't that smart when
1420 * it comes to figuring it out - otherwise, giants throw boulders
1421 * into themselves.
1422 */
1423 get_rangevector (op, enemy, &rv, 0);
1424
1425 /* Move the check for scared up here - if the monster was scared,
1426 * we were not doing any of the logic below, so might as well save
1427 * a few cpu cycles.
1428 */
1429 if (!op->flag [FLAG_SCARED])
1430 {
1431 rv_vector rv1;
1432
1433 /* now we test every part of an object .... this is a real ugly piece of code */
1434 for (part = op; part; part = part->more)
1435 {
1436 get_rangevector (part, enemy, &rv1, 0x1);
1437 dir = rv1.direction;
1438
1439 /* hm, not sure about this part - in original was a scared flag here too
1440 * but that we test above... so can be old code here
1441 */
1442 if (op->flag [FLAG_RUN_AWAY])
1443 dir = absdir (dir + 4);
1444
1445 if (op->flag [FLAG_CONFUSED])
1446 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1447
1448 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1449 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1450 return 0;
1451
1452 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1453 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1454 return 0;
1455
1456 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1457 if (monster_use_range (op, part, enemy, dir))
1458 return 0;
1459
1460 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1461 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1462 return 0;
1463
1464 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1465 if (monster_use_bow (op, part, enemy, dir))
1466 return 0;
1467 } /* for processing of all parts */
1468 } /* If not scared */
1469
1470 part = rv.part;
1471 dir = rv.direction;
1472
1473 //-GPL
1474
1475 // if the enemy is a player, we have los. if los says we
1476 // can directly reach the player, we do not deviate.
1477 // for non-players, we never deviate
1478 if (op->stats.Wis >= 8
1479 && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1480 {
1481 int sdir = 0;
1482 uint32_t &smell = op->ms ().smell;
1483
1484 for (int ndir = 1; ndir <= 8; ++ndir)
1485 {
1486 mapxy pos (op); pos.move (ndir);
1487
1488 if (pos.normalise ())
1489 {
1490 mapspace &ms = pos.ms ();
1491
1492 if (ms.smell > smell)
1493 {
1494 //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1495 if (op->stats.Wis >= 10)
1496 smell = ms.smell - 1; // smarter: tell others
1497
1498 sdir = ndir;
1499
1500 // perturbing the path might let the monster lose track,
1501 // but it will also widen the actual path, spreading information
1502 if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1503 sdir = absdir (sdir + 1 - rndm (2) * 2);
1504 }
1505 }
1506 }
1507
1508 if (sdir)
1509 dir = sdir;
1510 else if (smell)
1511 {
1512 // no better smell found, so assume the player jumped, and erase this smell
1513 //printf ("erasing smell %d\n", op->ms ().smell);//D
1514 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1515 m->at (nx, ny).smell = 0;
1516 }
1517 }
1518
1519 //+GPL
1520
1521 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1522 dir = absdir (dir + 4);
1523
1524 if (op->flag [FLAG_CONFUSED])
1525 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1526
1527 pre_att_dir = dir; /* remember the original direction */
1528
1529 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1530 {
1531 switch (op->attack_movement & LO4)
1532 {
1533 case DISTATT:
1534 dir = dist_att (dir, op, enemy, part, &rv);
1535 break;
1536
1537 case RUNATT:
1538 dir = run_att (dir, op, enemy, part, &rv);
1539 break;
1540
1541 case HITRUN:
1542 dir = hitrun_att (dir, op, enemy);
1543 break;
1544
1545 case WAITATT:
1546 dir = wait_att (dir, op, enemy, part, &rv);
1547 break;
1548
1549 case RUSH: /* default - monster normally moves towards player */
1550 case ALLRUN:
1551 break;
1552
1553 case DISTHIT:
1554 dir = disthit_att (dir, op, enemy, part, &rv);
1555 break;
1556
1557 case WAIT2:
1558 dir = wait_att2 (dir, op, enemy, part, &rv);
1559 break;
1560
1561 default:
1562 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1563 }
1564 }
1565
1566 if (!dir)
1567 return 0;
1568
1569 if (!op->flag [FLAG_STAND_STILL])
1570 {
1571 if (op->move (dir)) /* Can the monster move directly toward player? */
1572 {
1573 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1574 if ((op->attack_movement & LO4) == DISTATT)
1575 op->direction = pre_att_dir;
1576
1577 return 0;
1578 }
1579
1580 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1581 {
1582 /* Try move around corners if !close */
1583 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1584
1585 for (diff = 1; diff <= maxdiff; diff++)
1586 {
1587 /* try different detours */
1588 int m = 1 - rndm (2) * 2; /* Try left or right first? */
1589
1590 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1591 return 0;
1592 }
1593 }
1594 } /* if monster is not standing still */
1595
1596 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1597 if ((op->attack_movement & LO4) == DISTATT)
1598 op->direction = pre_att_dir;
1599
1600 /*
1601 * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1602 * direction if they can't move away.
1603 */
1604 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1605 if (move_randomly (op))
1606 return 0;
1607
1608 /*
1609 * Try giving the monster a new enemy - the player that is closest
1610 * to it. In this way, it won't just keep trying to get to a target
1611 * that is inaccessible.
1612 * This could be more clever - it should go through a list of several
1613 * enemies, as it is now, you could perhaps get situations where there
1614 * are two players flanking the monster at close distance, but which
1615 * the monster can't get to, and a third one at a far distance that
1616 * the monster could get to - as it is, the monster won't look at that
1617 * third one.
1618 */
1619 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1620 {
1621 object *nearest_player = get_nearest_player (op);
1622
1623 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1624 {
1625 op->enemy = 0;
1626 enemy = nearest_player;
1627 }
1628 }
1629
1630 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1631 {
1632 /* The adjustement to wc that was here before looked totally bogus -
1633 * since wc can in fact get negative, that would mean by adding
1634 * the current wc, the creature gets better? Instead, just
1635 * add a fixed amount - nasty creatures that are runny away should
1636 * still be pretty nasty.
1637 */
1638 if (op->flag [FLAG_RUN_AWAY])
1639 {
1640 part->stats.wc += 10;
1641 skill_attack (enemy, part, 0, NULL, NULL);
1642 part->stats.wc -= 10;
1643 }
1644 else
1645 skill_attack (enemy, part, 0, NULL, NULL);
1646 } /* if monster is in attack range */
1647
1648 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1649 return 1;
1650
1651 if (op->flag [FLAG_ONLY_ATTACK])
1652 {
1653 op->drop_and_destroy ();
1654 return 1;
1655 }
1656
1657 return 0;
1658 }
1659
1660 /* determine if we can 'detect' the enemy. Check for walls blocking the
1661 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1662 * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1663 * modified by MSW to use the get_rangevector so that map tiling works
1664 * properly. I also so odd code in place that checked for x distance
1665 * OR y distance being within some range - that seemed wrong - both should
1666 * be within the valid range. MSW 2001-08-05
1667 * Returns 0 if enemy can not be detected, 1 if it is detected
1668 */
1669 int
1670 can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1671 {
1672 /* null detection for any of these condtions always */
1673 if (!op || !enemy || !op->map || !enemy->map)
1674 return 0;
1675
1676 /* If the monster (op) has no way to get to the enemy, do nothing */
1677 if (!on_same_map (op, enemy))
1678 return 0;
1679
1680 get_rangevector (op, enemy, rv, 0);
1681
1682 /* Monsters always ignore the DM */
1683 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1684 return 0;
1685
1686 /* simple check. Should probably put some range checks in here. */
1687 if (can_see_enemy (op, enemy))
1688 return 1;
1689
1690 /* The rest of this is for monsters. Players are on their own for
1691 * finding enemies!
1692 */
1693 if (op->is_player ())
1694 return 0;
1695
1696 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1697 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1698 */
1699 if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1700 return 0;
1701
1702 int radius = MIN_MON_RADIUS;
1703
1704 /* use this for invis also */
1705 int hide_discovery = op->stats.Int / 5;
1706
1707 /* Determine Detection radii */
1708 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1709 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1710 else
1711 { /* a level/INT/Dex adjustment for hiding */
1712 int bonus = op->level / 2 + op->stats.Int / 5;
1713
1714 if (enemy->is_player ())
1715 {
1716 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1717 bonus -= sk_hide->level;
1718 else
1719 {
1720 LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1721 make_visible (enemy);
1722 radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1723 }
1724 }
1725 else /* enemy is not a player */
1726 bonus -= enemy->level;
1727
1728 radius += bonus / 5;
1729 hide_discovery += bonus * 5;
1730 } /* else creature has modifiers for hiding */
1731
1732 /* Radii stealth adjustment. Only if you are stealthy
1733 * will you be able to sneak up closer to creatures */
1734 if (enemy->flag [FLAG_STEALTH])
1735 {
1736 radius /= 2;
1737 hide_discovery /= 3;
1738 }
1739
1740 /* Radii adjustment for enemy standing in the dark */
1741 if (!stand_in_light (enemy))
1742 {
1743 /* on dark maps body heat can help indicate location with infravision
1744 * undead don't have body heat, so no benefit detecting them.
1745 */
1746 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1747 radius += op->map->darklevel () / 2;
1748 else
1749 radius -= op->map->darklevel () / 2;
1750
1751 /* op next to a monster (and not in complete darkness)
1752 * the monster should have a chance to see you.
1753 */
1754 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1755 radius = MIN_MON_RADIUS;
1756 } /* if on dark map */
1757
1758 /* Lets not worry about monsters that have incredible detection
1759 * radii, we only need to worry here about things the player can
1760 * (potentially) see. This is 13, as that is the maximum size the player
1761 * may have for their map - in that way, creatures at the edge will
1762 * do something. Note that the distance field in the
1763 * vector is real distance, so in theory this should be 18 to
1764 * find that.
1765 */
1766 // note that the above reasoning was utter bullshit even at the time it was written
1767 // we use 25, lets see if we have the cpu time for it
1768 min_it (radius, 25);
1769
1770 /* Enemy in range! Now test for detection */
1771 if (rv->distance <= radius)
1772 {
1773 /* ah, we are within range, detected? take cases */
1774 if (!enemy->invisible) /* enemy in dark squares... are seen! */
1775 return 1;
1776
1777 /* hidden or low-quality invisible */
1778 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1779 {
1780 make_visible (enemy);
1781
1782 /* inform players of new status */
1783 if (enemy->type == PLAYER && player_can_view (enemy, op))
1784 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1785
1786 return 1; /* detected enemy */
1787 }
1788 else if (enemy->invisible)
1789 {
1790 /* Change this around - instead of negating the invisible, just
1791 * return true so that the monster that managed to detect you can
1792 * do something to you. Decreasing the duration of invisible
1793 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1794 * can then basically negate the spell. The spell isn't negated -
1795 * they just know where you are!
1796 */
1797 if (rndm (50) <= hide_discovery)
1798 {
1799 if (enemy->type == PLAYER)
1800 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1801
1802 return 1;
1803 }
1804 }
1805 } /* within range */
1806
1807 /* Wasn't detected above, so still hidden */
1808 return 0;
1809 }
1810
1811 /* determine if op stands in a lighted square. This is not a very
1812 * intelligent algorithm. For one thing, we ignore los here, SO it
1813 * is possible for a bright light to illuminate a player on the
1814 * other side of a wall (!).
1815 */
1816 int
1817 stand_in_light (object *op)
1818 {
1819 if (op)
1820 {
1821 if (!op->is_on_map ())
1822 return 0;
1823
1824 if (op->map->darklevel () <= 0)
1825 return 1;
1826
1827 if (op->glow_radius > 0)
1828 return 1;
1829
1830 if (op->map)
1831 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1832 {
1833 mapspace &ms = m->at (nx, ny);
1834
1835 ms.update ();
1836
1837 /* Check the spaces with the max light radius to see if any of them
1838 * have lights, and if any of them light the player enough, then return 1.
1839 */
1840 int light = ms.light;
1841
1842 if (expect_false (light > 0) && idistance (dx, dy) <= light)
1843 return 1;
1844 }
1845 }
1846
1847 return 0;
1848 }
1849
1850 /* assuming no walls/barriers, lets check to see if its *possible*
1851 * to see an enemy. Note, "detection" is different from "seeing".
1852 * See can_detect_enemy() for more details. -b.t.
1853 * return 0 if can't be seen, 1 if can be
1854 */
1855 int
1856 can_see_enemy (object *op, object *enemy)
1857 {
1858 object *looker = op->head ? op->head : op;
1859
1860 /* safety */
1861 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1862 return 0;
1863
1864 /* we dont give a full treatment of xrays here (shorter range than normal,
1865 * see through walls). Should we change the code elsewhere to make you
1866 * blind even if you can xray?
1867 */
1868 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1869 return 0;
1870
1871 /* checking for invisible things */
1872 if (enemy->invisible)
1873 {
1874 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1875 * However,if you carry any source of light, then the hidden
1876 * creature is seeable (and stupid) */
1877
1878 if (enemy->has_carried_lights ())
1879 {
1880 if (enemy->flag [FLAG_HIDDEN])
1881 {
1882 make_visible (enemy);
1883 new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1884 }
1885
1886 return 1;
1887 }
1888 else if (enemy->flag [FLAG_HIDDEN])
1889 return 0;
1890
1891 /* Invisible enemy. Break apart the check for invis undead/invis looker
1892 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1893 * and making it a conditional makes the code pretty ugly.
1894 */
1895 if (!looker->flag [FLAG_SEE_INVISIBLE])
1896 if (makes_invisible_to (enemy, looker))
1897 return 0;
1898 }
1899 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1900 if (player_can_view (looker, enemy))
1901 return 1;
1902
1903 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1904 * unless they carry a light or stand in light. Darkness doesnt
1905 * inhibit the undead per se (but we should give their archs
1906 * CAN_SEE_IN_DARK, this is just a safety
1907 * we care about the enemy maps status, not the looker.
1908 * only relevant for tiled maps, but it is possible that the
1909 * enemy is on a bright map and the looker on a dark - in that
1910 * case, the looker can still see the enemy
1911 */
1912 if (!stand_in_light (enemy)
1913 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1914 return 0;
1915
1916 return 1;
1917 }
1918
1919 //-GPL