AwakeMUD-0.6Beta/doc/
AwakeMUD-0.6Beta/lib/
AwakeMUD-0.6Beta/lib/etc/
AwakeMUD-0.6Beta/lib/etc/pfiles/
AwakeMUD-0.6Beta/lib/fixer_data/
AwakeMUD-0.6Beta/lib/misc/
AwakeMUD-0.6Beta/lib/plrobjs/
AwakeMUD-0.6Beta/lib/plrobjs/A-E/
AwakeMUD-0.6Beta/lib/plrobjs/F-J/
AwakeMUD-0.6Beta/lib/plrobjs/K-O/
AwakeMUD-0.6Beta/lib/plrobjs/U-Z/
AwakeMUD-0.6Beta/lib/plrspells/A-E/
AwakeMUD-0.6Beta/lib/plrspells/F-J/
AwakeMUD-0.6Beta/lib/plrtext/A-E/
AwakeMUD-0.6Beta/lib/world/
AwakeMUD-0.6Beta/lib/world/mob/
AwakeMUD-0.6Beta/lib/world/obj/
AwakeMUD-0.6Beta/lib/world/qst/
AwakeMUD-0.6Beta/lib/world/shp/
AwakeMUD-0.6Beta/lib/world/wld/
AwakeMUD-0.6Beta/lib/world/zon/
/* ************************************************************************
*   File: mobact.c                                      Part of CircleMUD *
*  Usage: Functions for generating intelligent (?) behavior in mobiles    *
*                                                                         *
*  All rights reserved.  See license.doc for complete information.        *
*                                                                         *
*  Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
*  CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991.               *
************************************************************************ */

#include <stdio.h>
#include <stdlib.h>

#include "structs.h"
#include "awake.h"
#include "utils.h"
#include "db.h"
#include "comm.h"
#include "interpreter.h"
#include "handler.h"
#include "spells.h"

/* external structs */
extern struct char_data *character_list;
extern struct index_data *mob_index;
extern struct room_data *world;
extern const struct str_app_type str_app[];
extern struct spell_info_type spell_info[];
extern struct zone_data *zone_table;
extern void resist_drain(struct char_data *ch, int power, int drain_add, int wound);
extern void do_ic_response(struct char_data *ic, struct char_data *persona);
extern int find_smoke(struct char_data *persona);
extern int find_sight(struct char_data *ch);
extern int find_weapon_range(struct char_data *ch, struct obj_data *weapon);

extern void perform_wear(struct char_data *, struct obj_data *, int);
extern void perform_remove(struct char_data *, int);

extern bool is_escortee(struct char_data *mob);
extern bool hunting_escortee(struct char_data *ch, struct char_data *vict);

bool memory(struct char_data *ch, struct char_data *vict);
int violates_zsp(int security, struct char_data *ch, int pos);

#define MOB_AGGR_TO_RACE (MOB_AGGR_ELF | MOB_AGGR_DWARF | MOB_AGGR_HUMAN | MOB_AGGR_ORK | MOB_AGGR_TROLL)

void mobile_activity(void)
{
  register struct char_data *ch, *next_ch, *vict;
  struct obj_data *obj, *best_obj;
  int door, max, i, dir, distance, room, nextroom, has_acted;
  memory_rec *names;

  extern int no_specials;

  ACMD(do_get);

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;

    if (!IS_MOB(ch) || FIGHTING(ch) || !AWAKE(ch))
      continue;

    has_acted = 0;

    /* Examine call for special procedure */
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
        sprintf(buf, "%s (#%d): Attempting to call non-existing mob func",
                GET_NAME(ch), GET_MOB_VNUM(ch));
        log(buf);
        REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC);
      } else if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""))
        continue;
      else if (mob_index[GET_MOB_RNUM(ch)].sfunc != NULL)
        if ((mob_index[GET_MOB_RNUM(ch)].sfunc) (ch, ch, 0, ""))
          continue;
    }

    /* Scavenger (picking up objects) */
    if (!has_acted && MOB_FLAGGED(ch, MOB_SCAVENGER))
      if (world[ch->in_room].contents && !number(0, 10)) {
        max = 1;
        best_obj = NULL;
        for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
          if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) {
            best_obj = obj;
            max = GET_OBJ_COST(obj);
          }
        if (best_obj != NULL) {
          obj_from_room(best_obj);
          obj_to_char(best_obj, ch);
          act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM);
          has_acted = TRUE;
        }
      }

    /* Gray/Black IC aggressiveness */
    if (!has_acted && IS_IC(ch) && GET_RACE(ch) > CLASS_SCRAMBLE &&
        zone_table[world[ch->in_room].zone].alert == 2)
      for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
        if (IS_PERSONA(vict))
          if (!(find_smoke(ch) && (success_test(GET_LEVEL(ch) +
              (zone_table[world[ch->in_room].zone].alert > 0 ?
              (GET_LEVEL(ch) / 2) : 0), find_smoke(ch)) < 1))) {
            do_ic_response(ch, vict);
            has_acted = TRUE;
            break;
          }

    /* Mob Movement */
    if (!has_acted && !MOB_FLAGGED(ch, MOB_SENTINEL) &&
        GET_POS(ch) == POS_STANDING &&
        (door = number(0, 18)) < (NUM_OF_DIRS - 1) && CAN_GO(ch, door) &&
        !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) &&
        (!MOB_FLAGGED(ch, MOB_STAY_ZONE) ||
        (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone)) &&
        !(IS_IC(ch) && GET_RACE(ch) <= CLASS_SCRAMBLE)) {
      perform_move(ch, door, CHECK_SPECIAL | LEADER, NULL);
      has_acted = TRUE;
    }

    /* Aggressive Mobs */
    if (!has_acted && (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_RACE) ||
        ch->mob_specials.quest_id > 0)) {
      for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
        if ((IS_NPC(vict) && !IS_PROJECT(vict) && !is_escortee(vict)) ||
            !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
          continue;
        if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict))
          continue;
        if (hunting_escortee(ch, vict)) {
          set_fighting(ch, vict);
          has_acted = TRUE;
          break;
        } else if (!MOB_FLAGGED(ch, MOB_AGGR_TO_RACE) ||
            (MOB_FLAGGED(ch, MOB_AGGR_ELF) && GET_RACE(vict) == RACE_ELF) ||
            (MOB_FLAGGED(ch, MOB_AGGR_DWARF) && GET_RACE(vict) == RACE_DWARF) ||
            (MOB_FLAGGED(ch, MOB_AGGR_HUMAN) && GET_RACE(vict) == RACE_HUMAN) ||
            (MOB_FLAGGED(ch, MOB_AGGR_ORK) && GET_RACE(vict) == RACE_ORK) ||
            (MOB_FLAGGED(ch, MOB_AGGR_TROLL) && GET_RACE(vict) == RACE_TROLL)) {
          set_fighting(ch, vict);
          has_acted = TRUE;
          break;
        }
      }
    }

    /* Mob Memory */
    if (!has_acted && MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
        if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
            continue;
        if (memory(ch, vict)) {
          act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
          set_fighting(ch, vict);
          has_acted = TRUE;
          break;
        }
      }
    }

    /* Helper Mobs */
    if (!has_acted && MOB_FLAGGED(ch, MOB_HELPER)) {
      for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room)
        if (ch != vict && IS_NPC(vict) && CAN_SEE(ch, vict) && FIGHTING(vict) &&
            !IS_NPC(FIGHTING(vict)) && ch != FIGHTING(vict) &&
            (ch->in_room == FIGHTING(vict)->in_room)) {
          act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM);
          set_fighting(ch, FIGHTING(vict));
          has_acted = TRUE;
          break;
        }
    }

    if (!has_acted && MOB_FLAGGED(ch, MOB_GUARD))
      for (vict = world[ch->in_room].people; vict && !has_acted; vict = vict->next_in_room)
        if (!IS_NPC(vict) && !PRF_FLAGGED(vict, PRF_NOHASSLE) && CAN_SEE(ch, vict))
          for (i = 0; i < NUM_WEARS; i++)
            if (GET_EQ(vict, i) && !FIGHTING(ch) &&
                violates_zsp(zone_table[world[ch->in_room].zone].security, vict, i)) {
              set_fighting(ch, vict);
              has_acted = TRUE;
              break;
            }

    if (!has_acted && MOB_FLAGGED(ch, MOB_SNIPER) && GET_EQ(ch, WEAR_WIELD) &&
        MOB_FLAGGED(ch, MOB_GUARD | MOB_AGGRESSIVE | MOB_AGGR_TO_RACE | MOB_MEMORY)) {
      for (dir = 0; !FIGHTING(ch) && dir < MATRIX; dir++) {
        room = ch->in_room;
        if (CAN_GO2(room, dir) && world[EXIT2(room, dir)->to_room].zone == world[ch->in_room].zone)
          nextroom = EXIT2(room, dir)->to_room;
        else nextroom = NOWHERE;
        for (distance = 1; nextroom != NOWHERE && distance <= find_sight(ch) &&
             distance <= find_weapon_range(ch, GET_EQ(ch, WEAR_WIELD)); distance++) {
          for (vict = world[nextroom].people; vict; vict = vict->next_in_room) {
            if (!IS_NPC(vict) && !PRF_FLAGGED(vict, PRF_NOHASSLE) && CAN_SEE(ch, vict)) {
              if (MOB_FLAGGED(ch, MOB_GUARD))
                for (i = 0; i < NUM_WEARS; i++)
                  if (GET_EQ(vict, i) && violates_zsp(zone_table[world[ch->in_room].zone].security, vict, i)) {
                    set_fighting(ch, vict);
                    has_acted = TRUE;
                    break;
                  }
              if (!has_acted && MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_RACE))
                if (!(MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict)) && (!MOB_FLAGGED(ch, MOB_AGGR_TO_RACE) ||
                    (MOB_FLAGGED(ch, MOB_AGGR_ELF) && GET_RACE(vict) == RACE_ELF) ||
                    (MOB_FLAGGED(ch, MOB_AGGR_DWARF) && GET_RACE(vict) == RACE_DWARF) ||
                    (MOB_FLAGGED(ch, MOB_AGGR_HUMAN) && GET_RACE(vict) == RACE_HUMAN) ||
                    (MOB_FLAGGED(ch, MOB_AGGR_ORK) && GET_RACE(vict) == RACE_ORK) ||
                    (MOB_FLAGGED(ch, MOB_AGGR_TROLL) && GET_RACE(vict) == RACE_TROLL))) {
                  set_fighting(ch, vict);
                  has_acted = TRUE;
                }
              if (!has_acted && MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch) && memory(ch, vict)) {
                act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
                act("'Hey!  You're the fiend that attacked me!!!', exclaims $N.", FALSE, vict, 0, ch, TO_ROOM);
                set_fighting(ch, vict);
                has_acted = TRUE;
              }
            }
            if (has_acted)
              break;
          }
          room = nextroom;
          if (CAN_GO2(room, dir) && world[EXIT2(room, dir)->to_room].zone == world[ch->in_room].zone)
            nextroom = EXIT2(room, dir)->to_room;
          else nextroom = NOWHERE;
          if (has_acted)
            break;
        }
        if (has_acted)
          break;
      }
    }

    /* Add new mobile actions here */

  }                             /* end for() */
}

int violates_zsp(int security, struct char_data *ch, int pos)
{
  struct obj_data *obj = GET_EQ(ch, pos);
  int i = 15;

  if (!obj || !(GET_OBJ_TYPE(obj) == ITEM_ARMOR || ((pos == WEAR_WIELD || pos == WEAR_HOLD) &&
      (GET_OBJ_TYPE(obj) == ITEM_FIREWEAPON || GET_OBJ_TYPE(obj) == ITEM_WEAPON))))
    return 0;

  switch (GET_OBJ_TYPE(obj)) {
    case ITEM_ARMOR:
      i = (int)((GET_OBJ_VAL(obj, 0) + GET_OBJ_VAL(obj, 1)) * 3/4);
      break;
    case ITEM_WEAPON:
      if (GET_OBJ_VAL(obj, 3) < TYPE_HAND_GRENADE)
        i = (GET_OBJ_VAL(obj, 1) * 2) + GET_OBJ_VAL(obj, 2);
      else if (GET_OBJ_VAL(obj, 3) == TYPE_HAND_GRENADE)
        i = (int)(GET_OBJ_VAL(obj, 0) / 4) + GET_OBJ_VAL(obj, 1);
      else if (GET_OBJ_VAL(obj, 3) < TYPE_PISTOL)
        i = (GET_OBJ_VAL(obj, 3) - TYPE_HAND_GRENADE) + (int)(GET_OBJ_VAL(obj, 0) / 2) +
            GET_OBJ_VAL(obj, 1);
      else i = (int)(GET_OBJ_VAL(obj, 0) / 2) + GET_OBJ_VAL(obj, 1);
      break;
    case ITEM_FIREWEAPON:
      i = (int)((GET_OBJ_VAL(obj, 6) + GET_OBJ_VAL(obj, 2)) / 2) + GET_OBJ_VAL(obj, 1);
      break;
  }

  i = 15 - MIN(15, MAX(0, i));

  if (security >= i)
    return 1;
  else return 0;
}

/* Mob Memory Routines */

/* make ch remember victim */
void remember(struct char_data * ch, struct char_data * victim)
{
  memory_rec *tmp;
  bool present = FALSE;

  if (!IS_NPC(ch) || (IS_NPC(victim) && !IS_PERSONA(victim)))
    return;

  for (tmp = MEMORY(ch); tmp && !present; tmp = tmp->next)
    if (tmp->id == GET_IDNUM(victim))
      present = TRUE;

  if (!present) {
    tmp = new memory_rec;
    tmp->next = MEMORY(ch);
    tmp->id = GET_IDNUM(victim);
    MEMORY(ch) = tmp;
  }
}

/* make ch forget victim */
void forget(struct char_data * ch, struct char_data * victim)
{
  memory_rec *curr, *prev = NULL;

  if (!(curr = MEMORY(ch)))
    return;

  while (curr && curr->id != GET_IDNUM(victim)) {
    prev = curr;
    curr = curr->next;
  }

  if (!curr)
    return;                     /* person wasn't there at all. */

  if (curr == MEMORY(ch))
    MEMORY(ch) = curr->next;
  else
    prev->next = curr->next;

  delete curr;
}

/* check ch's memory for victim */
bool memory(struct char_data *ch, struct char_data *vict)
{
  memory_rec *names;

  for (names = MEMORY(ch); names; names = names->next)
    if (names->id == GET_IDNUM(vict))
      return(TRUE);

  return(FALSE);
}

/* erase ch's memory */
void clearMemory(struct char_data * ch)
{
  memory_rec *curr, *next;

  curr = MEMORY(ch);

  while (curr) {
    next = curr->next;
    delete curr;
    curr = next;
  }

  MEMORY(ch) = NULL;
}

bool mob_magic(struct char_data * mob)
{
  struct char_data *vict;
  int num, num2;

  if (GET_POS(mob) != POS_FIGHTING || GET_MOB_SPEC(mob) || IS_PROJECT(mob))
    return FALSE;

  /* return so the mob won't keep casting if mental drops below 3 */
  if (GET_MENTAL(mob) < 400)
    return FALSE;

  /* make sure the mob HAS sorcery skill and a Magic attribute */
  if ((GET_SKILL(mob, SKILL_SORCERY) < 1) || (GET_MAG(mob) < 100))
    return FALSE;

  /* pseudo-randomly choose someone in the room who is fighting me */
  for (vict = world[mob->in_room].people; vict; vict = vict->next_in_room)
    if (FIGHTING(vict) == mob && !number(0, 3))
      break;

  /* if I didn't pick any of those, then just slam the guy I'm fighting */
  if (vict == NULL)
    vict = FIGHTING(mob);

  /* cast spells about 33% of the time */
  if (number(0, 2))
     return FALSE;

  num = (int)(GET_MAG(mob) / 100) + GET_SKILL(mob, SKILL_SORCERY) +
        number(0, MIN(25, GET_REP(vict)));

  if (mob->in_room == vict->in_room)
    switch (num) {
      case 1: case 2: case 3: case 4: case 5: case 7: case 8: case 9: case 10: case 11: case 12:
        mob_cast(mob, vict, NULL, SPELL_STUN_TOUCH, 0);
        break;
      case 13:
        mob_cast(mob, vict, NULL, SPELL_STUN_MISSILE, 0);
        break;
      case 14:
        mob_cast(mob, vict, NULL, SPELL_STUN_BOLT, 0);
        break;
      case 15: case 16: case 17:
        mob_cast(mob, vict, NULL, SPELL_STUN_CLOUD, 0);
        break;
      case 18: case 19:
        mob_cast(mob, vict, NULL, SPELL_POWER_DART, 0);
        break;
      case 20: case 21:
        mob_cast(mob, vict, NULL, SPELL_MANA_DART, 0);
        break;
      case 22: case 23:
        mob_cast(mob, vict, NULL, SPELL_POWER_MISSILE, 0);
        break;
      case 24: case 25:
        mob_cast(mob, vict, NULL, SPELL_MANA_MISSILE, 0);
        break;
      case 26: case 27: case 28:
        mob_cast(mob, vict, NULL, SPELL_POWER_CLOUD, 0);
        break;
      case 29: case 30: case 31:
        mob_cast(mob, vict, NULL, SPELL_MANA_CLOUD, 0);
        break;
      case 32: case 33: case 34:
        mob_cast(mob, vict, NULL, SPELL_POWER_DART, 0);
        break;
      case 35: case 36: case 37:
        mob_cast(mob, vict, NULL, SPELL_MANA_DART, 0);
        break;
      case 38: case 39: case 40:
        mob_cast(mob, vict, NULL, SPELL_POWERBALL, 0);
        break;
      case 41: case 42: case 43:
        mob_cast(mob, vict, NULL, SPELL_MANABALL, 0);
        break;
      case 44: case 45: case 46:
        mob_cast(mob, vict, NULL, SPELL_POWERBLAST, 0);
        break;
      case 47: case 48: case 49:
        mob_cast(mob, vict, NULL, SPELL_MANABLAST, 0);
        break;
      default:
        mob_cast(mob, vict, NULL, SPELL_HELLBLAST, 0);
        break;
    }
  else switch(number(1,7)) {
    case 1:
      mob_cast(mob, vict, NULL, SPELL_MANA_DART, 0);
      break;
    case 2:
      mob_cast(mob, vict, NULL, SPELL_MANA_MISSILE, 0);
      break;
    case 3:
      mob_cast(mob, vict, NULL, SPELL_POWER_DART, 0);
      break;
    case 4:
      mob_cast(mob, vict, NULL, SPELL_POWER_MISSILE, 0);
      break;
    case 5:
      mob_cast(mob, vict, NULL, SPELL_STUN_BOLT, 0);
      break;
    case 6:
      mob_cast(mob, vict, NULL, SPELL_STUN_MISSILE, 0);
      break;
    default: break;
  }
  return TRUE;
}

bool attempt_reload(struct char_data *mob, int pos)
{
  // I'd call the reload routine for players, but this is slightly faster
  struct obj_data *clip, *gun = NULL;
  bool found = FALSE;

  if (!(gun = GET_EQ(mob, pos)) || !GET_WIELDED(mob, pos - WEAR_WIELD))
    return FALSE;

  for (clip = mob->carrying; clip; clip = clip->next_content) {
    if (GET_OBJ_TYPE(clip) == ITEM_GUN_CLIP &&
        GET_OBJ_VAL(clip, 0) == GET_OBJ_VAL(gun, 5) &&
        GET_OBJ_VAL(clip, 1) == (GET_OBJ_VAL(gun, 3) - TYPE_HIT)) {
      found = TRUE;
      break;
    }
  }

  if (!found)
    return FALSE;

  extract_obj(clip);
  GET_OBJ_VAL(gun, 6) = GET_OBJ_VAL(gun, 5) + 1;

  act("$n reloads $p.", TRUE, mob, gun, 0, TO_ROOM);
  act("You reload $p.", FALSE, mob, gun, 0, TO_CHAR);
  return TRUE;
}

void switch_weapons(struct char_data *mob, int pos)
{
  struct obj_data *i, *temp = NULL, *temp2 = NULL;

  if (!GET_EQ(mob, pos) || !GET_WIELDED(mob, pos - WEAR_WIELD))
    return;

  for (i = mob->carrying; i && !temp; i = i->next_content) {
    // search for a new gun
    if (GET_OBJ_TYPE(i) == ITEM_WEAPON)
      if (GET_OBJ_VAL(i, 6) > 0)
        temp = i;
    if (GET_OBJ_TYPE(i) == ITEM_WEAPON)
      if (GET_OBJ_VAL(i, 5) == -1)
        temp2 = i;
  }

  perform_remove(mob, pos);

  if (temp)
    perform_wear(mob, temp, pos);
  else if (temp2)
    perform_wear(mob, temp2, pos);
}