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/cvs/deliantra/server/server/monster.C
Revision: 1.1
Committed: Sun Aug 13 17:16:04 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/plain
Branch: MAIN
Log Message:
Made server compile with C++.
Removed cfanim plugin and crossedit.
C++ here we come.

File Contents

# User Rev Content
1 elmex 1.1 /*
2     * static char *rcsid_monster_c =
3     * "$Id$";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     #include <global.h>
30     #ifndef __CEXTRACT__
31     #include <sproto.h>
32     #include <spells.h>
33     #include <skills.h>
34     #endif
35    
36    
37     #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
38    
39    
40     /* checks npc->enemy and returns that enemy if still valid,
41     * NULL otherwise.
42     * this is map tile aware.
43     * If this returns an enemy, the range vector rv should also be
44     * set to sane values.
45     */
46     object *check_enemy(object *npc, rv_vector *rv) {
47    
48     /* if this is pet, let him attack the same enemy as his owner
49     * TODO: when there is no ower enemy, try to find a target,
50     * which CAN attack the owner. */
51     if ((npc->attack_movement & HI4) == PETMOVE)
52     {
53     if (npc->owner == NULL)
54     npc->enemy = NULL;
55     else if (npc->enemy == NULL)
56     npc->enemy = npc->owner->enemy;
57     }
58    
59     /* periodically, a monster mayu change its target. Also, if the object
60     * has been destroyed, etc, clear the enemy.
61     * TODO: this should be changed, because it invokes to attack forced or
62     * attacked monsters to leave the attacker alone, before it is destroyed
63     */
64     /* i had removed the random target leave, this invokes problems with friendly
65     * objects, getting attacked and defending herself - they don't try to attack
66     * again then but perhaps get attack on and on
67     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
68     * too. */
69    
70     if(npc->enemy)
71     {
72     /* I broke these if's apart to better be able to see what
73     * the grouping checks are. Code is the same.
74     */
75     if ( QUERY_FLAG(npc->enemy,FLAG_REMOVED) ||
76     QUERY_FLAG(npc->enemy,FLAG_FREED) ||
77     !on_same_map(npc, npc->enemy) ||
78     npc == npc->enemy ||
79     QUERY_FLAG(npc, FLAG_NEUTRAL) ||
80     QUERY_FLAG(npc->enemy, FLAG_NEUTRAL))
81     npc->enemy = NULL;
82    
83     else if (QUERY_FLAG(npc, FLAG_FRIENDLY) && (
84     (QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && !(should_arena_attack(npc, npc->owner, npc->enemy))) ||
85     ((npc->enemy->type == PLAYER) && !(should_arena_attack(npc, npc->owner, npc->enemy)))
86     || npc->enemy == npc->owner))
87     npc->enemy = NULL;
88    
89    
90     else if (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
91     (!QUERY_FLAG(npc->enemy, FLAG_FRIENDLY) && npc->enemy->type!=PLAYER))
92     npc->enemy=NULL;
93    
94     /* I've noticed that pets could sometimes get an arrow as the
95     * target enemy - this code below makes sure the enemy is something
96     * that should be attacked. My guess is that the arrow hits
97     * the creature/owner, and so the creature then takes that
98     * as the enemy to attack.
99     */
100     else if (!QUERY_FLAG(npc->enemy, FLAG_MONSTER) &&
101     !QUERY_FLAG(npc->enemy,FLAG_GENERATOR) &&
102     npc->enemy->type!=PLAYER && npc->enemy->type != GOLEM)
103     npc->enemy=NULL;
104    
105     }
106     return can_detect_enemy(npc,npc->enemy,rv)?npc->enemy:NULL;
107     }
108    
109     /* Returns the nearest living creature (monster or generator).
110     * Modified to deal with tiled maps properly.
111     * Also fixed logic so that monsters in the lower directions were more
112     * likely to be skipped - instead of just skipping the 'start' number
113     * of direction, revisit them after looking at all the other spaces.
114     *
115     * Note that being this may skip some number of spaces, it will
116     * not necessarily find the nearest living creature - it basically
117     * chooses one from within a 3 space radius, and since it skips
118     * the first few directions, it could very well choose something
119     * 3 spaces away even though something directly north is closer.
120     *
121     * this function is map tile aware.
122     */
123     object *find_nearest_living_creature(object *npc) {
124     int i,mflags;
125     sint16 nx,ny;
126     mapstruct *m;
127     object *tmp;
128     int search_arr[SIZEOFFREE];
129    
130     get_search_arr(search_arr);
131     for(i=0;i<SIZEOFFREE;i++) {
132     /* modified to implement smart searching using search_arr
133     * guidance array to determine direction of search order
134     */
135     nx = npc->x + freearr_x[search_arr[i]];
136     ny = npc->y + freearr_y[search_arr[i]];
137     m = npc->map;
138    
139     mflags = get_map_flags(m, &m, nx, ny, &nx, &ny);
140     if (mflags & P_OUT_OF_MAP) continue;
141    
142     if (mflags & P_IS_ALIVE) {
143     tmp=get_map_ob(m,nx,ny);
144     while(tmp!=NULL && !QUERY_FLAG(tmp,FLAG_MONSTER)&&
145     !QUERY_FLAG(tmp,FLAG_GENERATOR ) && tmp->type!=PLAYER)
146     tmp=tmp->above;
147    
148     if (!tmp) {
149     LOG(llevDebug,"find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
150     m->path, nx, ny);
151     }
152     else {
153     if(can_see_monsterP(m,nx,ny,i))
154     return tmp;
155     }
156     } /* is something living on this space */
157     }
158     return NULL; /* nothing found */
159     }
160    
161    
162     /* Tries to find an enmy for npc. We pass the range vector since
163     * our caller will find the information useful.
164     * Currently, only move_monster calls this function.
165     * Fix function so that we always make calls to get_rangevector
166     * if we have a valid target - function as not doing so in
167     * many cases.
168     */
169    
170     object *find_enemy(object *npc, rv_vector *rv)
171     {
172     object *attacker, *tmp=NULL;
173    
174     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
175     npc->attacked_by = NULL; /* always clear the attacker entry */
176    
177     /* if we berserk, we don't care about others - we attack all we can find */
178     if(QUERY_FLAG(npc,FLAG_BERSERK)) {
179     tmp = find_nearest_living_creature(npc);
180     if (tmp) get_rangevector(npc, tmp, rv, 0);
181     return tmp;
182     }
183    
184     /* Here is the main enemy selection.
185     * We want this: if there is an enemy, attack him until its not possible or
186     * one of both is dead.
187     * If we have no enemy and we are...
188     * a monster: try to find a player, a pet or a friendly monster
189     * a friendly: only target a monster which is targeting you first or targeting a player
190     * a neutral: fight a attacker (but there should be none), then do nothing
191     * a pet: attack player enemy or a monster
192     */
193    
194     /* pet move */
195     if ((npc->attack_movement & HI4) == PETMOVE) {
196     tmp= get_pet_enemy(npc,rv);
197     if (tmp) get_rangevector(npc, tmp, rv, 0);
198     return tmp;
199     }
200    
201     /* we check our old enemy. */
202     if((tmp=check_enemy(npc, rv))==NULL)
203     {
204     if(attacker) /* if we have an attacker, check him */
205     {
206     /* we want be sure this is the right one! */
207     if(attacker->count == npc->attacked_by_count)
208     {
209     /* TODO: thats not finished */
210     /* we don't want a fight evil vs evil or good against non evil */
211    
212     if( QUERY_FLAG(npc, FLAG_NEUTRAL) || QUERY_FLAG(attacker, FLAG_NEUTRAL) || /* neutral */
213     (QUERY_FLAG(npc, FLAG_FRIENDLY) && QUERY_FLAG(attacker, FLAG_FRIENDLY)) ||
214     (!QUERY_FLAG(npc, FLAG_FRIENDLY) &&
215     (!QUERY_FLAG(attacker, FLAG_FRIENDLY) && attacker->type!=PLAYER)) )
216     CLEAR_FLAG(npc,FLAG_SLEEP); /* skip it, but lets wakeup */
217     else if(on_same_map(npc, attacker)) /* thats the only thing we must know... */
218     {
219     CLEAR_FLAG(npc,FLAG_SLEEP); /* well, NOW we really should wake up! */
220     npc->enemy = attacker;
221     return attacker; /* yes, we face our attacker! */
222     }
223     }
224     }
225    
226     /* we have no legal enemy or attacker, so we try to target a new one */
227     if(!QUERY_FLAG(npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG(npc, FLAG_FRIENDLY) &&
228     !QUERY_FLAG(npc, FLAG_NEUTRAL))
229     {
230     npc->enemy = get_nearest_player(npc);
231     if (npc->enemy)
232     tmp = check_enemy(npc,rv);
233     }
234    
235     }
236    
237     return tmp;
238     }
239    
240     /* Sees if this monster should wake up.
241     * Currently, this is only called from move_monster, and
242     * if enemy is set, then so should be rv.
243     * returns 1 if the monster should wake up, 0 otherwise.
244     */
245    
246     int check_wakeup(object *op, object *enemy, rv_vector *rv) {
247     int radius = op->stats.Wis>MIN_MON_RADIUS?op->stats.Wis:MIN_MON_RADIUS;
248    
249     /* Trim work - if no enemy, no need to do anything below */
250     if (!enemy) return 0;
251    
252     /* blinded monsters can only find nearby objects to attack */
253     if(QUERY_FLAG(op, FLAG_BLIND))
254     radius = MIN_MON_RADIUS;
255    
256     /* This covers the situation where the monster is in the dark
257     * and has an enemy. If the enemy has no carried light (or isnt
258     * glowing!) then the monster has trouble finding the enemy.
259     * Remember we already checked to see if the monster can see in
260     * the dark. */
261    
262     else if(op->map && op->map->darkness>0 && enemy && !enemy->invisible &&
263     !stand_in_light(enemy) &&
264     (!QUERY_FLAG(op,FLAG_SEE_IN_DARK) || !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
265     int dark = radius/(op->map->darkness);
266     radius = (dark>MIN_MON_RADIUS)?(dark+1):MIN_MON_RADIUS;
267     }
268     else if(!QUERY_FLAG(op,FLAG_SLEEP)) return 1;
269    
270     /* enemy should already be on this map, so don't really need to check
271     * for that.
272     */
273     if (rv->distance < (QUERY_FLAG(enemy, FLAG_STEALTH)?(radius/2)+1:radius)) {
274     CLEAR_FLAG(op,FLAG_SLEEP);
275     return 1;
276     }
277     return 0;
278     }
279    
280     int move_randomly(object *op) {
281     int i;
282    
283     /* Give up to 15 chances for a monster to move randomly */
284     for(i=0;i<15;i++) {
285     if(move_object(op,RANDOM()%8+1))
286     return 1;
287     }
288     return 0;
289     }
290    
291     /*
292     * Move-monster returns 1 if the object has been freed, otherwise 0.
293     */
294    
295     int move_monster(object *op) {
296     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297     object *owner, *enemy, *part, *oph=op;
298     rv_vector rv;
299    
300     /* Monsters not on maps don't do anything. These monsters are things
301     * Like royal guards in city dwellers inventories.
302     */
303     if (!op->map) return 0;
304    
305     /* for target facing, we copy this value here for fast access */
306     if(oph->head) /* force update the head - one arch one pic */
307     oph = oph->head;
308    
309     if (QUERY_FLAG(op, FLAG_NO_ATTACK)) /* we never ever attack */
310     enemy = op->enemy = NULL;
311     else if((enemy= find_enemy(op, &rv)))
312     {
313     /* we have an enemy, just tell him we want him dead */
314     enemy->attacked_by = op; /* our ptr */
315     enemy->attacked_by_count = op->count; /* our tag */
316     }
317    
318     if ( QUERY_FLAG(op, FLAG_SLEEP) || QUERY_FLAG(op, FLAG_BLIND) ||
319     ((op->map->darkness>0) && !QUERY_FLAG(op,FLAG_SEE_IN_DARK) &&
320     !QUERY_FLAG(op,FLAG_SEE_INVISIBLE))) {
321     if(!check_wakeup(op,enemy,&rv))
322     return 0;
323     }
324    
325     /* check if monster pops out of hidden spot */
326     if(op->hide) do_hidden_move(op);
327    
328     if(op->pick_up)
329     monster_check_pickup(op);
330    
331     if(op->will_apply)
332     monster_apply_below(op); /* Check for items to apply below */
333    
334     /* generate hp, if applicable */
335     if(op->stats.Con > 0 && op->stats.hp < op->stats.maxhp) {
336    
337     /* last heal is in funny units. Dividing by speed puts
338     * the regeneration rate on a basis of time instead of
339     * #moves the monster makes. The scaling by 8 is
340     * to capture 8th's of a hp fraction regens
341     *
342     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
343     * overflow might produce monsters with negative hp.
344     */
345    
346     op->last_heal+= (int)((float)(8*op->stats.Con)/FABS(op->speed));
347     op->stats.hp = MIN((sint32)op->stats.hp+op->last_heal/32, op->stats.maxhp); /* causes Con/4 hp/tick */
348     op->last_heal%=32;
349    
350     /* So if the monster has gained enough HP that they are no longer afraid */
351     if (QUERY_FLAG(op,FLAG_RUN_AWAY) &&
352     op->stats.hp >= (signed short)(((float)op->run_away/(float)100)*
353     (float)op->stats.maxhp))
354     CLEAR_FLAG(op, FLAG_RUN_AWAY);
355    
356     if(op->stats.hp>op->stats.maxhp)
357     op->stats.hp=op->stats.maxhp;
358     }
359    
360     /* generate sp, if applicable */
361     if(op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp) {
362    
363     /* last_sp is in funny units. Dividing by speed puts
364     * the regeneration rate on a basis of time instead of
365     * #moves the monster makes. The scaling by 8 is
366     * to capture 8th's of a sp fraction regens
367     *
368     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
369     * overflow might produce monsters with negative sp.
370     */
371    
372     op->last_sp+= (int)((float)(8*op->stats.Pow)/FABS(op->speed));
373     op->stats.sp = MIN(op->stats.sp+op->last_sp/128, op->stats.maxsp); /* causes Pow/16 sp/tick */
374     op->last_sp%=128;
375     }
376    
377     /* this should probably get modified by many more values.
378     * (eg, creatures resistance to fear, level, etc. )
379     */
380     if(QUERY_FLAG(op, FLAG_SCARED) &&!(RANDOM()%20)) {
381     CLEAR_FLAG(op,FLAG_SCARED); /* Time to regain some "guts"... */
382     }
383    
384     if (execute_event (op, EVENT_MOVE, op->enemy, 0, 0, SCRIPT_FIX_ALL))
385     return 0;
386    
387     /* If we don't have an enemy, do special movement or the like */
388     if(!enemy) {
389     if(QUERY_FLAG(op, FLAG_ONLY_ATTACK)) {
390     remove_ob(op);
391     free_object(op);
392     return 1;
393     }
394    
395     /* Probably really a bug for a creature to have both
396     * stand still and a movement type set.
397     */
398     if(!QUERY_FLAG(op, FLAG_STAND_STILL)) {
399     if (op->attack_movement & HI4)
400     {
401     switch (op->attack_movement & HI4) {
402     case (PETMOVE):
403     pet_move (op);
404     break;
405    
406     case (CIRCLE1):
407     circ1_move (op);
408     break;
409    
410     case (CIRCLE2):
411     circ2_move (op);
412     break;
413    
414     case (PACEV):
415     pace_movev(op);
416     break;
417    
418     case (PACEH):
419     pace_moveh(op);
420     break;
421    
422     case (PACEV2):
423     pace2_movev (op);
424     break;
425    
426     case (PACEH2):
427     pace2_moveh (op);
428     break;
429    
430     case (RANDO):
431     rand_move (op);
432     break;
433    
434     case (RANDO2):
435     move_randomly (op);
436     break;
437     }
438     return 0;
439     }
440     else if (QUERY_FLAG(op,FLAG_RANDOM_MOVE))
441     (void) move_randomly(op);
442    
443     } /* stand still */
444     return 0;
445     } /* no enemy */
446    
447     /* We have an enemy. Block immediately below is for pets */
448     if((op->attack_movement&HI4) == PETMOVE && (owner = get_owner(op)) != NULL && !on_same_map(op,owner))
449     return follow_owner(op, owner);
450    
451     /* doppleganger code to change monster facing to that of the nearest
452     * player. Hmm. The code is here, but no monster in the current
453     * arch set uses it.
454     */
455     if ( (op->race != NULL)&& strcmp(op->race,"doppleganger") == 0)
456     {
457     op->face = enemy->face;
458     if (op->name)
459     free_string(op->name);
460     add_refcount(op->name = enemy->name);
461     }
462    
463     /* Calculate range information for closest body part - this
464     * is used for the 'skill' code, which isn't that smart when
465     * it comes to figuring it out - otherwise, giants throw boulders
466     * into themselves.
467     */
468     get_rangevector(op, enemy, &rv, 0);
469    
470     /* Move the check for scared up here - if the monster was scared,
471     * we were not doing any of the logic below, so might as well save
472     * a few cpu cycles.
473     */
474     if (!QUERY_FLAG(op, FLAG_SCARED))
475     {
476     rv_vector rv1;
477    
478     /* now we test every part of an object .... this is a real ugly piece of code */
479     for (part=op; part!=NULL; part=part->more) {
480     get_rangevector(part, enemy, &rv1, 0x1);
481     dir=rv1.direction;
482    
483     /* hm, not sure about this part - in original was a scared flag here too
484     * but that we test above... so can be old code here
485     */
486     if(QUERY_FLAG(op,FLAG_RUN_AWAY))
487     dir=absdir(dir+4);
488     if(QUERY_FLAG(op,FLAG_CONFUSED))
489     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
490    
491     if(QUERY_FLAG(op,FLAG_CAST_SPELL) && !(RANDOM()%3)) {
492     if(monster_cast_spell(op,part,enemy,dir,&rv1))
493     return 0;
494     }
495    
496     if(QUERY_FLAG(op,FLAG_READY_SCROLL) && !(RANDOM()%3)) {
497     if(monster_use_scroll(op,part,enemy,dir,&rv1))
498     return 0;
499     }
500    
501     if(QUERY_FLAG(op,FLAG_READY_RANGE)&&!(RANDOM()%3)) {
502     if(monster_use_range(op,part,enemy,dir))
503     return 0;
504     }
505     if(QUERY_FLAG(op,FLAG_READY_SKILL)&&!(RANDOM()%3)) {
506     if(monster_use_skill(op,rv.part,enemy,rv.direction))
507     return 0;
508     }
509     if(QUERY_FLAG(op,FLAG_READY_BOW)&&!(RANDOM()%2)) {
510     if(monster_use_bow(op,part,enemy,dir))
511     return 0;
512     }
513     } /* for processing of all parts */
514     } /* If not scared */
515    
516    
517     part = rv.part;
518     dir=rv.direction;
519    
520     if(QUERY_FLAG(op, FLAG_SCARED) || QUERY_FLAG(op,FLAG_RUN_AWAY))
521     dir=absdir(dir+4);
522    
523     if(QUERY_FLAG(op,FLAG_CONFUSED))
524     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
525    
526     pre_att_dir = dir; /* remember the original direction */
527    
528     if ((op->attack_movement & LO4) && !QUERY_FLAG(op, FLAG_SCARED))
529     {
530     switch (op->attack_movement & LO4) {
531     case DISTATT:
532     dir = dist_att (dir,op,enemy,part,&rv);
533     break;
534    
535     case RUNATT:
536     dir = run_att (dir,op,enemy,part,&rv);
537     break;
538    
539     case HITRUN:
540     dir = hitrun_att(dir,op,enemy);
541     break;
542    
543     case WAITATT:
544     dir = wait_att (dir,op,enemy,part,&rv);
545     break;
546    
547     case RUSH: /* default - monster normally moves towards player */
548     case ALLRUN:
549     break;
550    
551     case DISTHIT:
552     dir = disthit_att (dir,op,enemy,part,&rv);
553     break;
554    
555     case WAIT2:
556     dir = wait_att2 (dir,op,enemy,part,&rv);
557     break;
558    
559     default:
560     LOG(llevDebug,"Illegal low mon-move: %d\n",op->attack_movement & LO4);
561     }
562     }
563    
564     if (!dir)
565     return 0;
566    
567     if (!QUERY_FLAG(op,FLAG_STAND_STILL)) {
568     if(move_object(op,dir)) /* Can the monster move directly toward player? */
569     {
570     /* elmex: Turn our monster after it moved if it has DISTATT attack */
571     if ((op->attack_movement & LO4) == DISTATT)
572     op->direction = pre_att_dir;
573    
574     return 0;
575     }
576    
577     if(QUERY_FLAG(op, FLAG_SCARED) || !can_hit(part,enemy,&rv)
578     || QUERY_FLAG(op,FLAG_RUN_AWAY)) {
579    
580     /* Try move around corners if !close */
581     int maxdiff = (QUERY_FLAG(op, FLAG_ONLY_ATTACK) || RANDOM()&1) ? 1 : 2;
582     for(diff = 1; diff <= maxdiff; diff++) {
583     /* try different detours */
584     int m = 1-(RANDOM()&2); /* Try left or right first? */
585     if(move_object(op,absdir(dir + diff*m)) ||
586     move_object(op,absdir(dir - diff*m)))
587     return 0;
588     }
589     }
590     } /* if monster is not standing still */
591    
592     /* elmex: Turn our monster after it moved if it has DISTATT attack */
593     if ((op->attack_movement & LO4) == DISTATT)
594     op->direction = pre_att_dir;
595    
596     /*
597     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
598     * direction if they can't move away.
599     */
600     if (!QUERY_FLAG(op, FLAG_ONLY_ATTACK)&&(QUERY_FLAG(op,FLAG_RUN_AWAY)||QUERY_FLAG(op, FLAG_SCARED)))
601     if(move_randomly(op))
602     return 0;
603    
604     /*
605     * Try giving the monster a new enemy - the player that is closest
606     * to it. In this way, it won't just keep trying to get to a target
607     * that is inaccessible.
608     * This could be more clever - it should go through a list of several
609     * enemies, as it is now, you could perhaps get situations where there
610     * are two players flanking the monster at close distance, but which
611     * the monster can't get to, and a third one at a far distance that
612     * the monster could get to - as it is, the monster won't look at that
613     * third one.
614     */
615     if (!QUERY_FLAG(op, FLAG_FRIENDLY) && enemy == op->enemy)
616     {
617     object *nearest_player = get_nearest_player(op);
618     if (nearest_player && nearest_player != enemy && !can_hit(part,enemy,&rv)) {
619     op->enemy = NULL;
620     enemy = nearest_player;
621     }
622     }
623    
624     if(!QUERY_FLAG(op, FLAG_SCARED)&&can_hit(part,enemy,&rv))
625     {
626     /* The adjustement to wc that was here before looked totally bogus -
627     * since wc can in fact get negative, that would mean by adding
628     * the current wc, the creature gets better? Instead, just
629     * add a fixed amount - nasty creatures that are runny away should
630     * still be pretty nasty.
631     */
632     if(QUERY_FLAG(op,FLAG_RUN_AWAY))
633     {
634     part->stats.wc+=10;
635     (void)skill_attack(enemy,part,0,NULL, NULL);
636     part->stats.wc-=10;
637     }
638     else
639     (void)skill_attack(enemy,part,0,NULL, NULL);
640     } /* if monster is in attack range */
641    
642     if(QUERY_FLAG(part,FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
643     return 1;
644    
645     if(QUERY_FLAG(op, FLAG_ONLY_ATTACK))
646     {
647     remove_ob(op);
648     free_object(op);
649     return 1;
650     }
651     return 0;
652     }
653     int can_hit(object *ob1,object *ob2, rv_vector *rv) {
654     object *more;
655     rv_vector rv1;
656    
657     if(QUERY_FLAG(ob1,FLAG_CONFUSED)&&!(RANDOM()%3))
658     return 0;
659    
660     if (abs(rv->distance_x)<2&&abs(rv->distance_y)<2) return 1;
661    
662     /* check all the parts of ob2 - just because we can't get to
663     * its head doesn't mean we don't want to pound its feet
664     */
665     for (more = ob2->more; more!=NULL; more = more->more) {
666     get_rangevector(ob1, more, &rv1, 0);
667     if (abs(rv1.distance_x)<2&&abs(rv1.distance_y)<2) return 1;
668     }
669     return 0;
670    
671     }
672    
673     /* Returns 1 is monster should cast spell sp at an enemy
674     * Returns 0 if the monster should not cast this spell.
675     *
676     * Note that this function does not check to see if the monster can
677     * in fact cast the spell (sp dependencies and what not.) That is because
678     * this function is also sued to see if the monster should use spell items
679     * (rod/horn/wand/scroll).
680     * Note that there are certainly other offensive spells that could be
681     * included, but I decided to leave out the spells that may kill more
682     * monsters than players (eg, disease).
683     *
684     * This could be a lot smarter - if there are few monsters around,
685     * then disease might not be as bad. Likewise, if the monster is damaged,
686     * the right type of healing spell could be useful.
687     */
688    
689     static int monster_should_cast_spell(object *monster, object *spell_ob)
690     {
691     if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
692     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
693     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
694     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
695     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
696     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM ||
697     spell_ob->subtype == SP_INVISIBLE)
698    
699     return 1;
700    
701     return 0;
702     }
703    
704    
705     #define MAX_KNOWN_SPELLS 20
706    
707     /* Returns a randomly selected spell. This logic is still
708     * less than ideal. This code also only seems to deal with
709     * wizard spells, as the check is against sp, and not grace.
710     * can mosnters know cleric spells?
711     */
712     object *monster_choose_random_spell(object *monster) {
713     object *altern[MAX_KNOWN_SPELLS];
714     object *tmp;
715     int i=0;
716    
717     for(tmp=monster->inv;tmp!=NULL;tmp=tmp->below)
718     if (tmp->type==SPELLBOOK || tmp->type==SPELL) {
719     /* Check and see if it's actually a useful spell.
720     * If its a spellbook, the spell is actually the inventory item.
721     * if it is a spell, then it is just the object itself.
722     */
723     if (monster_should_cast_spell(monster, (tmp->type==SPELLBOOK)?tmp->inv:tmp)) {
724     altern[i++]=tmp;
725     if(i==MAX_KNOWN_SPELLS)
726     break;
727     }
728     }
729     if(!i)
730     return NULL;
731     return altern[RANDOM()%i];
732     }
733    
734     /* This checks to see if the monster should cast a spell/ability.
735     * it returns true if the monster casts a spell, 0 if he doesn't.
736     * head is the head of the monster.
737     * part is the part of the monster we are checking against.
738     * pl is the target.
739     * dir is the direction to case.
740     * rv is the vector which describes where the enemy is.
741     */
742    
743     int monster_cast_spell(object *head, object *part,object *pl,int dir, rv_vector *rv) {
744     object *spell_item;
745     object *owner;
746     rv_vector rv1;
747    
748     /* If you want monsters to cast spells over friends, this spell should
749     * be removed. It probably should be in most cases, since monsters still
750     * don't care about residual effects (ie, casting a cone which may have a
751     * clear path to the player, the side aspects of the code will still hit
752     * other monsters)
753     */
754     if(!(dir=path_to_player(part,pl,0)))
755     return 0;
756    
757     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
758     get_rangevector(head, owner, &rv1, 0x1);
759     if(dirdiff(dir,rv1.direction) < 2) {
760     return 0; /* Might hit owner with spell */
761     }
762     }
763    
764     if(QUERY_FLAG(head,FLAG_CONFUSED))
765     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
766    
767     /* If the monster hasn't already chosen a spell, choose one
768     * I'm not sure if it really make sense to pre-select spells (events
769     * could be different by the time the monster goes again).
770     */
771     if(head->spellitem==NULL) {
772     if((spell_item=monster_choose_random_spell(head))==NULL) {
773     LOG(llevMonster,"Turned off spells in %s\n",head->name);
774     CLEAR_FLAG(head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
775     return 0;
776     }
777     if (spell_item->type == SPELLBOOK) {
778     if (!spell_item->inv) {
779     LOG(llevError,"spellbook %s does not contain a spell?\n", spell_item->name);
780     return 0;
781     }
782     spell_item=spell_item->inv;
783     }
784     }
785     else
786     spell_item=head->spellitem;
787    
788     if (!spell_item) return 0;
789    
790     /* Best guess this is a defensive/healing spell */
791     if (spell_item->range<=1 || spell_item->stats.dam < 0)
792     dir = 0;
793    
794     /* Monster doesn't have enough spell-points */
795     if(head->stats.sp<SP_level_spellpoint_cost(head,spell_item, SPELL_MANA))
796     return 0;
797    
798     if(head->stats.grace<SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE))
799     return 0;
800    
801     head->stats.sp-=SP_level_spellpoint_cost(head,spell_item, SPELL_MANA);
802     head->stats.grace-=SP_level_spellpoint_cost(head,spell_item, SPELL_GRACE);
803    
804     /* set this to null, so next time monster will choose something different */
805     head->spellitem = NULL;
806    
807     return cast_spell(part,part,dir, spell_item, NULL);
808     }
809    
810    
811     int monster_use_scroll(object *head, object *part,object *pl,int dir, rv_vector *rv) {
812     object *scroll;
813     object *owner;
814     rv_vector rv1;
815    
816     /* If you want monsters to cast spells over friends, this spell should
817     * be removed. It probably should be in most cases, since monsters still
818     * don't care about residual effects (ie, casting a cone which may have a
819     * clear path to the player, the side aspects of the code will still hit
820     * other monsters)
821     */
822     if(!(dir=path_to_player(part,pl,0)))
823     return 0;
824    
825     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
826     get_rangevector(head, owner, &rv1, 0x1);
827     if(dirdiff(dir,rv1.direction) < 2) {
828     return 0; /* Might hit owner with spell */
829     }
830     }
831    
832     if(QUERY_FLAG(head,FLAG_CONFUSED))
833     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
834    
835     for (scroll=head->inv; scroll; scroll=scroll->below)
836     if (scroll->type == SCROLL && monster_should_cast_spell(head, scroll->inv)) break;
837    
838     /* Used up all his scrolls, so nothing do to */
839     if (!scroll) {
840     CLEAR_FLAG(head, FLAG_READY_SCROLL);
841     return 0;
842     }
843    
844     /* Spell should be cast on caster (ie, heal, strength) */
845     if (scroll->inv->range==0)
846     dir = 0;
847    
848     apply_scroll(part, scroll, dir);
849     return 1;
850     }
851    
852     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
853     * Note that monsters do not need the skills SK_MELEE_WEAPON and
854     * SK_MISSILE_WEAPON to make those respective attacks, if we
855     * required that we would drastically increase the memory
856     * requirements of CF!!
857     *
858     * The skills we are treating here are all but those. -b.t.
859     *
860     * At the moment this is only useful for throwing, perhaps for
861     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
862     */
863    
864     int monster_use_skill(object *head, object *part, object *pl,int dir) {
865     object *skill, *owner;
866    
867     if(!(dir=path_to_player(part,pl,0)))
868     return 0;
869    
870     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
871     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
872     if(dirdiff(dir,dir2) < 1)
873     return 0; /* Might hit owner with skill -thrown rocks for example ?*/
874     }
875     if(QUERY_FLAG(head,FLAG_CONFUSED))
876     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
877    
878     /* skill selection - monster will use the next unused skill.
879     * well...the following scenario will allow the monster to
880     * toggle between 2 skills. One day it would be nice to make
881     * more skills available to monsters.
882     */
883    
884     for(skill=head->inv;skill!=NULL;skill=skill->below)
885     if(skill->type==SKILL && skill!=head->chosen_skill) {
886     head->chosen_skill=skill;
887     break;
888     }
889    
890     if(!skill && !head->chosen_skill) {
891     LOG(llevDebug,"Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n",
892     head->name,head->count);
893     CLEAR_FLAG(head, FLAG_READY_SKILL);
894     return 0;
895     }
896     /* use skill */
897     return do_skill(head, part, head->chosen_skill,dir,NULL);
898     }
899    
900     /* Monster will use a ranged spell attack. */
901    
902     int monster_use_range(object *head,object *part,object *pl,int dir)
903     {
904     object *wand, *owner;
905     int at_least_one = 0;
906    
907     if(!(dir=path_to_player(part,pl,0)))
908     return 0;
909    
910     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
911     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
912     if(dirdiff(dir,dir2) < 2)
913     return 0; /* Might hit owner with spell */
914     }
915     if(QUERY_FLAG(head,FLAG_CONFUSED))
916     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
917    
918     for(wand=head->inv;wand!=NULL;wand=wand->below)
919     {
920     if (wand->type == WAND)
921     {
922     /* Found a wand, let's see if it has charges left */
923     at_least_one = 1;
924     if( wand->stats.food<=0 )
925     continue;
926    
927     cast_spell( head, wand, dir, wand->inv, NULL );
928    
929     if ( !( --wand->stats.food ) )
930     {
931     if ( wand->arch )
932     {
933     CLEAR_FLAG(wand, FLAG_ANIMATE);
934     wand->face = wand->arch->clone.face;
935     wand->speed = 0;
936     update_ob_speed(wand);
937     }
938     }
939     /* Success */
940     return 1;
941     }
942     else if ( wand->type == ROD || wand->type==HORN ) {
943     /* Found rod/horn, let's use it if possible */
944     at_least_one = 1;
945     if( wand->stats.hp < MAX( wand->inv->stats.sp, wand->inv->stats.grace ) )
946     continue;
947    
948     /* drain charge before casting spell - can be a case where the
949     * spell destroys the monster, and rod, so if done after, results
950     * in crash.
951     */
952     drain_rod_charge( wand );
953     cast_spell( head, wand, dir, wand->inv, NULL );
954    
955     /* Success */
956     return 1;
957     }
958     }
959    
960     if ( at_least_one )
961     return 0;
962    
963     LOG(llevError,"Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n",
964     head->name,head->count);
965     CLEAR_FLAG(head, FLAG_READY_RANGE);
966     return 0;
967     }
968    
969     int monster_use_bow(object *head, object *part, object *pl, int dir) {
970     object *owner;
971    
972     if(!(dir=path_to_player(part,pl,0)))
973     return 0;
974     if(QUERY_FLAG(head,FLAG_CONFUSED))
975     dir = absdir(dir + RANDOM()%3 + RANDOM()%3 - 2);
976    
977     if(QUERY_FLAG(head,FLAG_FRIENDLY) && (owner = get_owner(head)) != NULL) {
978     int dir2 = find_dir_2(head->x-owner->x, head->y-owner->y);
979     if(dirdiff(dir,dir2) < 1)
980     return 0; /* Might hit owner with arrow */
981     }
982    
983     /* in server/player.c */
984     return fire_bow(head, part, NULL, dir, 0, part->x, part->y);
985    
986     }
987    
988     /* Checks if putting on 'item' will make 'who' do more
989     * damage. This is a very simplistic check - also checking things
990     * like speed and ac are also relevant.
991     *
992     * return true if item is a better object.
993     */
994    
995     int check_good_weapon(object *who, object *item) {
996     object *other_weap;
997     int val=0, i;
998    
999     for(other_weap=who->inv;other_weap!=NULL;other_weap=other_weap->below)
1000     if(other_weap->type==item->type&&QUERY_FLAG(other_weap,FLAG_APPLIED))
1001     break;
1002    
1003     if(other_weap==NULL) /* No other weapons */
1004     return 1;
1005    
1006     /* Rather than go through and apply the new one, and see if it is
1007     * better, just do some simple checks
1008     * Put some multipliers for things that hvae several effects,
1009     * eg, magic affects both damage and wc, so it has more weight
1010     */
1011    
1012     val = item->stats.dam - other_weap->stats.dam;
1013     val += (item->magic - other_weap->magic) * 3;
1014     /* Monsters don't really get benefits from things like regen rates
1015     * from items. But the bonus for their stats are very important.
1016     */
1017     for (i=0; i<NUM_STATS; i++)
1018     val += (get_attr_value(&item->stats, i) - get_attr_value(&other_weap->stats, i))*2;
1019    
1020     if (val > 0) return 1;
1021     else return 0;
1022    
1023     }
1024    
1025     int check_good_armour(object *who, object *item) {
1026     object *other_armour;
1027     int val=0,i;
1028    
1029     for (other_armour = who->inv; other_armour != NULL;
1030     other_armour = other_armour->below)
1031     if (other_armour->type == item->type && QUERY_FLAG(other_armour,FLAG_APPLIED))
1032     break;
1033    
1034     if (other_armour == NULL) /* No other armour, use the new */
1035     return 1;
1036    
1037     /* Like above function , see which is better */
1038     val = item->stats.ac - other_armour->stats.ac;
1039     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL])/5;
1040     val += (item->magic - other_armour->magic) * 3;
1041    
1042     /* for the other protections, do weigh them very much in the equation -
1043     * it is the armor protection which is most important, because there is
1044     * no good way to know what the player may attack the monster with.
1045     * So if the new item has better protection than the old, give that higher
1046     * value. If the reverse, then decrease the value of this item some.
1047     */
1048     for (i=1; i <NROFATTACKS; i++) {
1049     if (item->resist[i] > other_armour->resist[i]) val++;
1050     else if (item->resist[i] < other_armour->resist[i]) val--;
1051     }
1052    
1053     /* Very few armours have stats, so not much need to worry about those. */
1054    
1055     if (val > 0) return 1;
1056     else return 0;
1057    
1058     }
1059    
1060     /*
1061     * monster_check_pickup(): checks for items that monster can pick up.
1062     *
1063     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1064     * Each time the blob passes over some treasure, it will
1065     * grab it a.s.a.p.
1066     *
1067     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1068     * to handle this.
1069     *
1070     * This function was seen be continueing looping at one point (tmp->below
1071     * became a recursive loop. It may be better to call monster_check_apply
1072     * after we pick everything up, since that function may call others which
1073     * affect stacking on this space.
1074     */
1075    
1076     void monster_check_pickup(object *monster) {
1077     object *tmp,*next;
1078     int next_tag;
1079    
1080     for(tmp=monster->below;tmp!=NULL;tmp=next) {
1081     next=tmp->below;
1082     next_tag = next ? next->count : 0;
1083     if (monster_can_pick(monster,tmp)) {
1084     remove_ob(tmp);
1085     tmp = insert_ob_in_ob(tmp,monster);
1086     (void) monster_check_apply(monster,tmp);
1087     }
1088     /* We could try to re-establish the cycling, of the space, but probably
1089     * not a big deal to just bail out.
1090     */
1091     if (next && was_destroyed(next, next_tag)) return;
1092     }
1093     }
1094    
1095     /*
1096     * monster_can_pick(): If the monster is interested in picking up
1097     * the item, then return 0. Otherwise 0.
1098     * Instead of pick_up, flags for "greed", etc, should be used.
1099     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1100     */
1101    
1102     int monster_can_pick(object *monster, object *item) {
1103     int flag=0;
1104     int i;
1105    
1106     if(!can_pick(monster,item))
1107     return 0;
1108    
1109     if(QUERY_FLAG(item,FLAG_UNPAID))
1110     return 0;
1111    
1112     if (monster->pick_up&64) /* All */
1113     flag=1;
1114    
1115     else switch(item->type) {
1116     case MONEY:
1117     case GEM:
1118     flag=monster->pick_up&2;
1119     break;
1120    
1121     case FOOD:
1122     flag=monster->pick_up&4;
1123     break;
1124    
1125     case WEAPON:
1126     flag=(monster->pick_up&8)||QUERY_FLAG(monster,FLAG_USE_WEAPON);
1127     break;
1128    
1129     case ARMOUR:
1130     case SHIELD:
1131     case HELMET:
1132     case BOOTS:
1133     case GLOVES:
1134     case GIRDLE:
1135     flag=(monster->pick_up&16)||QUERY_FLAG(monster,FLAG_USE_ARMOUR);
1136     break;
1137    
1138     case SKILL:
1139     flag=QUERY_FLAG(monster,FLAG_CAN_USE_SKILL);
1140     break;
1141    
1142     case RING:
1143     flag=QUERY_FLAG(monster,FLAG_USE_RING);
1144     break;
1145    
1146     case WAND:
1147     case HORN:
1148     case ROD:
1149     flag=QUERY_FLAG(monster,FLAG_USE_RANGE);
1150     break;
1151    
1152     case SPELLBOOK:
1153     flag=(monster->arch!=NULL&&QUERY_FLAG((&monster->arch->clone),FLAG_CAST_SPELL));
1154     break;
1155    
1156     case SCROLL:
1157     flag = QUERY_FLAG(monster,FLAG_USE_SCROLL);
1158     break;
1159    
1160     case BOW:
1161     case ARROW:
1162     flag=QUERY_FLAG(monster,FLAG_USE_BOW);
1163     break;
1164     }
1165     /* Simplistic check - if the monster has a location to equip it, he will
1166     * pick it up. Note that this doesn't handle cases where an item may
1167     * use several locations.
1168     */
1169     for (i=0; i < NUM_BODY_LOCATIONS; i++) {
1170     if (monster->body_info[i] && item->body_info[i]) {
1171     flag=1;
1172     break;
1173     }
1174     }
1175    
1176     if (((!(monster->pick_up&32))&&flag) || ((monster->pick_up&32)&&(!flag)))
1177     return 1;
1178     return 0;
1179     }
1180    
1181     /*
1182     * monster_apply_below():
1183     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1184     * eager to apply things, encounters something apply-able,
1185     * then make him apply it
1186     */
1187    
1188     void monster_apply_below(object *monster) {
1189     object *tmp, *next;
1190    
1191     for(tmp=monster->below;tmp!=NULL;tmp=next) {
1192     next=tmp->below;
1193     switch (tmp->type) {
1194     case CF_HANDLE:
1195     case TRIGGER:
1196     if (monster->will_apply&1)
1197     manual_apply(monster,tmp,0);
1198     break;
1199    
1200     case TREASURE:
1201     if (monster->will_apply&2)
1202     manual_apply(monster,tmp,0);
1203     break;
1204    
1205     }
1206     if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1207     break;
1208     }
1209     }
1210    
1211     /*
1212     * monster_check_apply() is meant to be called after an item is
1213     * inserted in a monster.
1214     * If an item becomes outdated (monster found a better item),
1215     * a pointer to that object is returned, so it can be dropped.
1216     * (so that other monsters can pick it up and use it)
1217     * Note that as things are now, monsters never drop something -
1218     * they can pick up all that they can use.
1219     */
1220    
1221     /* Sept 96, fixed this so skills will be readied -b.t.*/
1222    
1223     void monster_check_apply(object *mon, object *item) {
1224    
1225     int flag = 0;
1226    
1227     if(item->type==SPELLBOOK&&
1228     mon->arch!=NULL&&(QUERY_FLAG((&mon->arch->clone),FLAG_CAST_SPELL))) {
1229     SET_FLAG(mon, FLAG_CAST_SPELL);
1230     return;
1231     }
1232    
1233     /* If for some reason, this item is already applied, no more work to do */
1234     if(QUERY_FLAG(item,FLAG_APPLIED)) return;
1235    
1236     /* Might be better not to do this - if the monster can fire a bow,
1237     * it is possible in his wanderings, he will find one to use. In
1238     * which case, it would be nice to have ammo for it.
1239     */
1240     if(QUERY_FLAG(mon,FLAG_USE_BOW) && item->type==ARROW) {
1241     /* Check for the right kind of bow */
1242     object *bow;
1243     for(bow=mon->inv;bow!=NULL;bow=bow->below)
1244     if(bow->type==BOW && bow->race==item->race) {
1245     SET_FLAG(mon, FLAG_READY_BOW);
1246     LOG(llevMonster,"Found correct bow for arrows.\n");
1247     return; /* nothing more to do for arrows */
1248     }
1249     }
1250    
1251     if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE) flag=1;
1252     /* Eating food gets hp back */
1253     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD) flag=1;
1254     else if (item->type == SCROLL && QUERY_FLAG(mon, FLAG_USE_SCROLL)) {
1255     if (!item->inv)
1256     LOG(llevDebug,"Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1257     else if (monster_should_cast_spell(mon, item->inv))
1258     SET_FLAG(mon, FLAG_READY_SCROLL);
1259     /* Don't use it right now */
1260     return;
1261     }
1262     else if (item->type == WEAPON) flag = check_good_weapon(mon,item);
1263     else if (IS_ARMOR(item)) flag = check_good_armour(mon,item);
1264     /* Should do something more, like make sure this is a better item */
1265     else if (item->type == RING)
1266     flag=1;
1267     else if ( item->type==WAND || item->type == ROD || item->type==HORN )
1268     {
1269     /* We never really 'ready' the wand/rod/horn, because that would mean the
1270     * weapon would get undone.
1271     */
1272     if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1273     {
1274     SET_FLAG(mon, FLAG_READY_RANGE);
1275     SET_FLAG(item, FLAG_APPLIED);
1276     }
1277     return;
1278     }
1279     else if (item->type == BOW) {
1280     /* We never really 'ready' the bow, because that would mean the
1281     * weapon would get undone.
1282     */
1283     if (!(can_apply_object(mon, item) & CAN_APPLY_NOT_MASK))
1284     SET_FLAG(mon, FLAG_READY_BOW);
1285     return;
1286     }
1287     else if ( item->type == SKILL )
1288     {
1289     /*
1290     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1291     * else they can't use the skill...
1292     * Skills also don't need to get applied, so return now.
1293     */
1294     SET_FLAG(mon, FLAG_READY_SKILL);
1295     return;
1296     }
1297    
1298    
1299     /* if we don't match one of the above types, return now.
1300     * can_apply_object will say that we can apply things like flesh,
1301     * bolts, and whatever else, because it only checks against the
1302     * body_info locations.
1303     */
1304     if (!flag) return;
1305    
1306     /* Check to see if the monster can use this item. If not, no need
1307     * to do further processing. Note that can_apply_object already checks
1308     * for the CAN_USE flags.
1309     */
1310     if (can_apply_object(mon, item) & CAN_APPLY_NOT_MASK) return;
1311    
1312     /* should only be applying this item, not unapplying it.
1313     * also, ignore status of curse so they can take off old armour.
1314     * monsters have some advantages after all.
1315     */
1316     manual_apply(mon, item, AP_APPLY | AP_IGNORE_CURSE);
1317    
1318     return;
1319     }
1320    
1321     void npc_call_help(object *op) {
1322     int x,y, mflags;
1323     object *npc;
1324     sint16 sx, sy;
1325     mapstruct *m;
1326    
1327     for(x = -3; x < 4; x++)
1328     for(y = -3; y < 4; y++) {
1329     m = op->map;
1330     sx = op->x + x;
1331     sy = op->y + y;
1332     mflags = get_map_flags(m, &m, sx, sy, &sx, &sy);
1333     /* If nothing alive on this space, no need to search the space. */
1334     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1335     continue;
1336    
1337     for(npc = get_map_ob(m,sx,sy);npc!=NULL;npc=npc->above)
1338     if(QUERY_FLAG(npc, FLAG_ALIVE)&&QUERY_FLAG(npc, FLAG_UNAGGRESSIVE))
1339     npc->enemy = op->enemy;
1340     }
1341     }
1342    
1343    
1344     int dist_att (int dir , object *ob, object *enemy, object *part, rv_vector *rv) {
1345    
1346     if (can_hit(part,enemy,rv))
1347     return dir;
1348     if (rv->distance < 10)
1349     return absdir(dir+4);
1350     else if (rv->distance>18)
1351     return dir;
1352     return 0;
1353     }
1354    
1355     int run_att (int dir, object *ob, object *enemy,object *part, rv_vector *rv) {
1356    
1357     if ((can_hit (part,enemy,rv) && ob->move_status <20) || ob->move_status <20) {
1358     ob->move_status++;
1359     return (dir);
1360     }
1361     else if (ob->move_status >20)
1362     ob->move_status = 0;
1363     return absdir (dir+4);
1364     }
1365    
1366     int hitrun_att (int dir, object *ob,object *enemy) {
1367     if (ob->move_status ++ < 25)
1368     return dir;
1369     else if (ob->move_status <50)
1370     return absdir (dir+4);
1371     else
1372     ob->move_status = 0;
1373     return absdir(dir+4);
1374     }
1375    
1376     int wait_att (int dir, object *ob,object *enemy,object *part,rv_vector *rv) {
1377    
1378     int inrange = can_hit (part, enemy,rv);
1379    
1380     if (ob->move_status || inrange)
1381     ob->move_status++;
1382    
1383     if (ob->move_status == 0)
1384     return 0;
1385     else if (ob->move_status <10)
1386     return dir;
1387     else if (ob->move_status <15)
1388     return absdir(dir+4);
1389     ob->move_status = 0;
1390     return 0;
1391     }
1392    
1393     int disthit_att (int dir, object *ob, object *enemy, object *part,rv_vector *rv) {
1394    
1395     /* The logic below here looked plain wrong before. Basically, what should
1396     * happen is that if the creatures hp percentage falls below run_away,
1397     * the creature should run away (dir+4)
1398     * I think its wrong for a creature to have a zero maxhp value, but
1399     * at least one map has this set, and whatever the map contains, the
1400     * server should try to be resilant enough to avoid the problem
1401     */
1402     if (ob->stats.maxhp && (ob->stats.hp*100)/ob->stats.maxhp < ob->run_away)
1403     return absdir(dir+4);
1404     return dist_att (dir,ob,enemy,part,rv);
1405     }
1406    
1407     int wait_att2 (int dir, object *ob,object *enemy,object *part, rv_vector *rv) {
1408     if (rv->distance < 9)
1409     return absdir (dir+4);
1410     return 0;
1411     }
1412    
1413     void circ1_move (object *ob) {
1414     static int circle [12] = {3,3,4,5,5,6,7,7,8,1,1,2};
1415     if(++ob->move_status > 11)
1416     ob->move_status = 0;
1417     if (!(move_object(ob,circle[ob->move_status])))
1418     (void) move_object(ob,RANDOM()%8+1);
1419     }
1420    
1421     void circ2_move (object *ob) {
1422     static int circle[20] = {3,3,3,4,4,5,5,5,6,6,7,7,7,8,8,1,1,1,2,2};
1423     if(++ob->move_status > 19)
1424     ob->move_status = 0;
1425     if(!(move_object(ob,circle[ob->move_status])))
1426     (void) move_object(ob,RANDOM()%8+1);
1427     }
1428    
1429     void pace_movev(object *ob) {
1430     if (ob->move_status++ > 6)
1431     ob->move_status = 0;
1432     if (ob->move_status < 4)
1433     (void) move_object (ob,5);
1434     else
1435     (void) move_object(ob,1);
1436     }
1437    
1438     void pace_moveh (object *ob) {
1439     if (ob->move_status++ > 6)
1440     ob->move_status = 0;
1441     if (ob->move_status < 4)
1442     (void) move_object(ob,3);
1443     else
1444     (void) move_object(ob,7);
1445     }
1446    
1447     void pace2_movev (object *ob) {
1448     if (ob->move_status ++ > 16)
1449     ob->move_status = 0;
1450     if (ob->move_status <6)
1451     (void) move_object (ob,5);
1452     else if (ob->move_status < 8)
1453     return;
1454     else if (ob->move_status <13)
1455     (void) move_object (ob,1);
1456     else return;
1457     }
1458    
1459     void pace2_moveh (object *ob) {
1460     if (ob->move_status ++ > 16)
1461     ob->move_status = 0;
1462     if (ob->move_status <6)
1463     (void) move_object (ob,3);
1464     else if (ob->move_status < 8)
1465     return;
1466     else if (ob->move_status <13)
1467     (void) move_object (ob,7);
1468     else return;
1469     }
1470    
1471     void rand_move (object *ob) {
1472     int i;
1473     if (ob->move_status <1 || ob->move_status >8 ||
1474     !(move_object(ob,ob->move_status|| ! (RANDOM()% 9))))
1475     for (i = 0; i < 5; i++)
1476     if (move_object(ob,ob->move_status = RANDOM()%8+1))
1477     return;
1478     }
1479    
1480     void check_earthwalls(object *op, mapstruct *m, int x, int y) {
1481     object *tmp;
1482     for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1483     if (tmp->type == EARTHWALL) {
1484     hit_player(tmp,op->stats.dam,op,AT_PHYSICAL,1);
1485     return;
1486     }
1487     }
1488     }
1489    
1490     void check_doors(object *op, mapstruct *m, int x, int y) {
1491     object *tmp;
1492     for (tmp = get_map_ob(m, x, y); tmp!=NULL; tmp=tmp->above) {
1493     if (tmp->type == DOOR) {
1494     hit_player(tmp,1000,op,AT_PHYSICAL,1);
1495     return;
1496     }
1497     }
1498     }
1499    
1500     /* This replaces all the msglang stuff about which seems to be a lot of
1501     * unneeded complication - since the setup of that data is never re-used
1502     * (say 'hi' to monster, then 'yes', it would re-do the entire parse-message)
1503     * it seems to me to make more sense to just have simple function that returns
1504     * the 'text' portion of the message that it matches - this savees us a bunch
1505     * of malloc's and free's, as well as that setup.
1506     * This function takes the message to be parsed in 'msg', the text to
1507     * match in 'match', and returns the portion of the message. This
1508     * returned portion is in a malloc'd buf that should be freed.
1509     * Returns NULL if no match is found.
1510     * The player is passed too, so that quest-related messages can be checked too.
1511     */
1512     static char *find_matching_message(object* pl, const char *msg, const char *match)
1513     {
1514     const char *cp=msg, *cp1, *cp2;
1515     char *cp3, regex[MAX_BUF], gotmatch=0;
1516    
1517     while (1) {
1518     if (strncmp(cp, "@match ", 7)) {
1519     LOG(llevDebug,"find_matching_message: Invalid message %s", msg);
1520     return NULL;
1521     }
1522     else {
1523     /* Find the end of the line, and copy the regex portion into it */
1524     cp2 = strchr(cp+7, '\n');
1525     strncpy(regex, cp+7, (cp2 - cp -7 ));
1526     regex[cp2 - cp -7] = 0;
1527    
1528     /* Find the next match command */
1529     cp1 = strstr(cp+6, "\n@match");
1530    
1531     /* Got a match - handle * as special case - proper regex would be .*,
1532     * but lots of messages don't use that form.
1533     */
1534     if (regex[0] == '*') gotmatch=1;
1535     else {
1536     char *pipe, *pnext=NULL;
1537     /* need to parse all the | seperators. Our re_cmp isn't
1538     * realy a fully blown regex parser.
1539     */
1540     for (pipe=regex; pipe != NULL; pipe = pnext) {
1541     pnext = strchr(pipe, '|');
1542     if (pnext) {
1543     *pnext = 0;
1544     pnext ++;
1545     }
1546     if (re_cmp(match, pipe)) {
1547     gotmatch = 1;
1548     break;
1549     }
1550     }
1551     }
1552     if (gotmatch) {
1553     if (cp1) {
1554     cp3 = (char*) malloc(cp1 - cp2 + 1);
1555     strncpy(cp3, cp2+1, cp1 - cp2);
1556     cp3[cp1 - cp2] = 0;
1557     }
1558     else { /* if no next match, just want the rest of the string */
1559     cp3 = strdup_local(cp2+1);
1560     }
1561     return cp3;
1562     }
1563     gotmatch = 0;
1564     if (cp1) cp = cp1 + 1;
1565     else return NULL;
1566     }
1567     }
1568     /* Should never get reached */
1569     }
1570    
1571     /* This function looks for an object or creature that is listening.
1572     * I've disabled the bit that has only the first npc monster listen -
1573     * we'll see how this works out. only the first npc listens, which
1574     * is sort of bogus since it uses the free_arr which has a preference
1575     * to certain directions.
1576     *
1577     * There is a rare even that the orig_map is used for - basically, if
1578     * a player says the magic word that gets him teleported off the map,
1579     * it can result in the new map putting the object count too high,
1580     * which forces the swap out of some other map. In some cases, the
1581     * map the player was just on now gets swapped out - thus, the
1582     * object on that map are no longer in memory. So check to see if the
1583     * players map changes, and if so, don't process any further.
1584     * If it does change, most likely we don't care about the results
1585     * of further conversation. Also, depending on the value of i,
1586     * the conversation would continue on the new map, which probably isn't
1587     * what is really wanted either.
1588     */
1589     void communicate(object *op, const char *txt) {
1590     object *npc;
1591     int i, mflags;
1592     sint16 x, y;
1593     mapstruct *mp, *orig_map = op->map;
1594    
1595     int flag=1; /*hasn't spoken to a NPC yet*/
1596     for(i = 0; i <= SIZEOFFREE2; i++) {
1597    
1598     mp = op->map;
1599     x = op->x + freearr_x[i];
1600     y = op->y + freearr_y[i];
1601    
1602     mflags = get_map_flags(mp, &mp, x, y, &x, &y);
1603     if (mflags & P_OUT_OF_MAP) continue;
1604    
1605     for(npc = get_map_ob(mp,x,y); npc != NULL; npc = npc->above) {
1606     if (npc->type == MAGIC_EAR) {
1607     (void) talk_to_wall(op, npc, txt); /* Maybe exit after 1. success? */
1608     if (orig_map != op->map) {
1609     LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1610     return;
1611     }
1612     }
1613     else if (flag) {
1614     #if 0
1615     if (talk_to_npc(op, npc,txt))
1616     flag=0; /* Can be crowded */
1617     #else
1618     talk_to_npc(op, npc,txt);
1619     #endif
1620     if (orig_map != op->map) {
1621     LOG(llevDebug,"Warning: Forced to swap out very recent map - MAX_OBJECTS should probably be increased\n");
1622     return;
1623     }
1624     }
1625     }
1626     }
1627     }
1628    
1629     static int do_talk_npc(object* op, object* npc, object* override, const char* txt)
1630     {
1631     char* cp;
1632     char buf[MAX_BUF];
1633    
1634     if(override->msg == NULL || *override->msg != '@')
1635     return 0;
1636    
1637     cp = find_matching_message(op, override->msg, txt);
1638     if (cp) {
1639     sprintf(buf,"%s says:",query_name(npc));
1640     new_info_map(NDI_NAVY|NDI_UNIQUE, npc->map,buf);
1641     new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map, cp);
1642     quest_apply_items(override,op->contr);
1643     free(cp);
1644     return 1;
1645     }
1646     return 0;
1647     }
1648    
1649     int talk_to_npc(object *op, object *npc, const char *txt) {
1650     object *cobj;
1651    
1652     /* Move this commone area up here - shouldn't cost much extra cpu
1653     * time, and makes the function more readable */
1654     /* Lauwenmark: Handle for plugin say event */
1655     if (op==npc) return 0;
1656     if (execute_event(npc, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1657     return 0;
1658     /* Lauwenmark - Here we let the objects inside inventories hear and answer, too. */
1659     /* This allows the existence of "intelligent" weapons you can discuss with */
1660     for(cobj=npc->inv;cobj!=NULL; cobj = cobj->below)
1661     {
1662     if (execute_event(cobj, EVENT_SAY,op,NULL,txt,SCRIPT_FIX_ALL)!=0)
1663     return 0;
1664     }
1665     for ( cobj = npc->inv; cobj; cobj = cobj->below )
1666     if ( quest_is_override_compatible( cobj, op ) )
1667     if ( do_talk_npc( op, npc, cobj, txt ) )
1668     return 1;
1669     return do_talk_npc( op, npc, npc, txt );
1670     }
1671    
1672     static int do_talk_wall(object* pl, object* npc, object* override, const char* txt)
1673     {
1674     char* cp;
1675     if(override->msg == NULL || *override->msg != '@')
1676     return 0;
1677    
1678     cp = find_matching_message(pl, override->msg, txt);
1679     if (!cp)
1680     return 0;
1681    
1682     new_info_map(NDI_NAVY | NDI_UNIQUE, npc->map,cp);
1683     use_trigger(npc);
1684     quest_apply_items(npc, pl->contr);
1685     free(cp);
1686    
1687     return 1;
1688     }
1689    
1690     int talk_to_wall(object* pl, object *npc, const char *txt) {
1691    
1692     object* inv;
1693    
1694     for ( inv = npc->inv; inv; inv = inv->below)
1695     if ( quest_is_override_compatible(inv, pl ) )
1696     if ( do_talk_wall( pl, npc, inv, txt ) )
1697     return 1;
1698    
1699     return do_talk_wall( pl, npc, npc, txt );;
1700     }
1701    
1702     /* find_mon_throw_ob() - modeled on find_throw_ob
1703     * This is probably overly simplistic as it is now - We want
1704     * monsters to throw things like chairs and other pieces of
1705     * furniture, even if they are not good throwable objects.
1706     * Probably better to have the monster throw a throwable object
1707     * first, then throw any non equipped weapon.
1708     */
1709    
1710     object *find_mon_throw_ob( object *op ) {
1711     object *tmp = NULL;
1712    
1713     if(op->head) tmp=op->head; else tmp=op;
1714    
1715     /* New throw code: look through the inventory. Grap the first legal is_thrown
1716     * marked item and throw it to the enemy.
1717     */
1718    
1719     for(tmp=op->inv;tmp;tmp=tmp->below) {
1720    
1721     /* Can't throw invisible objects or items that are applied */
1722     if(tmp->invisible || QUERY_FLAG(tmp,FLAG_APPLIED)) continue;
1723    
1724     if(QUERY_FLAG(tmp,FLAG_IS_THROWN))
1725     break;
1726    
1727     }
1728    
1729     #ifdef DEBUG_THROW
1730     LOG(llevDebug,"%s chooses to throw: %s (%d)\n",op->name,
1731     !(tmp)?"(nothing)":query_name(tmp),tmp?tmp->count:-1);
1732     #endif
1733    
1734     return tmp;
1735     }
1736    
1737     /* determine if we can 'detect' the enemy. Check for walls blocking the
1738     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1739     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1740     * modified by MSW to use the get_rangevector so that map tiling works
1741     * properly. I also so odd code in place that checked for x distance
1742     * OR y distance being within some range - that seemed wrong - both should
1743     * be within the valid range. MSW 2001-08-05
1744     * Returns 0 if enemy can not be detected, 1 if it is detected
1745     */
1746    
1747     int can_detect_enemy (object *op, object *enemy, rv_vector *rv) {
1748     int radius = MIN_MON_RADIUS, hide_discovery;
1749    
1750     /* null detection for any of these condtions always */
1751     if(!op || !enemy || !op->map || !enemy->map)
1752     return 0;
1753    
1754     /* If the monster (op) has no way to get to the enemy, do nothing */
1755     if (!on_same_map(op, enemy))
1756     return 0;
1757    
1758     get_rangevector(op, enemy, rv, 0);
1759    
1760     /* Monsters always ignore the DM */
1761     if ( ( op->type != PLAYER ) && QUERY_FLAG( enemy, FLAG_WIZ ) )
1762     return 0;
1763    
1764     /* simple check. Should probably put some range checks in here. */
1765     if(can_see_enemy(op,enemy)) return 1;
1766    
1767     /* The rest of this is for monsters. Players are on their own for
1768     * finding enemies!
1769     */
1770     if(op->type==PLAYER) return 0;
1771    
1772     /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1773     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1774     */
1775     if(enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1776     return 0;
1777    
1778     /* use this for invis also */
1779     hide_discovery = op->stats.Int/5;
1780    
1781     /* Determine Detection radii */
1782     if(!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1783     radius = (op->stats.Wis/5)+1>MIN_MON_RADIUS?(op->stats.Wis/5)+1:MIN_MON_RADIUS;
1784     else { /* a level/INT/Dex adjustment for hiding */
1785     object *sk_hide;
1786     int bonus = (op->level/2) + (op->stats.Int/5);
1787    
1788     if(enemy->type==PLAYER) {
1789     if((sk_hide = find_skill_by_number(enemy,SK_HIDING)))
1790     bonus -= sk_hide->level;
1791     else {
1792     LOG(llevError,"can_detect_enemy() got hidden player w/o hiding skill!\n");
1793     make_visible(enemy);
1794     radius=radius<MIN_MON_RADIUS?MIN_MON_RADIUS:radius;
1795     }
1796     }
1797     else /* enemy is not a player */
1798     bonus -= enemy->level;
1799    
1800     radius += bonus/5;
1801     hide_discovery += bonus*5;
1802     } /* else creature has modifiers for hiding */
1803    
1804     /* Radii stealth adjustment. Only if you are stealthy
1805     * will you be able to sneak up closer to creatures */
1806     if(QUERY_FLAG(enemy,FLAG_STEALTH))
1807     radius = radius/2, hide_discovery = hide_discovery/3;
1808    
1809     /* Radii adjustment for enemy standing in the dark */
1810     if(op->map->darkness>0 && !stand_in_light(enemy)) {
1811     /* on dark maps body heat can help indicate location with infravision
1812     * undead don't have body heat, so no benefit detecting them.
1813     */
1814     if(QUERY_FLAG(op,FLAG_SEE_IN_DARK) && !is_true_undead(enemy))
1815     radius += op->map->darkness/2;
1816     else
1817     radius -= op->map->darkness/2;
1818    
1819     /* op next to a monster (and not in complete darkness)
1820     * the monster should have a chance to see you.
1821     */
1822     if(radius<MIN_MON_RADIUS && op->map->darkness<5 && rv->distance<=1)
1823     radius = MIN_MON_RADIUS;
1824     } /* if on dark map */
1825    
1826     /* Lets not worry about monsters that have incredible detection
1827     * radii, we only need to worry here about things the player can
1828     * (potentially) see. This is 13, as that is the maximum size the player
1829     * may have for their map - in that way, creatures at the edge will
1830     * do something. Note that the distance field in the
1831     * vector is real distance, so in theory this should be 18 to
1832     * find that.
1833     */
1834     if(radius>13) radius = 13;
1835    
1836     /* Enemy in range! Now test for detection */
1837     if ((int) rv->distance <= radius) {
1838     /* ah, we are within range, detected? take cases */
1839     if(!enemy->invisible) /* enemy in dark squares... are seen! */
1840     return 1;
1841    
1842     /* hidden or low-quality invisible */
1843     if(enemy->hide && (rv->distance <= 1) && (RANDOM()%100<=hide_discovery)) {
1844     make_visible(enemy);
1845     /* inform players of new status */
1846     if(enemy->type==PLAYER && player_can_view(enemy,op))
1847     new_draw_info_format(NDI_UNIQUE,0, enemy,
1848     "You are discovered by %s!",op->name);
1849     return 1; /* detected enemy */
1850     }
1851     else if (enemy->invisible) {
1852     /* Change this around - instead of negating the invisible, just
1853     * return true so that the mosnter that managed to detect you can
1854     * do something to you. Decreasing the duration of invisible
1855     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1856     * can then basically negate the spell. The spell isn't negated -
1857     * they just know where you are!
1858     */
1859     if ((RANDOM() % 50) <= hide_discovery) {
1860     if (enemy->type == PLAYER) {
1861     new_draw_info_format(NDI_UNIQUE,0, enemy,
1862     "You see %s noticing your position.", query_name(op));
1863     }
1864     return 1;
1865     }
1866     }
1867     } /* within range */
1868    
1869     /* Wasn't detected above, so still hidden */
1870     return 0;
1871     }
1872    
1873     /* determine if op stands in a lighted square. This is not a very
1874     * intellegent algorithm. For one thing, we ignore los here, SO it
1875     * is possible for a bright light to illuminate a player on the
1876     * other side of a wall (!).
1877     */
1878    
1879     int stand_in_light( object *op) {
1880     sint16 nx,ny;
1881     mapstruct *m;
1882    
1883    
1884     if(!op) return 0;
1885     if(op->glow_radius > 0) return 1;
1886    
1887     if(op->map) {
1888     int x, y, x1, y1;
1889    
1890    
1891    
1892     /* Check the spaces with the max light radius to see if any of them
1893     * have lights, and if any of them light the player enough, then return 1.
1894     */
1895     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++) {
1896     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++) {
1897     m = op->map;
1898     nx = x;
1899     ny = y;
1900    
1901     if (get_map_flags(m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP) continue;
1902    
1903     x1 = abs(x - op->x)*abs(x - op->x);
1904     y1 = abs(y - op->y)*abs(y - op->y);
1905     if (isqrt(x1 + y1) < GET_MAP_LIGHT(m, nx, ny)) return 1;
1906     }
1907     }
1908     }
1909     return 0;
1910     }
1911    
1912    
1913     /* assuming no walls/barriers, lets check to see if its *possible*
1914     * to see an enemy. Note, "detection" is different from "seeing".
1915     * See can_detect_enemy() for more details. -b.t.
1916     * return 0 if can't be seen, 1 if can be
1917     */
1918    
1919     int can_see_enemy (object *op, object *enemy) {
1920     object *looker = op->head?op->head:op;
1921    
1922     /* safety */
1923     if(!looker||!enemy||!QUERY_FLAG(looker,FLAG_ALIVE))
1924     return 0;
1925    
1926     /* we dont give a full treatment of xrays here (shorter range than normal,
1927     * see through walls). Should we change the code elsewhere to make you
1928     * blind even if you can xray?
1929     */
1930     if(QUERY_FLAG(looker,FLAG_BLIND) && !QUERY_FLAG(looker,FLAG_XRAYS))
1931     return 0;
1932    
1933     /* checking for invisible things */
1934     if(enemy->invisible) {
1935     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1936     * However,if you carry any source of light, then the hidden
1937     * creature is seeable (and stupid) */
1938    
1939     if(has_carried_lights(enemy)) {
1940     if(enemy->hide) {
1941     make_visible(enemy);
1942     new_draw_info(NDI_UNIQUE,0, enemy,
1943     "Your light reveals your hiding spot!");
1944     }
1945     return 1;
1946     } else if (enemy->hide) return 0;
1947    
1948     /* Invisible enemy. Break apart the check for invis undead/invis looker
1949     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1950     * and making it a conditional makes the code pretty ugly.
1951     */
1952     if (!QUERY_FLAG(looker,FLAG_SEE_INVISIBLE)) {
1953     if (makes_invisible_to(enemy, looker)) return 0;
1954     }
1955     } else if(looker->type==PLAYER) /* for players, a (possible) shortcut */
1956     if(player_can_view(looker,enemy)) return 1;
1957    
1958     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1959     * unless they carry a light or stand in light. Darkness doesnt
1960     * inhibit the undead per se (but we should give their archs
1961     * CAN_SEE_IN_DARK, this is just a safety
1962     * we care about the enemy maps status, not the looker.
1963     * only relevant for tiled maps, but it is possible that the
1964     * enemy is on a bright map and the looker on a dark - in that
1965     * case, the looker can still see the enemy
1966     */
1967     if(enemy->map->darkness>0&&!stand_in_light(enemy)
1968     &&(!QUERY_FLAG(looker,FLAG_SEE_IN_DARK)||
1969     !is_true_undead(looker)||!QUERY_FLAG(looker,FLAG_XRAYS)))
1970     return 0;
1971    
1972     return 1;
1973     }
1974