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Revision: 1.100
Committed: Sat Nov 17 23:40:04 2018 UTC (5 years, 6 months ago) by root
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Branch: MAIN
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copyright update 2018

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# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.95 *
4 root 1.100 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.96 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.80 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.95 *
9 root 1.69 * Deliantra is free software: you can redistribute it and/or modify it under
10     * the terms of the Affero GNU General Public License as published by the
11     * Free Software Foundation, either version 3 of the License, or (at your
12     * option) any later version.
13 root 1.95 *
14 root 1.36 * This program is distributed in the hope that it will be useful,
15     * but WITHOUT ANY WARRANTY; without even the implied warranty of
16     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17     * GNU General Public License for more details.
18 root 1.95 *
19 root 1.69 * You should have received a copy of the Affero GNU General Public License
20     * and the GNU General Public License along with this program. If not, see
21     * <http://www.gnu.org/licenses/>.
22 root 1.95 *
23 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.22 */
25 elmex 1.1
26 root 1.71 //+GPL
27    
28 elmex 1.1 #include <global.h>
29 root 1.18 #include <sproto.h>
30     #include <spells.h>
31     #include <skills.h>
32 elmex 1.1
33 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
34 elmex 1.1
35     /* checks npc->enemy and returns that enemy if still valid,
36     * NULL otherwise.
37     * this is map tile aware.
38     * If this returns an enemy, the range vector rv should also be
39     * set to sane values.
40     */
41 root 1.8 object *
42     check_enemy (object *npc, rv_vector * rv)
43     {
44     /* if this is pet, let him attack the same enemy as his owner
45     * TODO: when there is no ower enemy, try to find a target,
46     * which CAN attack the owner. */
47     if ((npc->attack_movement & HI4) == PETMOVE)
48     {
49     if (npc->owner == NULL)
50     npc->enemy = NULL;
51     else if (npc->enemy == NULL)
52     npc->enemy = npc->owner->enemy;
53     }
54    
55 root 1.68 /* periodically, a monster may change its target. Also, if the object
56 root 1.8 * has been destroyed, etc, clear the enemy.
57 root 1.98 * TODO: this should be changed, because it invokes to attack forced or
58     * attacked monsters to leave the attacker alone, before it is destroyed
59 root 1.8 */
60 root 1.68 /* I had removed the random target leave, this invokes problems with friendly
61 root 1.8 * objects, getting attacked and defending herself - they don't try to attack
62 root 1.98 * again then but perhaps get attack on and on
63 root 1.8 * If we include a aggravated flag in , we can handle evil vs evil and good vs good
64     * too. */
65 elmex 1.1
66 root 1.8 if (npc->enemy)
67 elmex 1.1 {
68 root 1.8 /* I broke these if's apart to better be able to see what
69     * the grouping checks are. Code is the same.
70     */
71 root 1.85 if (npc->enemy->flag [FLAG_REMOVED] ||
72     npc->enemy->flag [FLAG_FREED] ||
73     !on_same_map (npc, npc->enemy) || npc == npc->enemy || npc->flag [FLAG_NEUTRAL] || npc->enemy->flag [FLAG_NEUTRAL])
74 root 1.68 npc->enemy = 0;
75 root 1.8
76 root 1.85 else if (npc->flag [FLAG_FRIENDLY] && ((npc->enemy->flag [FLAG_FRIENDLY]
77 root 1.8 && !(should_arena_attack (npc, npc->owner, npc->enemy)))
78     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79     || npc->enemy == npc->owner))
80 root 1.68 npc->enemy = 0;
81 root 1.8
82    
83 root 1.85 else if (!npc->flag [FLAG_FRIENDLY] && (!npc->enemy->flag [FLAG_FRIENDLY] && npc->enemy->type != PLAYER))
84 root 1.68 npc->enemy = 0;
85 root 1.8
86     /* I've noticed that pets could sometimes get an arrow as the
87     * target enemy - this code below makes sure the enemy is something
88     * that should be attacked. My guess is that the arrow hits
89     * the creature/owner, and so the creature then takes that
90     * as the enemy to attack.
91     */
92 root 1.85 else if (!npc->enemy->flag [FLAG_MONSTER]
93     && !npc->enemy->flag [FLAG_GENERATOR]
94 root 1.26 && npc->enemy->type != PLAYER
95     && npc->enemy->type != GOLEM)
96 root 1.68 npc->enemy = 0;
97 elmex 1.1 }
98 root 1.37
99 root 1.68 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : 0;
100 elmex 1.1 }
101    
102     /* Returns the nearest living creature (monster or generator).
103     * Modified to deal with tiled maps properly.
104     * Also fixed logic so that monsters in the lower directions were more
105     * likely to be skipped - instead of just skipping the 'start' number
106     * of direction, revisit them after looking at all the other spaces.
107     *
108     * Note that being this may skip some number of spaces, it will
109     * not necessarily find the nearest living creature - it basically
110     * chooses one from within a 3 space radius, and since it skips
111 root 1.98 * the first few directions, it could very well choose something
112 elmex 1.1 * 3 spaces away even though something directly north is closer.
113     *
114     * this function is map tile aware.
115     */
116 root 1.8 object *
117     find_nearest_living_creature (object *npc)
118     {
119     int i, mflags;
120     sint16 nx, ny;
121 root 1.12 maptile *m;
122 root 1.8 int search_arr[SIZEOFFREE];
123    
124     get_search_arr (search_arr);
125 root 1.21
126 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
127     {
128     /* modified to implement smart searching using search_arr
129     * guidance array to determine direction of search order
130     */
131 root 1.99 nx = npc->x + DIRX (search_arr[i]);
132     ny = npc->y + DIRY (search_arr[i]);
133 root 1.8 m = npc->map;
134    
135     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
136 root 1.21
137 root 1.8 if (mflags & P_OUT_OF_MAP)
138     continue;
139    
140     if (mflags & P_IS_ALIVE)
141     {
142 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
143     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
144 root 1.8 if (can_see_monsterP (m, nx, ny, i))
145     return tmp;
146 root 1.21 }
147 elmex 1.1 }
148 root 1.21
149     return 0;
150 elmex 1.1 }
151    
152 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
153 elmex 1.1 * our caller will find the information useful.
154     * Currently, only move_monster calls this function.
155     * Fix function so that we always make calls to get_rangevector
156     * if we have a valid target - function as not doing so in
157     * many cases.
158     */
159 root 1.73 static object *
160 root 1.8 find_enemy (object *npc, rv_vector * rv)
161 elmex 1.1 {
162 root 1.8 object *attacker, *tmp = NULL;
163    
164     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
165 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
166 elmex 1.1
167 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
168 root 1.85 if (npc->flag [FLAG_BERSERK])
169 root 1.8 {
170     tmp = find_nearest_living_creature (npc);
171 root 1.9
172 root 1.8 if (tmp)
173     get_rangevector (npc, tmp, rv, 0);
174 root 1.37
175 root 1.8 return tmp;
176     }
177    
178     /* Here is the main enemy selection.
179 root 1.98 * We want this: if there is an enemy, attack him until its not possible or
180 root 1.8 * one of both is dead.
181     * If we have no enemy and we are...
182     * a monster: try to find a player, a pet or a friendly monster
183     * a friendly: only target a monster which is targeting you first or targeting a player
184     * a neutral: fight a attacker (but there should be none), then do nothing
185     * a pet: attack player enemy or a monster
186     */
187    
188     /* pet move */
189     if ((npc->attack_movement & HI4) == PETMOVE)
190     {
191     tmp = get_pet_enemy (npc, rv);
192 root 1.9
193 root 1.8 if (tmp)
194     get_rangevector (npc, tmp, rv, 0);
195 root 1.9
196 root 1.8 return tmp;
197     }
198 elmex 1.1
199 root 1.8 /* we check our old enemy. */
200 root 1.9 if (!(tmp = check_enemy (npc, rv)))
201 elmex 1.1 {
202 root 1.8 if (attacker) /* if we have an attacker, check him */
203 elmex 1.1 {
204 pippijn 1.48 /* TODO: that's not finished */
205 root 1.9 /* we don't want a fight evil vs evil or good against non evil */
206    
207 root 1.85 if (npc->flag [FLAG_NEUTRAL] || attacker->flag [FLAG_NEUTRAL] || /* neutral */
208     (npc->flag [FLAG_FRIENDLY] && attacker->flag [FLAG_FRIENDLY]) ||
209     (!npc->flag [FLAG_FRIENDLY] && (!attacker->flag [FLAG_FRIENDLY] && attacker->type != PLAYER)))
210     npc->clr_flag (FLAG_SLEEP); /* skip it, but lets wakeup */
211 pippijn 1.48 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
212 elmex 1.1 {
213 root 1.85 npc->clr_flag (FLAG_SLEEP); /* well, NOW we really should wake up! */
214 root 1.9 npc->enemy = attacker;
215     return attacker; /* yes, we face our attacker! */
216 elmex 1.1 }
217     }
218 root 1.8
219     /* we have no legal enemy or attacker, so we try to target a new one */
220 root 1.85 if (!npc->flag [FLAG_UNAGGRESSIVE] && !npc->flag [FLAG_FRIENDLY] && !npc->flag [FLAG_NEUTRAL])
221 elmex 1.1 {
222 root 1.8 npc->enemy = get_nearest_player (npc);
223     if (npc->enemy)
224     tmp = check_enemy (npc, rv);
225 elmex 1.1 }
226 root 1.8
227 elmex 1.1 }
228    
229 root 1.8 return tmp;
230 elmex 1.1 }
231    
232     /* Sees if this monster should wake up.
233     * Currently, this is only called from move_monster, and
234     * if enemy is set, then so should be rv.
235     * returns 1 if the monster should wake up, 0 otherwise.
236     */
237 root 1.73 static int
238 root 1.50 check_wakeup (object *op, object *enemy, rv_vector *rv)
239 root 1.8 {
240     /* Trim work - if no enemy, no need to do anything below */
241     if (!enemy)
242     return 0;
243    
244 root 1.58 if (!op->flag [FLAG_SLEEP])
245     return 1;
246    
247 root 1.50 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
248    
249     if (op->flag [FLAG_BLIND])
250     /* blinded monsters can only find nearby objects to attack */
251 root 1.8 radius = MIN_MON_RADIUS;
252 root 1.50 else if (op->map
253     && !enemy->invisible
254     && !stand_in_light (enemy)
255     && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
256 root 1.98 /* 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 root 1.50 * the dark. */
261 root 1.93 min_it (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
262 root 1.8
263 root 1.50 if (enemy->flag [FLAG_STEALTH])
264     radius = radius / 2 + 1;
265 elmex 1.1
266 root 1.8 /* enemy should already be on this map, so don't really need to check
267     * for that.
268     */
269 root 1.50 if (rv->distance <= radius)
270 root 1.8 {
271 root 1.85 op->clr_flag (FLAG_SLEEP);
272 root 1.8 return 1;
273 elmex 1.1 }
274 root 1.50
275 root 1.8 return 0;
276 elmex 1.1 }
277    
278 root 1.74 static int
279 root 1.8 move_randomly (object *op)
280     {
281 root 1.47 /* Give up to 15 chances for a monster to move randomly */
282     for (int i = 0; i < 15; i++)
283 root 1.79 if (op->move (rndm (8) + 1))
284 root 1.47 return 1;
285 elmex 1.1
286 root 1.8 return 0;
287 elmex 1.1 }
288    
289     /*
290 root 1.72 * monster_can_pick(): If the monster is interested in picking up
291     * the item, then return 0. Otherwise 0.
292     * Instead of pick_up, flags for "greed", etc, should be used.
293     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
294 elmex 1.1 */
295 root 1.72 static int
296     monster_can_pick (object *monster, object *item)
297 root 1.8 {
298 root 1.72 int flag = 0;
299     int i;
300 root 1.8
301 root 1.72 if (!can_pick (monster, item))
302 root 1.8 return 0;
303    
304 root 1.85 if (item->flag [FLAG_UNPAID])
305 root 1.72 return 0;
306 root 1.8
307 root 1.72 if (monster->pick_up & 64) /* All */
308     flag = 1;
309 root 1.8
310 root 1.72 else
311     switch (item->type)
312     {
313     case MONEY:
314     case GEM:
315     flag = monster->pick_up & 2;
316     break;
317 root 1.8
318 root 1.72 case FOOD:
319     flag = monster->pick_up & 4;
320     break;
321 root 1.8
322 root 1.72 case WEAPON:
323 root 1.85 flag = (monster->pick_up & 8) || monster->flag [FLAG_USE_WEAPON];
324 root 1.72 break;
325 root 1.8
326 root 1.72 case ARMOUR:
327     case SHIELD:
328     case HELMET:
329     case BOOTS:
330     case GLOVES:
331     case GIRDLE:
332 root 1.85 flag = (monster->pick_up & 16) || monster->flag [FLAG_USE_ARMOUR];
333 root 1.72 break;
334 root 1.4
335 root 1.72 case SKILL:
336 root 1.85 flag = monster->flag [FLAG_CAN_USE_SKILL];
337 root 1.72 break;
338 root 1.8
339 root 1.72 case RING:
340 root 1.85 flag = monster->flag [FLAG_USE_RING];
341 root 1.72 break;
342 elmex 1.1
343 root 1.90 case RANGED:
344 root 1.72 case WAND:
345     case HORN:
346     case ROD:
347 root 1.85 flag = monster->flag [FLAG_USE_RANGE];
348 root 1.72 break;
349 elmex 1.1
350 root 1.72 case SPELLBOOK:
351 root 1.85 flag = monster->arch && monster->arch->flag [FLAG_CAST_SPELL];
352 root 1.72 break;
353 elmex 1.1
354 root 1.72 case SCROLL:
355 root 1.85 flag = monster->flag [FLAG_USE_SCROLL];
356 root 1.72 break;
357 root 1.2
358 root 1.72 case BOW:
359     case ARROW:
360 root 1.85 flag = monster->flag [FLAG_USE_BOW];
361 root 1.72 break;
362     }
363 root 1.2
364 root 1.72 /* Simplistic check - if the monster has a location to equip it, he will
365     * pick it up. Note that this doesn't handle cases where an item may
366     * use several locations.
367     */
368     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
369 root 1.8 {
370 root 1.72 if (monster->slot[i].info && item->slot[i].info)
371 root 1.8 {
372 root 1.72 flag = 1;
373     break;
374 root 1.4 }
375 root 1.72 }
376 elmex 1.1
377 root 1.97 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && !flag))
378 root 1.72 return 1;
379 root 1.47
380 root 1.72 return 0;
381     }
382 root 1.47
383 root 1.72 /*
384     * monster_check_pickup(): checks for items that monster can pick up.
385     *
386     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
387     * Each time the blob passes over some treasure, it will
388     * grab it a.s.a.p.
389     *
390     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
391     * to handle this.
392     *
393     * This function was seen be continueing looping at one point (tmp->below
394     * became a recursive loop. It may be better to call monster_check_apply
395     * after we pick everything up, since that function may call others which
396     * affect stacking on this space.
397     */
398     static void
399     monster_check_pickup (object *monster)
400     {
401 root 1.97 for (object *next, *tmp = monster->below; tmp; tmp = next)
402 root 1.72 {
403     next = tmp->below;
404 root 1.97
405 root 1.72 if (monster_can_pick (monster, tmp))
406     {
407     tmp->remove ();
408     tmp = insert_ob_in_ob (tmp, monster);
409 root 1.77 monster_check_apply (monster, tmp);
410 root 1.72 }
411 root 1.77
412 root 1.72 /* We could try to re-establish the cycling, of the space, but probably
413     * not a big deal to just bail out.
414     */
415     if (next && next->destroyed ())
416     return;
417     }
418     }
419 root 1.47
420 root 1.72 /*
421     * monster_apply_below():
422     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
423     * eager to apply things, encounters something apply-able,
424     * then make him apply it
425     */
426     static void
427     monster_apply_below (object *monster)
428     {
429     object *tmp, *next;
430 root 1.47
431 root 1.72 for (tmp = monster->below; tmp != NULL; tmp = next)
432     {
433     next = tmp->below;
434     switch (tmp->type)
435     {
436     case T_HANDLE:
437     case TRIGGER:
438     if (monster->will_apply & 1)
439 root 1.83 monster->apply (tmp);
440 root 1.72 break;
441 root 1.47
442 root 1.72 case TREASURE:
443     if (monster->will_apply & 2)
444 root 1.83 monster->apply (tmp);
445 root 1.72 break;
446 root 1.47
447 root 1.72 }
448 root 1.85 if (tmp->flag [FLAG_IS_FLOOR])
449 root 1.72 break;
450     }
451     }
452 root 1.47
453 root 1.72 /* Returns 1 is monster should cast spell sp at an enemy
454     * Returns 0 if the monster should not cast this spell.
455     *
456     * Note that this function does not check to see if the monster can
457     * in fact cast the spell (sp dependencies and what not.) That is because
458     * this function is also sued to see if the monster should use spell items
459     * (rod/horn/wand/scroll).
460     * Note that there are certainly other offensive spells that could be
461     * included, but I decided to leave out the spells that may kill more
462     * monsters than players (eg, disease).
463     *
464     * This could be a lot smarter - if there are few monsters around,
465     * then disease might not be as bad. Likewise, if the monster is damaged,
466     * the right type of healing spell could be useful.
467     */
468     static int
469     monster_should_cast_spell (object *monster, object *spell_ob)
470     {
471     if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
472     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
473     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
474     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
475     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
476     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
477     return 1;
478 root 1.47
479 root 1.72 return 0;
480     }
481 root 1.8
482 root 1.72 /* Checks if putting on 'item' will make 'who' do more
483     * damage. This is a very simplistic check - also checking things
484     * like speed and ac are also relevant.
485     *
486     * return true if item is a better object.
487     */
488     static int
489     check_good_weapon (object *who, object *item)
490     {
491     object *other_weap;
492     int val = 0, i;
493 root 1.8
494 root 1.72 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
495 root 1.85 if (other_weap->type == item->type && other_weap->flag [FLAG_APPLIED])
496 root 1.72 break;
497 root 1.8
498 root 1.72 if (!other_weap) /* No other weapons */
499     return 1;
500 root 1.8
501 root 1.72 /* Rather than go through and apply the new one, and see if it is
502     * better, just do some simple checks
503     * Put some multipliers for things that hvae several effects,
504     * eg, magic affects both damage and wc, so it has more weight
505 root 1.8 */
506    
507 root 1.72 val = item->stats.dam - other_weap->stats.dam;
508     val += (item->magic - other_weap->magic) * 3;
509     /* Monsters don't really get benefits from things like regen rates
510     * from items. But the bonus for their stats are very important.
511 root 1.8 */
512 root 1.72 for (i = 0; i < NUM_STATS; i++)
513     val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
514 root 1.8
515 root 1.72 if (val > 0)
516     return 1;
517     else
518     return 0;
519     }
520 root 1.8
521 root 1.72 static int
522     check_good_armour (object *who, object *item)
523     {
524     object *other_armour;
525     int val = 0, i;
526 root 1.31
527 root 1.72 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
528 root 1.85 if (other_armour->type == item->type && other_armour->flag [FLAG_APPLIED])
529 root 1.72 break;
530 root 1.8
531 root 1.72 if (other_armour == NULL) /* No other armour, use the new */
532     return 1;
533 elmex 1.1
534 root 1.72 /* Like above function , see which is better */
535     val = item->stats.ac - other_armour->stats.ac;
536     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
537     val += (item->magic - other_armour->magic) * 3;
538 elmex 1.1
539 root 1.72 /* for the other protections, do weigh them very much in the equation -
540     * it is the armor protection which is most important, because there is
541 root 1.98 * no good way to know what the player may attack the monster with.
542 root 1.72 * So if the new item has better protection than the old, give that higher
543     * value. If the reverse, then decrease the value of this item some.
544     */
545     for (i = 1; i < NROFATTACKS; i++)
546     {
547     if (item->resist[i] > other_armour->resist[i])
548     val++;
549     else if (item->resist[i] < other_armour->resist[i])
550     val--;
551     }
552 root 1.31
553 root 1.72 /* Very few armours have stats, so not much need to worry about those. */
554 root 1.31
555 root 1.72 if (val > 0)
556     return 1;
557     else
558     return 0;
559     }
560 root 1.4
561 root 1.72 /*
562     * monster_check_apply() is meant to be called after an item is
563     * inserted in a monster.
564     * If an item becomes outdated (monster found a better item),
565     * a pointer to that object is returned, so it can be dropped.
566     * (so that other monsters can pick it up and use it)
567     * Note that as things are now, monsters never drop something -
568     * they can pick up all that they can use.
569     */
570     /* Sept 96, fixed this so skills will be readied -b.t.*/
571     void
572     monster_check_apply (object *mon, object *item)
573     {
574     int flag = 0;
575 elmex 1.1
576 root 1.85 if (item->type == SPELLBOOK && mon->arch && (mon->arch->flag [FLAG_CAST_SPELL]))
577 root 1.56 {
578 root 1.85 mon->set_flag (FLAG_CAST_SPELL);
579 root 1.72 return;
580     }
581 root 1.55
582 root 1.72 /* If for some reason, this item is already applied, no more work to do */
583 root 1.85 if (item->flag [FLAG_APPLIED])
584 root 1.72 return;
585 root 1.57
586 root 1.72 /* Might be better not to do this - if the monster can fire a bow,
587     * it is possible in his wanderings, he will find one to use. In
588     * which case, it would be nice to have ammo for it.
589     */
590 root 1.85 if (mon->flag [FLAG_USE_BOW] && item->type == ARROW)
591 root 1.72 {
592     /* Check for the right kind of bow */
593     object *bow;
594 root 1.54
595 root 1.72 for (bow = mon->inv; bow; bow = bow->below)
596     if (bow->type == BOW && bow->race == item->race)
597     {
598 root 1.85 mon->set_flag (FLAG_READY_BOW);
599 root 1.72 return; /* nothing more to do for arrows */
600     }
601     }
602 root 1.61
603 root 1.72 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
604     flag = 1;
605     /* Eating food gets hp back */
606     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
607     flag = 1;
608 root 1.85 else if (item->type == SCROLL && mon->flag [FLAG_USE_SCROLL])
609 root 1.72 {
610     if (!item->inv)
611     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
612     else if (monster_should_cast_spell (mon, item->inv))
613 root 1.85 mon->set_flag (FLAG_READY_SCROLL);
614 root 1.72 /* Don't use it right now */
615     return;
616     }
617     else if (item->type == WEAPON)
618     flag = check_good_weapon (mon, item);
619     else if (item->is_armor ())
620     flag = check_good_armour (mon, item);
621     /* Should do something more, like make sure this is a better item */
622     else if (item->type == RING)
623     flag = 1;
624     else if (item->type == WAND || item->type == ROD || item->type == HORN)
625     {
626     /* We never really 'ready' the wand/rod/horn, because that would mean the
627     * weapon would get undone.
628     */
629     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
630 root 1.57 {
631 root 1.85 mon->set_flag (FLAG_READY_RANGE);
632     item->set_flag (FLAG_APPLIED);
633 root 1.57 }
634 root 1.72 return;
635     }
636     else if (item->type == BOW)
637     {
638     /* We never really 'ready' the bow, because that would mean the
639     * weapon would get undone.
640     */
641     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
642 root 1.85 mon->set_flag (FLAG_READY_BOW);
643 root 1.72 return;
644     }
645     else if (item->type == SKILL)
646     {
647     /*
648     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
649     * else they can't use the skill...
650     * Skills also don't need to get applied, so return now.
651     */
652 root 1.85 mon->set_flag (FLAG_READY_SKILL);
653 root 1.72 return;
654 root 1.54 }
655 root 1.55
656 root 1.72 /* if we don't match one of the above types, return now.
657 root 1.98 * can_apply_object will say that we can apply things like flesh,
658 root 1.72 * bolts, and whatever else, because it only checks against the
659     * body_info locations.
660     */
661     if (!flag)
662     return;
663 root 1.71
664 root 1.72 /* Check to see if the monster can use this item. If not, no need
665     * to do further processing. Note that can_apply_object already checks
666     * for the CAN_USE flags.
667     */
668     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
669     return;
670 elmex 1.1
671 root 1.72 /* should only be applying this item, not unapplying it.
672     * also, ignore status of curse so they can take off old armour.
673     * monsters have some advantages after all.
674     */
675 root 1.83 mon->apply (item, AP_APPLY | AP_IGNORE_CURSE);
676 root 1.72 }
677 elmex 1.1
678 root 1.72 static int
679     can_hit (object *ob1, object *ob2, rv_vector * rv)
680     {
681     object *more;
682     rv_vector rv1;
683 elmex 1.1
684 root 1.85 if (ob1->flag [FLAG_CONFUSED] && !(rndm (3)))
685 root 1.72 return 0;
686 root 1.4
687 root 1.72 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688     return 1;
689 root 1.4
690 root 1.72 /* check all the parts of ob2 - just because we can't get to
691     * its head doesn't mean we don't want to pound its feet
692     */
693     for (more = ob2->more; more; more = more->more)
694     {
695     get_rangevector (ob1, more, &rv1, 0);
696     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
697     return 1;
698     }
699 root 1.4
700 root 1.72 return 0;
701     }
702 root 1.4
703 root 1.72 static int
704     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
705     {
706     if (can_hit (part, enemy, rv))
707     return dir;
708 root 1.4
709 root 1.72 if (rv->distance < 10)
710     return absdir (dir + 4);
711     else if (rv->distance > 18)
712     return dir;
713 root 1.4
714 root 1.72 return 0;
715     }
716 root 1.4
717 root 1.72 static int
718     run_att (int dir, object *ob, object *enemy, object *part, rv_vector *rv)
719     {
720     if (can_hit (part, enemy, rv))
721     return dir;
722     else
723     return absdir (dir + 4);
724     }
725 elmex 1.1
726 root 1.72 static int
727     hitrun_att (int dir, object *ob, object *enemy)
728     {
729     if (ob->move_status++ < 25)
730     return dir;
731     else if (ob->move_status < 50)
732     return absdir (dir + 4);
733     else
734     ob->move_status = 0;
735 root 1.8
736 root 1.72 return absdir (dir + 4);
737     }
738 elmex 1.1
739 root 1.72 static int
740     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
741     {
742     int inrange = can_hit (part, enemy, rv);
743 root 1.8
744 root 1.72 if (ob->move_status || inrange)
745     ob->move_status++;
746 elmex 1.1
747 root 1.72 if (ob->move_status == 0)
748     return 0;
749     else if (ob->move_status < 10)
750     return dir;
751     else if (ob->move_status < 15)
752     return absdir (dir + 4);
753 elmex 1.1
754 root 1.72 ob->move_status = 0;
755     return 0;
756     }
757 elmex 1.1
758 root 1.72 static int
759     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
760     {
761     /* The logic below here looked plain wrong before. Basically, what should
762     * happen is that if the creatures hp percentage falls below run_away,
763     * the creature should run away (dir+4)
764     * I think its wrong for a creature to have a zero maxhp value, but
765     * at least one map has this set, and whatever the map contains, the
766     * server should try to be resilant enough to avoid the problem
767 root 1.8 */
768 root 1.72 if (ob->stats.hp * 100 < ob->stats.maxhp * ob->run_away)
769     return absdir (dir + 4);
770 elmex 1.1
771 root 1.72 return dist_att (dir, ob, enemy, part, rv);
772     }
773 elmex 1.1
774 root 1.72 static int
775     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
776     {
777     if (rv->distance < 9)
778     return absdir (dir + 4);
779 root 1.43
780 root 1.8 return 0;
781 elmex 1.1 }
782 root 1.5
783 root 1.72 static void
784     circ1_move (object *ob)
785     {
786     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
787    
788     if (++ob->move_status > 11)
789     ob->move_status = 0;
790    
791 root 1.79 if (!(ob->move (circle[ob->move_status])))
792     ob->move (rndm (8) + 1);
793 root 1.72 }
794    
795     static void
796     circ2_move (object *ob)
797 root 1.8 {
798 root 1.72 static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
799    
800     if (++ob->move_status > 19)
801     ob->move_status = 0;
802    
803 root 1.79 if (!(ob->move (circle[ob->move_status])))
804     ob->move (rndm (8) + 1);
805 root 1.72 }
806 elmex 1.1
807 root 1.72 static void
808     pace_movev (object *ob)
809     {
810     if (ob->move_status++ > 6)
811     ob->move_status = 0;
812 elmex 1.1
813 root 1.72 if (ob->move_status < 4)
814 root 1.79 ob->move (5);
815 root 1.72 else
816 root 1.79 ob->move (1);
817 root 1.72 }
818 elmex 1.1
819 root 1.72 static void
820     pace_moveh (object *ob)
821     {
822     if (ob->move_status++ > 6)
823     ob->move_status = 0;
824 root 1.47
825 root 1.72 if (ob->move_status < 4)
826 root 1.79 ob->move (3);
827 root 1.72 else
828 root 1.79 ob->move (7);
829 elmex 1.1 }
830    
831 root 1.72 static void
832     pace2_movev (object *ob)
833     {
834     if (ob->move_status++ > 16)
835     ob->move_status = 0;
836    
837     if (ob->move_status < 6)
838 root 1.79 ob->move (5);
839 root 1.72 else if (ob->move_status < 8)
840     return;
841     else if (ob->move_status < 13)
842 root 1.79 ob->move (1);
843 root 1.72 else
844     return;
845     }
846 elmex 1.1
847 root 1.72 static void
848     pace2_moveh (object *ob)
849 elmex 1.1 {
850 root 1.72 if (ob->move_status++ > 16)
851     ob->move_status = 0;
852    
853     if (ob->move_status < 6)
854 root 1.79 ob->move (3);
855 root 1.72 else if (ob->move_status < 8)
856     return;
857     else if (ob->move_status < 13)
858 root 1.79 ob->move (7);
859 root 1.72 else
860     return;
861     }
862 elmex 1.1
863 root 1.72 static void
864     rand_move (object *ob)
865     {
866 root 1.79 if (ob->move_status < 1 || ob->move_status > 8 || !(ob->move (ob->move_status || !(rndm (9)))))
867 root 1.72 for (int i = 0; i < 5; i++)
868 root 1.79 if (ob->move (ob->move_status = rndm (8) + 1))
869 root 1.72 return;
870 elmex 1.1 }
871    
872     #define MAX_KNOWN_SPELLS 20
873    
874     /* Returns a randomly selected spell. This logic is still
875     * less than ideal. This code also only seems to deal with
876     * wizard spells, as the check is against sp, and not grace.
877     * can mosnters know cleric spells?
878     */
879 root 1.74 static object *
880 root 1.8 monster_choose_random_spell (object *monster)
881     {
882     object *altern[MAX_KNOWN_SPELLS];
883     int i = 0;
884    
885 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
886 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
887     {
888     /* Check and see if it's actually a useful spell.
889     * If its a spellbook, the spell is actually the inventory item.
890     * if it is a spell, then it is just the object itself.
891     */
892     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
893     {
894 root 1.47 altern [i++] = tmp;
895    
896 root 1.8 if (i == MAX_KNOWN_SPELLS)
897     break;
898     }
899     }
900 root 1.47
901     return i ? altern [rndm (i)] : 0;
902 elmex 1.1 }
903    
904     /* This checks to see if the monster should cast a spell/ability.
905     * it returns true if the monster casts a spell, 0 if he doesn't.
906     * head is the head of the monster.
907     * part is the part of the monster we are checking against.
908     * pl is the target.
909     * dir is the direction to case.
910     * rv is the vector which describes where the enemy is.
911     */
912 root 1.74 static int
913 root 1.8 monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
914     {
915     object *spell_item;
916     object *owner;
917     rv_vector rv1;
918    
919     /* If you want monsters to cast spells over friends, this spell should
920     * be removed. It probably should be in most cases, since monsters still
921 root 1.98 * don't care about residual effects (ie, casting a cone which may have a
922 root 1.8 * clear path to the player, the side aspects of the code will still hit
923     * other monsters)
924     */
925     if (!(dir = path_to_player (part, pl, 0)))
926     return 0;
927    
928 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
929 root 1.8 {
930     get_rangevector (head, owner, &rv1, 0x1);
931     if (dirdiff (dir, rv1.direction) < 2)
932 root 1.47 return 0; /* Might hit owner with spell */
933 elmex 1.1 }
934    
935 root 1.85 if (head->flag [FLAG_CONFUSED])
936 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
937 root 1.8
938     /* If the monster hasn't already chosen a spell, choose one
939     * I'm not sure if it really make sense to pre-select spells (events
940     * could be different by the time the monster goes again).
941     */
942     if (head->spellitem == NULL)
943     {
944     if ((spell_item = monster_choose_random_spell (head)) == NULL)
945     {
946 root 1.85 head->clr_flag (FLAG_CAST_SPELL); /* Will be turned on when picking up book */
947 root 1.8 return 0;
948 root 1.4 }
949 root 1.47
950 root 1.8 if (spell_item->type == SPELLBOOK)
951     {
952     if (!spell_item->inv)
953     {
954     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
955     return 0;
956 root 1.4 }
957 root 1.47
958 root 1.8 spell_item = spell_item->inv;
959 root 1.4 }
960 elmex 1.1 }
961 root 1.8 else
962     spell_item = head->spellitem;
963 elmex 1.1
964 root 1.8 if (!spell_item)
965     return 0;
966 elmex 1.1
967 root 1.8 /* Best guess this is a defensive/healing spell */
968     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
969     dir = 0;
970    
971     /* Monster doesn't have enough spell-points */
972     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
973     return 0;
974    
975     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
976     return 0;
977 elmex 1.1
978 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
979     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
980 elmex 1.1
981 root 1.8 /* set this to null, so next time monster will choose something different */
982     head->spellitem = NULL;
983 elmex 1.1
984 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
985 elmex 1.1 }
986    
987 root 1.74 static int
988 root 1.8 monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
989     {
990     object *scroll;
991     object *owner;
992     rv_vector rv1;
993    
994     /* If you want monsters to cast spells over friends, this spell should
995     * be removed. It probably should be in most cases, since monsters still
996 root 1.98 * don't care about residual effects (ie, casting a cone which may have a
997 root 1.8 * clear path to the player, the side aspects of the code will still hit
998     * other monsters)
999     */
1000     if (!(dir = path_to_player (part, pl, 0)))
1001     return 0;
1002    
1003 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1004 root 1.8 {
1005     get_rangevector (head, owner, &rv1, 0x1);
1006     if (dirdiff (dir, rv1.direction) < 2)
1007     {
1008     return 0; /* Might hit owner with spell */
1009 root 1.4 }
1010 elmex 1.1 }
1011    
1012 root 1.85 if (head->flag [FLAG_CONFUSED])
1013 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1014 elmex 1.1
1015 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
1016     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
1017     break;
1018 elmex 1.1
1019 root 1.8 /* Used up all his scrolls, so nothing do to */
1020     if (!scroll)
1021     {
1022 root 1.85 head->clr_flag (FLAG_READY_SCROLL);
1023 root 1.8 return 0;
1024 elmex 1.1 }
1025    
1026 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
1027     if (scroll->inv->range == 0)
1028     dir = 0;
1029 elmex 1.1
1030 root 1.8 apply_scroll (part, scroll, dir);
1031     return 1;
1032 elmex 1.1 }
1033    
1034     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
1035     * Note that monsters do not need the skills SK_MELEE_WEAPON and
1036     * SK_MISSILE_WEAPON to make those respective attacks, if we
1037     * required that we would drastically increase the memory
1038 root 1.98 * requirements of CF!!
1039 elmex 1.1 *
1040 root 1.98 * The skills we are treating here are all but those. -b.t.
1041 elmex 1.1 *
1042     * At the moment this is only useful for throwing, perhaps for
1043     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
1044 root 1.8 */
1045 root 1.74 static int
1046 root 1.8 monster_use_skill (object *head, object *part, object *pl, int dir)
1047     {
1048     object *skill, *owner;
1049 elmex 1.1
1050 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1051     return 0;
1052    
1053 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1054 root 1.8 {
1055 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1056 root 1.8
1057     if (dirdiff (dir, dir2) < 1)
1058     return 0; /* Might hit owner with skill -thrown rocks for example ? */
1059     }
1060 root 1.27
1061 root 1.85 if (head->flag [FLAG_CONFUSED])
1062 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1063 root 1.8
1064 root 1.82 object *new_skill = 0;
1065    
1066     // skill selection - monster will use the last unused skill
1067     // and rotate, eventually cycling through all skills.
1068 root 1.27 for (skill = head->inv; skill; skill = skill->below)
1069 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
1070 root 1.82 new_skill = skill;
1071 elmex 1.1
1072 root 1.82 if (new_skill)
1073     splay (head->chosen_skill = new_skill);
1074     else if (!head->chosen_skill)
1075 root 1.8 {
1076     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
1077 root 1.85 head->clr_flag (FLAG_READY_SKILL);
1078 root 1.8 return 0;
1079 elmex 1.1 }
1080 root 1.27
1081 root 1.8 /* use skill */
1082     return do_skill (head, part, head->chosen_skill, dir, NULL);
1083 elmex 1.1 }
1084    
1085     /* Monster will use a ranged spell attack. */
1086 root 1.74 static int
1087 root 1.8 monster_use_range (object *head, object *part, object *pl, int dir)
1088     {
1089     object *wand, *owner;
1090     int at_least_one = 0;
1091    
1092     if (!(dir = path_to_player (part, pl, 0)))
1093     return 0;
1094    
1095 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1096 elmex 1.1 {
1097 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1098 elmex 1.1
1099 root 1.8 if (dirdiff (dir, dir2) < 2)
1100     return 0; /* Might hit owner with spell */
1101 elmex 1.1 }
1102 root 1.31
1103 root 1.85 if (head->flag [FLAG_CONFUSED])
1104 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1105 elmex 1.1
1106 root 1.27 for (wand = head->inv; wand; wand = wand->below)
1107 root 1.8 {
1108     if (wand->type == WAND)
1109 elmex 1.1 {
1110 root 1.8 /* Found a wand, let's see if it has charges left */
1111     at_least_one = 1;
1112     if (wand->stats.food <= 0)
1113     continue;
1114 elmex 1.1
1115 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
1116 elmex 1.1
1117 root 1.8 if (!(--wand->stats.food))
1118     {
1119     if (wand->arch)
1120 elmex 1.1 {
1121 root 1.85 wand->clr_flag (FLAG_ANIMATE);
1122 root 1.35 wand->face = wand->arch->face;
1123 root 1.18 wand->set_speed (0);
1124 elmex 1.1 }
1125     }
1126 root 1.8 /* Success */
1127     return 1;
1128     }
1129     else if (wand->type == ROD || wand->type == HORN)
1130     {
1131     /* Found rod/horn, let's use it if possible */
1132     at_least_one = 1;
1133 root 1.75 if (wand->stats.hp < max (wand->inv->stats.sp, wand->inv->stats.grace))
1134 root 1.8 continue;
1135 elmex 1.1
1136 root 1.8 /* drain charge before casting spell - can be a case where the
1137     * spell destroys the monster, and rod, so if done after, results
1138     * in crash.
1139     */
1140     drain_rod_charge (wand);
1141     cast_spell (head, wand, dir, wand->inv, NULL);
1142 elmex 1.1
1143 root 1.8 /* Success */
1144     return 1;
1145 elmex 1.1 }
1146 root 1.8 }
1147    
1148     if (at_least_one)
1149     return 0;
1150 elmex 1.1
1151 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1152 root 1.85 head->clr_flag (FLAG_READY_RANGE);
1153 root 1.8 return 0;
1154     }
1155 elmex 1.1
1156 root 1.74 static int
1157 root 1.8 monster_use_bow (object *head, object *part, object *pl, int dir)
1158     {
1159     object *owner;
1160 elmex 1.1
1161 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1162     return 0;
1163 root 1.31
1164 root 1.85 if (head->flag [FLAG_CONFUSED])
1165 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1166 elmex 1.1
1167 root 1.85 if (head->flag [FLAG_FRIENDLY] && (owner = head->owner) != NULL)
1168 root 1.8 {
1169 root 1.86 int dir2 = find_dir_2 (owner->x - head->x, owner->y - head->y);
1170 elmex 1.1
1171 root 1.8 if (dirdiff (dir, dir2) < 1)
1172     return 0; /* Might hit owner with arrow */
1173 elmex 1.1 }
1174    
1175 root 1.8 /* in server/player.c */
1176     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1177 elmex 1.1
1178     }
1179    
1180 root 1.72 void
1181     npc_call_help (object *op)
1182 root 1.8 {
1183 root 1.78 unordered_mapwalk (mapwalk_buf, op, -7, -7, 7, 7)
1184 root 1.72 {
1185     mapspace &ms = m->at (nx, ny);
1186 root 1.8
1187 root 1.72 /* If nothing alive on this space, no need to search the space. */
1188     if (!(ms.flags () & P_IS_ALIVE))
1189     continue;
1190 elmex 1.1
1191 root 1.72 for (object *npc = ms.bot; npc; npc = npc->above)
1192 root 1.85 if (npc->flag [FLAG_ALIVE] && npc->flag [FLAG_UNAGGRESSIVE])
1193 root 1.72 npc->enemy = op->enemy;
1194     }
1195     }
1196 elmex 1.1
1197 root 1.72 void
1198     check_earthwalls (object *op, maptile *m, int x, int y)
1199     {
1200     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1201     if (tmp->type == EARTHWALL)
1202     {
1203     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1204     return;
1205     }
1206     }
1207 elmex 1.1
1208 root 1.72 void
1209     check_doors (object *op, maptile *m, int x, int y)
1210     {
1211     for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1212     if (tmp->type == DOOR)
1213     {
1214     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1215     return;
1216     }
1217 elmex 1.1 }
1218    
1219 root 1.72 /* find_mon_throw_ob() - modeled on find_throw_ob
1220     * This is probably overly simplistic as it is now - We want
1221     * monsters to throw things like chairs and other pieces of
1222     * furniture, even if they are not good throwable objects.
1223     * Probably better to have the monster throw a throwable object
1224     * first, then throw any non equipped weapon.
1225     */
1226     object *
1227     find_mon_throw_ob (object *op)
1228 root 1.8 {
1229 root 1.72 object *tmp = NULL;
1230 root 1.8
1231 root 1.72 if (op->head)
1232     tmp = op->head;
1233 root 1.8 else
1234 root 1.72 tmp = op;
1235 root 1.8
1236 root 1.72 /* New throw code: look through the inventory. Grap the first legal is_thrown
1237     * marked item and throw it to the enemy.
1238     */
1239     for (tmp = op->inv; tmp; tmp = tmp->below)
1240 root 1.8 {
1241 root 1.72 /* Can't throw invisible objects or items that are applied */
1242 root 1.85 if (tmp->invisible || tmp->flag [FLAG_APPLIED])
1243 root 1.72 continue;
1244    
1245 root 1.85 if (tmp->flag [FLAG_IS_THROWN])
1246 root 1.72 break;
1247    
1248 elmex 1.1 }
1249 root 1.72
1250     #ifdef DEBUG_THROW
1251     LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1252     #endif
1253    
1254     return tmp;
1255 elmex 1.1 }
1256    
1257     /*
1258 root 1.72 * Move-monster returns 1 if the object has been freed, otherwise 0.
1259 elmex 1.1 */
1260 root 1.8 int
1261 root 1.72 move_monster (object *op)
1262 root 1.8 {
1263 root 1.72 int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
1264     object *owner, *enemy, *part, *oph = op;
1265     rv_vector rv;
1266 elmex 1.1
1267 root 1.72 /* Monsters not on maps don't do anything. These monsters are things
1268     * Like royal guards in city dwellers inventories.
1269     */
1270     if (!op->map)
1271 root 1.8 return 0;
1272 elmex 1.1
1273 root 1.72 /* for target facing, we copy this value here for fast access */
1274     if (oph->head) /* force update the head - one arch one pic */
1275     oph = oph->head;
1276    
1277 root 1.85 if (op->flag [FLAG_NO_ATTACK]) /* we never ever attack */
1278 root 1.91 enemy = op->enemy = 0;
1279 root 1.72 else if ((enemy = find_enemy (op, &rv)))
1280     /* we have an enemy, just tell him we want him dead */
1281     enemy->attacked_by = op; /* our ptr */
1282    
1283     /* generate hp, if applicable */
1284     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
1285     {
1286     /* last heal is in funny units. Dividing by speed puts
1287     * the regeneration rate on a basis of time instead of
1288     * #moves the monster makes. The scaling by 8 is
1289 root 1.98 * to capture 8th's of a hp fraction regens
1290 root 1.72 */
1291 root 1.84 uint32_t last_heal = op->last_heal + op->stats.Con * 8 / op->speed;
1292     op->stats.hp = min (op->stats.hp + last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
1293     op->last_heal = last_heal % 32;
1294 elmex 1.1
1295 root 1.72 /* So if the monster has gained enough HP that they are no longer afraid */
1296 root 1.84 if (op->flag [FLAG_RUN_AWAY] && op->stats.hp * 100 >= op->stats.maxhp * op->run_away)
1297     op->flag [FLAG_RUN_AWAY] = false;
1298 root 1.72 }
1299 root 1.66
1300 root 1.72 /* generate sp, if applicable */
1301     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
1302     {
1303     /* last_sp is in funny units. Dividing by speed puts
1304     * the regeneration rate on a basis of time instead of
1305     * #moves the monster makes. The scaling by 8 is
1306 root 1.98 * to capture 8th's of a sp fraction regens
1307 root 1.72 */
1308 root 1.66
1309 root 1.84 uint32_t last_sp = op->last_sp + op->stats.Pow * 8 / op->speed;
1310     op->stats.sp = min (op->stats.sp + last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
1311     op->last_sp = last_sp % 128;
1312 root 1.72 }
1313 root 1.66
1314 root 1.72 /* this should probably get modified by many more values.
1315     * (eg, creatures resistance to fear, level, etc. )
1316     */
1317 root 1.85 if (op->flag [FLAG_SCARED] && !(rndm (20)))
1318     op->clr_flag (FLAG_SCARED); /* Time to regain some "guts"... */
1319 root 1.66
1320 root 1.72 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
1321 root 1.85 return op->flag [FLAG_FREED];
1322 root 1.66
1323 root 1.85 if (op->flag [FLAG_SLEEP] || op->flag [FLAG_BLIND] ||
1324     ((op->map->darklevel () > 0) && !op->flag [FLAG_SEE_IN_DARK] && !op->flag [FLAG_SEE_INVISIBLE]))
1325 root 1.72 if (!check_wakeup (op, enemy, &rv))
1326     return 0;
1327 root 1.66
1328 root 1.72 /* check if monster pops out of hidden spot */
1329     if (op->flag [FLAG_HIDDEN])
1330     do_hidden_move (op);
1331 root 1.66
1332 root 1.72 if (op->pick_up)
1333     monster_check_pickup (op);
1334 root 1.66
1335 root 1.72 if (op->will_apply)
1336     monster_apply_below (op); /* Check for items to apply below */
1337 root 1.27
1338 root 1.72 /* If we don't have an enemy, do special movement or the like */
1339     if (!enemy)
1340 root 1.8 {
1341 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1342 root 1.8 {
1343 root 1.72 op->drop_and_destroy ();
1344     return 1;
1345 root 1.4 }
1346 elmex 1.1
1347 root 1.72 /* Probably really a bug for a creature to have both
1348     * stand still and a movement type set.
1349     */
1350 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1351 root 1.72 {
1352     if (op->attack_movement & HI4)
1353     {
1354     switch (op->attack_movement & HI4)
1355     {
1356     case PETMOVE:
1357     pet_move (op);
1358     break;
1359    
1360     case CIRCLE1:
1361     circ1_move (op);
1362     break;
1363 root 1.47
1364 root 1.72 case CIRCLE2:
1365     circ2_move (op);
1366     break;
1367 elmex 1.1
1368 root 1.72 case PACEV:
1369     pace_movev (op);
1370     break;
1371 elmex 1.1
1372 root 1.72 case PACEH:
1373     pace_moveh (op);
1374     break;
1375 root 1.4
1376 root 1.72 case PACEV2:
1377     pace2_movev (op);
1378     break;
1379 root 1.4
1380 root 1.72 case PACEH2:
1381     pace2_moveh (op);
1382     break;
1383 elmex 1.1
1384 root 1.72 case RANDO:
1385     rand_move (op);
1386     break;
1387 elmex 1.1
1388 root 1.72 case RANDO2:
1389     move_randomly (op);
1390     break;
1391     }
1392 elmex 1.1
1393 root 1.72 return 0;
1394     }
1395 root 1.85 else if (op->flag [FLAG_RANDOM_MOVE])
1396 root 1.72 move_randomly (op);
1397     } /* stand still */
1398 root 1.8
1399 root 1.72 return 0;
1400     } /* no enemy */
1401 elmex 1.1
1402 root 1.72 /* We have an enemy. Block immediately below is for pets */
1403     if ((op->attack_movement & HI4) == PETMOVE
1404     && (owner = op->owner) != NULL
1405     && !on_same_map (op, owner)
1406     && !owner->flag [FLAG_REMOVED])
1407     return follow_owner (op, owner);
1408 elmex 1.1
1409 root 1.72 /* doppleganger code to change monster facing to that of the nearest
1410     * player. Hmm. The code is here, but no monster in the current
1411     * arch set uses it.
1412     */
1413     if (op->race == shstr_doppleganger)
1414 root 1.8 {
1415 root 1.72 op->face = enemy->face;
1416     op->name = enemy->name;
1417 elmex 1.1 }
1418    
1419 root 1.72 /* Calculate range information for closest body part - this
1420     * is used for the 'skill' code, which isn't that smart when
1421     * it comes to figuring it out - otherwise, giants throw boulders
1422     * into themselves.
1423 root 1.8 */
1424 root 1.72 get_rangevector (op, enemy, &rv, 0);
1425 elmex 1.1
1426 root 1.72 /* Move the check for scared up here - if the monster was scared,
1427     * we were not doing any of the logic below, so might as well save
1428     * a few cpu cycles.
1429 root 1.8 */
1430 root 1.85 if (!op->flag [FLAG_SCARED])
1431 root 1.72 {
1432     rv_vector rv1;
1433    
1434     /* now we test every part of an object .... this is a real ugly piece of code */
1435     for (part = op; part; part = part->more)
1436     {
1437     get_rangevector (part, enemy, &rv1, 0x1);
1438     dir = rv1.direction;
1439 root 1.8
1440 root 1.72 /* hm, not sure about this part - in original was a scared flag here too
1441 root 1.98 * but that we test above... so can be old code here
1442 root 1.72 */
1443 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1444 root 1.72 dir = absdir (dir + 4);
1445 elmex 1.1
1446 root 1.85 if (op->flag [FLAG_CONFUSED])
1447 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1448 root 1.65
1449 root 1.85 if (op->flag [FLAG_CAST_SPELL] && !(rndm (3)))
1450 root 1.72 if (monster_cast_spell (op, part, enemy, dir, &rv1))
1451     return 0;
1452 root 1.8
1453 root 1.85 if (op->flag [FLAG_READY_SCROLL] && !(rndm (3)))
1454 root 1.72 if (monster_use_scroll (op, part, enemy, dir, &rv1))
1455     return 0;
1456 elmex 1.1
1457 root 1.85 if (op->flag [FLAG_READY_RANGE] && !(rndm (3)))
1458 root 1.72 if (monster_use_range (op, part, enemy, dir))
1459     return 0;
1460 root 1.47
1461 root 1.85 if (op->flag [FLAG_READY_SKILL] && !(rndm (3)))
1462 root 1.72 if (monster_use_skill (op, rv.part, enemy, rv.direction))
1463     return 0;
1464 root 1.27
1465 root 1.85 if (op->flag [FLAG_READY_BOW] && !(rndm (2)))
1466 root 1.72 if (monster_use_bow (op, part, enemy, dir))
1467     return 0;
1468     } /* for processing of all parts */
1469     } /* If not scared */
1470 elmex 1.1
1471 root 1.72 part = rv.part;
1472     dir = rv.direction;
1473 elmex 1.1
1474 root 1.72 //-GPL
1475 root 1.27
1476 root 1.72 // if the enemy is a player, we have los. if los says we
1477     // can directly reach the player, we do not deviate.
1478     // for non-players, we never deviate
1479     if (op->stats.Wis >= 8
1480     && enemy->contr && enemy->contr->darkness_at (op->map, op->x, op->y) == LOS_BLOCKED)
1481     {
1482     int sdir = 0;
1483     uint32_t &smell = op->ms ().smell;
1484 elmex 1.1
1485 root 1.72 for (int ndir = 1; ndir <= 8; ++ndir)
1486     {
1487     mapxy pos (op); pos.move (ndir);
1488 elmex 1.1
1489 root 1.72 if (pos.normalise ())
1490     {
1491     mapspace &ms = pos.ms ();
1492 elmex 1.1
1493 root 1.72 if (ms.smell > smell)
1494     {
1495     //printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
1496     if (op->stats.Wis >= 10)
1497     smell = ms.smell - 1; // smarter: tell others
1498 root 1.27
1499 root 1.72 sdir = ndir;
1500    
1501     // perturbing the path might let the monster lose track,
1502     // but it will also widen the actual path, spreading information
1503     if (op->stats.Wis >= 15 && !rndm (20)) // even smarter, deviate and spread?
1504     sdir = absdir (sdir + 1 - rndm (2) * 2);
1505     }
1506     }
1507     }
1508 elmex 1.1
1509 root 1.72 if (sdir)
1510     dir = sdir;
1511     else if (smell)
1512     {
1513     // no better smell found, so assume the player jumped, and erase this smell
1514     //printf ("erasing smell %d\n", op->ms ().smell);//D
1515 root 1.78 unordered_mapwalk (mapwalk_buf, op, -1, -1, 1, 1)
1516 root 1.72 m->at (nx, ny).smell = 0;
1517     }
1518     }
1519 root 1.27
1520 root 1.72 //+GPL
1521 elmex 1.1
1522 root 1.85 if (op->flag [FLAG_SCARED] || op->flag [FLAG_RUN_AWAY])
1523 root 1.72 dir = absdir (dir + 4);
1524 root 1.27
1525 root 1.85 if (op->flag [FLAG_CONFUSED])
1526 root 1.72 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1527 elmex 1.1
1528 root 1.72 pre_att_dir = dir; /* remember the original direction */
1529 root 1.27
1530 root 1.85 if ((op->attack_movement & LO4) && !op->flag [FLAG_SCARED])
1531 root 1.72 {
1532     switch (op->attack_movement & LO4)
1533     {
1534     case DISTATT:
1535     dir = dist_att (dir, op, enemy, part, &rv);
1536     break;
1537 root 1.27
1538 root 1.72 case RUNATT:
1539     dir = run_att (dir, op, enemy, part, &rv);
1540     break;
1541 elmex 1.1
1542 root 1.72 case HITRUN:
1543     dir = hitrun_att (dir, op, enemy);
1544     break;
1545 root 1.27
1546 root 1.72 case WAITATT:
1547     dir = wait_att (dir, op, enemy, part, &rv);
1548     break;
1549 root 1.27
1550 root 1.72 case RUSH: /* default - monster normally moves towards player */
1551     case ALLRUN:
1552     break;
1553 elmex 1.1
1554 root 1.72 case DISTHIT:
1555     dir = disthit_att (dir, op, enemy, part, &rv);
1556     break;
1557 root 1.27
1558 root 1.72 case WAIT2:
1559     dir = wait_att2 (dir, op, enemy, part, &rv);
1560     break;
1561 elmex 1.1
1562 root 1.72 default:
1563     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
1564     }
1565     }
1566 root 1.27
1567 root 1.72 if (!dir)
1568     return 0;
1569 elmex 1.1
1570 root 1.85 if (!op->flag [FLAG_STAND_STILL])
1571 root 1.72 {
1572 root 1.79 if (op->move (dir)) /* Can the monster move directly toward player? */
1573 root 1.72 {
1574     /* elmex: Turn our monster after it moved if it has DISTATT attack */
1575     if ((op->attack_movement & LO4) == DISTATT)
1576     op->direction = pre_att_dir;
1577 root 1.27
1578 root 1.72 return 0;
1579     }
1580 elmex 1.1
1581 root 1.85 if (op->flag [FLAG_SCARED] || !can_hit (part, enemy, &rv) || op->flag [FLAG_RUN_AWAY])
1582 root 1.72 {
1583     /* Try move around corners if !close */
1584 root 1.85 int maxdiff = (op->flag [FLAG_ONLY_ATTACK] || rndm (2)) ? 1 : 2;
1585 root 1.27
1586 root 1.72 for (diff = 1; diff <= maxdiff; diff++)
1587     {
1588     /* try different detours */
1589     int m = 1 - rndm (2) * 2; /* Try left or right first? */
1590 elmex 1.1
1591 root 1.79 if (op->move (absdir (dir + diff * m)) || op->move (absdir (dir - diff * m)))
1592 root 1.72 return 0;
1593     }
1594     }
1595     } /* if monster is not standing still */
1596 elmex 1.1
1597 root 1.72 /* elmex: Turn our monster after it moved if it has DISTATT attack */
1598     if ((op->attack_movement & LO4) == DISTATT)
1599     op->direction = pre_att_dir;
1600 elmex 1.1
1601 root 1.72 /*
1602     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
1603     * direction if they can't move away.
1604     */
1605 root 1.85 if (!op->flag [FLAG_ONLY_ATTACK] && (op->flag [FLAG_RUN_AWAY] || op->flag [FLAG_SCARED]))
1606 root 1.72 if (move_randomly (op))
1607     return 0;
1608 elmex 1.1
1609 root 1.72 /*
1610     * Try giving the monster a new enemy - the player that is closest
1611     * to it. In this way, it won't just keep trying to get to a target
1612     * that is inaccessible.
1613     * This could be more clever - it should go through a list of several
1614     * enemies, as it is now, you could perhaps get situations where there
1615     * are two players flanking the monster at close distance, but which
1616     * the monster can't get to, and a third one at a far distance that
1617     * the monster could get to - as it is, the monster won't look at that
1618     * third one.
1619     */
1620 root 1.85 if (!op->flag [FLAG_FRIENDLY] && enemy == op->enemy)
1621 root 1.72 {
1622     object *nearest_player = get_nearest_player (op);
1623 elmex 1.1
1624 root 1.72 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
1625     {
1626     op->enemy = 0;
1627     enemy = nearest_player;
1628     }
1629     }
1630 elmex 1.1
1631 root 1.85 if (!op->flag [FLAG_SCARED] && can_hit (part, enemy, &rv))
1632 root 1.8 {
1633 root 1.72 /* The adjustement to wc that was here before looked totally bogus -
1634     * since wc can in fact get negative, that would mean by adding
1635     * the current wc, the creature gets better? Instead, just
1636     * add a fixed amount - nasty creatures that are runny away should
1637     * still be pretty nasty.
1638     */
1639 root 1.85 if (op->flag [FLAG_RUN_AWAY])
1640 root 1.72 {
1641     part->stats.wc += 10;
1642     skill_attack (enemy, part, 0, NULL, NULL);
1643     part->stats.wc -= 10;
1644     }
1645     else
1646     skill_attack (enemy, part, 0, NULL, NULL);
1647     } /* if monster is in attack range */
1648 root 1.8
1649 root 1.85 if (part->flag [FLAG_FREED]) /* Might be freed by ghost-attack or hit-back */
1650 root 1.72 return 1;
1651 elmex 1.1
1652 root 1.85 if (op->flag [FLAG_ONLY_ATTACK])
1653 root 1.72 {
1654     op->drop_and_destroy ();
1655     return 1;
1656 elmex 1.1 }
1657    
1658 root 1.72 return 0;
1659 elmex 1.1 }
1660    
1661     /* determine if we can 'detect' the enemy. Check for walls blocking the
1662 root 1.98 * los. Also, just because its hidden/invisible, we may be sensitive/smart
1663     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1664 elmex 1.1 * modified by MSW to use the get_rangevector so that map tiling works
1665     * properly. I also so odd code in place that checked for x distance
1666     * OR y distance being within some range - that seemed wrong - both should
1667     * be within the valid range. MSW 2001-08-05
1668     * Returns 0 if enemy can not be detected, 1 if it is detected
1669     */
1670 root 1.8 int
1671     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1672     {
1673     /* null detection for any of these condtions always */
1674     if (!op || !enemy || !op->map || !enemy->map)
1675     return 0;
1676 elmex 1.1
1677 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1678     if (!on_same_map (op, enemy))
1679     return 0;
1680 elmex 1.1
1681 root 1.8 get_rangevector (op, enemy, rv, 0);
1682 elmex 1.1
1683 root 1.8 /* Monsters always ignore the DM */
1684 root 1.85 if (!op->is_player () && enemy->flag [FLAG_WIZ])
1685 root 1.8 return 0;
1686 elmex 1.1
1687 root 1.8 /* simple check. Should probably put some range checks in here. */
1688     if (can_see_enemy (op, enemy))
1689     return 1;
1690 elmex 1.1
1691 root 1.8 /* The rest of this is for monsters. Players are on their own for
1692     * finding enemies!
1693     */
1694 root 1.58 if (op->is_player ())
1695 root 1.8 return 0;
1696 elmex 1.1
1697 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1698 root 1.98 * flag (which was already checked) in can_see_enemy (). Lets get out of here
1699 root 1.8 */
1700     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1701     return 0;
1702 elmex 1.1
1703 root 1.58 int radius = MIN_MON_RADIUS;
1704    
1705 root 1.8 /* use this for invis also */
1706 root 1.58 int hide_discovery = op->stats.Int / 5;
1707 elmex 1.1
1708 root 1.8 /* Determine Detection radii */
1709 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1710 root 1.58 radius = max (MIN_MON_RADIUS, op->stats.Wis / 3 + 1);
1711 root 1.8 else
1712     { /* a level/INT/Dex adjustment for hiding */
1713 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1714 root 1.8
1715 root 1.52 if (enemy->is_player ())
1716 root 1.8 {
1717 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1718 root 1.8 bonus -= sk_hide->level;
1719     else
1720     {
1721     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1722     make_visible (enemy);
1723     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1724 root 1.4 }
1725     }
1726 root 1.8 else /* enemy is not a player */
1727     bonus -= enemy->level;
1728    
1729     radius += bonus / 5;
1730     hide_discovery += bonus * 5;
1731     } /* else creature has modifiers for hiding */
1732    
1733 root 1.98 /* Radii stealth adjustment. Only if you are stealthy
1734 root 1.8 * will you be able to sneak up closer to creatures */
1735 root 1.85 if (enemy->flag [FLAG_STEALTH])
1736 root 1.37 {
1737     radius /= 2;
1738     hide_discovery /= 3;
1739     }
1740 root 1.8
1741     /* Radii adjustment for enemy standing in the dark */
1742 root 1.58 if (!stand_in_light (enemy))
1743 root 1.8 {
1744     /* on dark maps body heat can help indicate location with infravision
1745     * undead don't have body heat, so no benefit detecting them.
1746     */
1747 root 1.85 if (op->flag [FLAG_SEE_IN_DARK] && !is_true_undead (enemy))
1748 root 1.51 radius += op->map->darklevel () / 2;
1749 root 1.8 else
1750 root 1.51 radius -= op->map->darklevel () / 2;
1751 root 1.8
1752 root 1.98 /* op next to a monster (and not in complete darkness)
1753     * the monster should have a chance to see you.
1754 root 1.8 */
1755 root 1.58 if (radius < MIN_MON_RADIUS && op->map->darklevel () < MAX_DARKNESS && rv->distance <= 1)
1756 root 1.8 radius = MIN_MON_RADIUS;
1757     } /* if on dark map */
1758 elmex 1.1
1759 root 1.8 /* Lets not worry about monsters that have incredible detection
1760     * radii, we only need to worry here about things the player can
1761     * (potentially) see. This is 13, as that is the maximum size the player
1762     * may have for their map - in that way, creatures at the edge will
1763     * do something. Note that the distance field in the
1764     * vector is real distance, so in theory this should be 18 to
1765     * find that.
1766     */
1767 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1768     // we use 25, lets see if we have the cpu time for it
1769 root 1.93 min_it (radius, 25);
1770 root 1.8
1771     /* Enemy in range! Now test for detection */
1772 root 1.38 if (rv->distance <= radius)
1773 root 1.8 {
1774     /* ah, we are within range, detected? take cases */
1775     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1776     return 1;
1777 root 1.4
1778 root 1.8 /* hidden or low-quality invisible */
1779 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1780 root 1.8 {
1781     make_visible (enemy);
1782 root 1.37
1783 root 1.8 /* inform players of new status */
1784     if (enemy->type == PLAYER && player_can_view (enemy, op))
1785     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1786 root 1.37
1787 root 1.8 return 1; /* detected enemy */
1788     }
1789     else if (enemy->invisible)
1790     {
1791     /* Change this around - instead of negating the invisible, just
1792 root 1.37 * return true so that the monster that managed to detect you can
1793     * do something to you. Decreasing the duration of invisible
1794 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1795 root 1.37 * can then basically negate the spell. The spell isn't negated -
1796 root 1.8 * they just know where you are!
1797     */
1798 root 1.37 if (rndm (50) <= hide_discovery)
1799 root 1.8 {
1800     if (enemy->type == PLAYER)
1801 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1802    
1803 root 1.8 return 1;
1804 root 1.4 }
1805     }
1806 root 1.8 } /* within range */
1807 elmex 1.1
1808 root 1.8 /* Wasn't detected above, so still hidden */
1809     return 0;
1810 elmex 1.1 }
1811    
1812     /* determine if op stands in a lighted square. This is not a very
1813 root 1.98 * intelligent algorithm. For one thing, we ignore los here, SO it
1814     * is possible for a bright light to illuminate a player on the
1815     * other side of a wall (!).
1816 elmex 1.1 */
1817 root 1.8 int
1818     stand_in_light (object *op)
1819     {
1820 root 1.49 if (op)
1821     {
1822 root 1.58 if (!op->is_on_map ())
1823     return 0;
1824    
1825     if (op->map->darklevel () <= 0)
1826     return 1;
1827    
1828 root 1.49 if (op->glow_radius > 0)
1829     return 1;
1830 elmex 1.1
1831 root 1.49 if (op->map)
1832 root 1.78 unordered_mapwalk (mapwalk_buf, op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1833 root 1.49 {
1834 root 1.89 mapspace &ms = m->at (nx, ny);
1835    
1836     ms.update ();
1837    
1838 root 1.49 /* Check the spaces with the max light radius to see if any of them
1839     * have lights, and if any of them light the player enough, then return 1.
1840     */
1841 root 1.89 int light = ms.light;
1842 root 1.49
1843     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1844     return 1;
1845     }
1846 elmex 1.1 }
1847 root 1.27
1848 root 1.8 return 0;
1849 elmex 1.1 }
1850    
1851 root 1.98 /* assuming no walls/barriers, lets check to see if its *possible*
1852 elmex 1.1 * to see an enemy. Note, "detection" is different from "seeing".
1853     * See can_detect_enemy() for more details. -b.t.
1854     * return 0 if can't be seen, 1 if can be
1855     */
1856 root 1.8 int
1857     can_see_enemy (object *op, object *enemy)
1858     {
1859     object *looker = op->head ? op->head : op;
1860    
1861     /* safety */
1862 root 1.85 if (!looker || !enemy || !looker->flag [FLAG_ALIVE])
1863 root 1.8 return 0;
1864 elmex 1.1
1865 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1866 root 1.98 * see through walls). Should we change the code elsewhere to make you
1867     * blind even if you can xray?
1868 root 1.8 */
1869 root 1.85 if (looker->flag [FLAG_BLIND] && !looker->flag [FLAG_XRAYS])
1870 root 1.8 return 0;
1871    
1872     /* checking for invisible things */
1873     if (enemy->invisible)
1874     {
1875 root 1.98 /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1876 root 1.8 * However,if you carry any source of light, then the hidden
1877     * creature is seeable (and stupid) */
1878 elmex 1.1
1879 root 1.63 if (enemy->has_carried_lights ())
1880 root 1.8 {
1881 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1882 root 1.8 {
1883     make_visible (enemy);
1884     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1885 root 1.4 }
1886 root 1.39
1887 root 1.8 return 1;
1888     }
1889 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1890 root 1.8 return 0;
1891 root 1.4
1892 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1893 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1894     * and making it a conditional makes the code pretty ugly.
1895     */
1896 root 1.85 if (!looker->flag [FLAG_SEE_INVISIBLE])
1897 root 1.39 if (makes_invisible_to (enemy, looker))
1898     return 0;
1899 root 1.8 }
1900 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1901 root 1.8 if (player_can_view (looker, enemy))
1902     return 1;
1903 elmex 1.1
1904 root 1.98 /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1905 elmex 1.1 * unless they carry a light or stand in light. Darkness doesnt
1906     * inhibit the undead per se (but we should give their archs
1907 root 1.98 * CAN_SEE_IN_DARK, this is just a safety
1908 elmex 1.1 * we care about the enemy maps status, not the looker.
1909     * only relevant for tiled maps, but it is possible that the
1910     * enemy is on a bright map and the looker on a dark - in that
1911     * case, the looker can still see the enemy
1912     */
1913 root 1.58 if (!stand_in_light (enemy)
1914 root 1.85 && (!looker->flag [FLAG_SEE_IN_DARK] || !is_true_undead (looker) || !looker->flag [FLAG_XRAYS]))
1915 elmex 1.1 return 0;
1916    
1917     return 1;
1918     }
1919 root 1.40
1920 root 1.71 //-GPL