/* ************************************************************************
* 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);
}