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/cvs/deliantra/server/server/monster.C
Revision: 1.13
Committed: Tue Dec 12 20:53:03 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.12: +5 -5 lines
Log Message:
replace some function- by method-calls

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.10 The authors can be reached via e-mail at <crossfire@schmorp.de>
22 elmex 1.1 */
23    
24     #include <global.h>
25     #ifndef __CEXTRACT__
26 root 1.8 # include <sproto.h>
27     # include <spells.h>
28     # include <skills.h>
29 elmex 1.1 #endif
30    
31    
32 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
33 elmex 1.1
34    
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    
45     /* if this is pet, let him attack the same enemy as his owner
46     * TODO: when there is no ower enemy, try to find a target,
47     * which CAN attack the owner. */
48     if ((npc->attack_movement & HI4) == PETMOVE)
49     {
50     if (npc->owner == NULL)
51     npc->enemy = NULL;
52     else if (npc->enemy == NULL)
53     npc->enemy = npc->owner->enemy;
54     }
55    
56     /* periodically, a monster mayu change its target. Also, if the object
57     * has been destroyed, etc, clear the enemy.
58     * TODO: this should be changed, because it invokes to attack forced or
59     * attacked monsters to leave the attacker alone, before it is destroyed
60     */
61     /* i had removed the random target leave, this invokes problems with friendly
62     * objects, getting attacked and defending herself - they don't try to attack
63     * again then but perhaps get attack on and on
64     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
65     * too. */
66 elmex 1.1
67 root 1.8 if (npc->enemy)
68 elmex 1.1 {
69 root 1.8 /* I broke these if's apart to better be able to see what
70     * the grouping checks are. Code is the same.
71     */
72     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
73     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
74     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
75     npc->enemy = NULL;
76    
77     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
78     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
79     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
80     || npc->enemy == npc->owner))
81     npc->enemy = NULL;
82    
83    
84     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
85     npc->enemy = NULL;
86    
87     /* I've noticed that pets could sometimes get an arrow as the
88     * target enemy - this code below makes sure the enemy is something
89     * that should be attacked. My guess is that the arrow hits
90     * the creature/owner, and so the creature then takes that
91     * as the enemy to attack.
92     */
93     else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
94     !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
95     npc->enemy = NULL;
96 elmex 1.1
97     }
98 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
99 elmex 1.1 }
100    
101     /* Returns the nearest living creature (monster or generator).
102     * Modified to deal with tiled maps properly.
103     * Also fixed logic so that monsters in the lower directions were more
104     * likely to be skipped - instead of just skipping the 'start' number
105     * of direction, revisit them after looking at all the other spaces.
106     *
107     * Note that being this may skip some number of spaces, it will
108     * not necessarily find the nearest living creature - it basically
109     * chooses one from within a 3 space radius, and since it skips
110     * the first few directions, it could very well choose something
111     * 3 spaces away even though something directly north is closer.
112     *
113     * this function is map tile aware.
114     */
115 root 1.8 object *
116     find_nearest_living_creature (object *npc)
117     {
118     int i, mflags;
119     sint16 nx, ny;
120 root 1.12 maptile *m;
121 root 1.8 object *tmp;
122     int search_arr[SIZEOFFREE];
123    
124     get_search_arr (search_arr);
125     for (i = 0; i < SIZEOFFREE; i++)
126     {
127     /* modified to implement smart searching using search_arr
128     * guidance array to determine direction of search order
129     */
130     nx = npc->x + freearr_x[search_arr[i]];
131     ny = npc->y + freearr_y[search_arr[i]];
132     m = npc->map;
133    
134     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
135     if (mflags & P_OUT_OF_MAP)
136     continue;
137    
138     if (mflags & P_IS_ALIVE)
139     {
140     tmp = get_map_ob (m, nx, ny);
141     while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
142     tmp = tmp->above;
143    
144     if (!tmp)
145     {
146     LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
147     m->path, nx, ny);
148 root 1.4 }
149 root 1.8 else
150     {
151     if (can_see_monsterP (m, nx, ny, i))
152     return tmp;
153 root 1.4 }
154 root 1.8 } /* is something living on this space */
155 elmex 1.1 }
156 root 1.8 return NULL; /* nothing found */
157 elmex 1.1 }
158    
159    
160     /* Tries to find an enmy for npc. We pass the range vector since
161     * our caller will find the information useful.
162     * Currently, only move_monster calls this function.
163     * Fix function so that we always make calls to get_rangevector
164     * if we have a valid target - function as not doing so in
165     * many cases.
166     */
167    
168 root 1.8 object *
169     find_enemy (object *npc, rv_vector * rv)
170 elmex 1.1 {
171 root 1.8 object *attacker, *tmp = NULL;
172    
173     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
174 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
175 elmex 1.1
176 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
177     if (QUERY_FLAG (npc, FLAG_BERSERK))
178     {
179     tmp = find_nearest_living_creature (npc);
180 root 1.9
181 root 1.8 if (tmp)
182     get_rangevector (npc, tmp, rv, 0);
183     return tmp;
184     }
185    
186     /* Here is the main enemy selection.
187     * We want this: if there is an enemy, attack him until its not possible or
188     * one of both is dead.
189     * If we have no enemy and we are...
190     * a monster: try to find a player, a pet or a friendly monster
191     * a friendly: only target a monster which is targeting you first or targeting a player
192     * a neutral: fight a attacker (but there should be none), then do nothing
193     * a pet: attack player enemy or a monster
194     */
195    
196     /* pet move */
197     if ((npc->attack_movement & HI4) == PETMOVE)
198     {
199     tmp = get_pet_enemy (npc, rv);
200 root 1.9
201 root 1.8 if (tmp)
202     get_rangevector (npc, tmp, rv, 0);
203 root 1.9
204 root 1.8 return tmp;
205     }
206 elmex 1.1
207 root 1.8 /* we check our old enemy. */
208 root 1.9 if (!(tmp = check_enemy (npc, rv)))
209 elmex 1.1 {
210 root 1.8 if (attacker) /* if we have an attacker, check him */
211 elmex 1.1 {
212 root 1.9 /* TODO: thats not finished */
213     /* we don't want a fight evil vs evil or good against non evil */
214    
215     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
216     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
217     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
218     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
219     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
220 elmex 1.1 {
221 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
222     npc->enemy = attacker;
223     return attacker; /* yes, we face our attacker! */
224 elmex 1.1 }
225     }
226 root 1.8
227     /* we have no legal enemy or attacker, so we try to target a new one */
228     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
229 elmex 1.1 {
230 root 1.8 npc->enemy = get_nearest_player (npc);
231     if (npc->enemy)
232     tmp = check_enemy (npc, rv);
233 elmex 1.1 }
234 root 1.8
235 elmex 1.1 }
236    
237 root 1.8 return tmp;
238 elmex 1.1 }
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 root 1.8 int
247     check_wakeup (object *op, object *enemy, rv_vector * rv)
248     {
249     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
250 elmex 1.1
251 root 1.8 /* Trim work - if no enemy, no need to do anything below */
252     if (!enemy)
253     return 0;
254    
255     /* blinded monsters can only find nearby objects to attack */
256     if (QUERY_FLAG (op, FLAG_BLIND))
257     radius = MIN_MON_RADIUS;
258    
259     /* This covers the situation where the monster is in the dark
260     * and has an enemy. If the enemy has no carried light (or isnt
261     * glowing!) then the monster has trouble finding the enemy.
262     * Remember we already checked to see if the monster can see in
263     * the dark. */
264    
265     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
266     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
267     {
268     int dark = radius / (op->map->darkness);
269 elmex 1.1
270 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
271     }
272     else if (!QUERY_FLAG (op, FLAG_SLEEP))
273     return 1;
274 elmex 1.1
275 root 1.8 /* enemy should already be on this map, so don't really need to check
276     * for that.
277     */
278     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
279     {
280     CLEAR_FLAG (op, FLAG_SLEEP);
281     return 1;
282 elmex 1.1 }
283 root 1.8 return 0;
284 elmex 1.1 }
285    
286 root 1.8 int
287     move_randomly (object *op)
288     {
289     int i;
290 elmex 1.1
291 root 1.8 /* Give up to 15 chances for a monster to move randomly */
292     for (i = 0; i < 15; i++)
293     {
294     if (move_object (op, RANDOM () % 8 + 1))
295     return 1;
296 elmex 1.1 }
297 root 1.8 return 0;
298 elmex 1.1 }
299    
300     /*
301     * Move-monster returns 1 if the object has been freed, otherwise 0.
302     */
303    
304 root 1.8 int
305     move_monster (object *op)
306     {
307     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
308     object *owner, *enemy, *part, *oph = op;
309     rv_vector rv;
310    
311     /* Monsters not on maps don't do anything. These monsters are things
312     * Like royal guards in city dwellers inventories.
313     */
314     if (!op->map)
315     return 0;
316    
317     /* for target facing, we copy this value here for fast access */
318     if (oph->head) /* force update the head - one arch one pic */
319     oph = oph->head;
320    
321     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
322     enemy = op->enemy = NULL;
323     else if ((enemy = find_enemy (op, &rv)))
324 root 1.9 /* we have an enemy, just tell him we want him dead */
325     enemy->attacked_by = op; /* our ptr */
326 root 1.8
327     /* generate hp, if applicable */
328     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
329     {
330    
331     /* last heal is in funny units. Dividing by speed puts
332     * the regeneration rate on a basis of time instead of
333     * #moves the monster makes. The scaling by 8 is
334     * to capture 8th's of a hp fraction regens
335     *
336     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
337     * overflow might produce monsters with negative hp.
338     */
339    
340     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
341     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
342     op->last_heal %= 32;
343    
344     /* So if the monster has gained enough HP that they are no longer afraid */
345     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
346     CLEAR_FLAG (op, FLAG_RUN_AWAY);
347    
348     if (op->stats.hp > op->stats.maxhp)
349     op->stats.hp = op->stats.maxhp;
350     }
351 root 1.4
352 root 1.8 /* generate sp, if applicable */
353     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
354     {
355 root 1.4
356 root 1.8 /* last_sp is in funny units. Dividing by speed puts
357     * the regeneration rate on a basis of time instead of
358     * #moves the monster makes. The scaling by 8 is
359     * to capture 8th's of a sp fraction regens
360     *
361     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
362     * overflow might produce monsters with negative sp.
363     */
364    
365     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
366     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
367     op->last_sp %= 128;
368 elmex 1.1 }
369    
370 root 1.8 /* this should probably get modified by many more values.
371     * (eg, creatures resistance to fear, level, etc. )
372     */
373     if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
374     {
375     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
376 elmex 1.1 }
377    
378 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
379     return QUERY_FLAG (op, FLAG_FREED);
380 elmex 1.1
381 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
382     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
383     {
384     if (!check_wakeup (op, enemy, &rv))
385     return 0;
386 root 1.2 }
387    
388 root 1.8 /* check if monster pops out of hidden spot */
389     if (op->hide)
390     do_hidden_move (op);
391 root 1.2
392 root 1.8 if (op->pick_up)
393     monster_check_pickup (op);
394 root 1.2
395 root 1.8 if (op->will_apply)
396     monster_apply_below (op); /* Check for items to apply below */
397 root 1.2
398 root 1.8 /* If we don't have an enemy, do special movement or the like */
399     if (!enemy)
400     {
401     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
402     {
403 root 1.13 op->remove ();
404     op->destroy (0);
405 root 1.8 return 1;
406 root 1.4 }
407 elmex 1.1
408 root 1.8 /* Probably really a bug for a creature to have both
409     * stand still and a movement type set.
410     */
411     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
412     {
413     if (op->attack_movement & HI4)
414 elmex 1.1 {
415 root 1.8 switch (op->attack_movement & HI4)
416     {
417 root 1.4 case (PETMOVE):
418 root 1.8 pet_move (op);
419     break;
420 root 1.4
421     case (CIRCLE1):
422 root 1.8 circ1_move (op);
423     break;
424 root 1.4
425     case (CIRCLE2):
426 root 1.8 circ2_move (op);
427     break;
428 root 1.4
429     case (PACEV):
430 root 1.8 pace_movev (op);
431     break;
432 root 1.4
433     case (PACEH):
434 root 1.8 pace_moveh (op);
435     break;
436 root 1.4
437     case (PACEV2):
438 root 1.8 pace2_movev (op);
439     break;
440 root 1.4
441     case (PACEH2):
442 root 1.8 pace2_moveh (op);
443     break;
444 root 1.4
445     case (RANDO):
446 root 1.8 rand_move (op);
447     break;
448 root 1.4
449     case (RANDO2):
450 root 1.8 move_randomly (op);
451     break;
452 root 1.4 }
453 root 1.8 return 0;
454     }
455     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
456     (void) move_randomly (op);
457    
458     } /* stand still */
459     return 0;
460     } /* no enemy */
461    
462     /* We have an enemy. Block immediately below is for pets */
463     if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
464     return follow_owner (op, owner);
465    
466     /* doppleganger code to change monster facing to that of the nearest
467     * player. Hmm. The code is here, but no monster in the current
468     * arch set uses it.
469     */
470     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
471     {
472     op->face = enemy->face;
473     op->name = enemy->name;
474     }
475    
476     /* Calculate range information for closest body part - this
477     * is used for the 'skill' code, which isn't that smart when
478     * it comes to figuring it out - otherwise, giants throw boulders
479     * into themselves.
480     */
481     get_rangevector (op, enemy, &rv, 0);
482    
483     /* Move the check for scared up here - if the monster was scared,
484     * we were not doing any of the logic below, so might as well save
485     * a few cpu cycles.
486     */
487     if (!QUERY_FLAG (op, FLAG_SCARED))
488     {
489     rv_vector rv1;
490    
491     /* now we test every part of an object .... this is a real ugly piece of code */
492     for (part = op; part != NULL; part = part->more)
493     {
494     get_rangevector (part, enemy, &rv1, 0x1);
495     dir = rv1.direction;
496    
497     /* hm, not sure about this part - in original was a scared flag here too
498     * but that we test above... so can be old code here
499     */
500     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
501     dir = absdir (dir + 4);
502     if (QUERY_FLAG (op, FLAG_CONFUSED))
503     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
504    
505     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
506     {
507     if (monster_cast_spell (op, part, enemy, dir, &rv1))
508 root 1.4 return 0;
509     }
510 elmex 1.1
511 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
512     {
513     if (monster_use_scroll (op, part, enemy, dir, &rv1))
514     return 0;
515     }
516 elmex 1.1
517 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
518     {
519     if (monster_use_range (op, part, enemy, dir))
520     return 0;
521     }
522     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
523     {
524     if (monster_use_skill (op, rv.part, enemy, rv.direction))
525     return 0;
526     }
527     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
528     {
529     if (monster_use_bow (op, part, enemy, dir))
530     return 0;
531     }
532     } /* for processing of all parts */
533     } /* If not scared */
534 root 1.4
535 elmex 1.1
536 root 1.8 part = rv.part;
537     dir = rv.direction;
538 elmex 1.1
539 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
540     dir = absdir (dir + 4);
541 elmex 1.1
542 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
543     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
544 elmex 1.1
545 root 1.8 pre_att_dir = dir; /* remember the original direction */
546 elmex 1.1
547 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
548     {
549     switch (op->attack_movement & LO4)
550     {
551 root 1.4 case DISTATT:
552 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
553     break;
554 root 1.4
555     case RUNATT:
556 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
557     break;
558 root 1.4
559     case HITRUN:
560 root 1.8 dir = hitrun_att (dir, op, enemy);
561     break;
562 root 1.4
563     case WAITATT:
564 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
565     break;
566 root 1.4
567 root 1.8 case RUSH: /* default - monster normally moves towards player */
568 root 1.4 case ALLRUN:
569 root 1.8 break;
570 root 1.4
571     case DISTHIT:
572 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
573     break;
574 root 1.4
575     case WAIT2:
576 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
577     break;
578 root 1.4
579     default:
580 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
581 root 1.4 }
582 elmex 1.1 }
583    
584 root 1.8 if (!dir)
585     return 0;
586    
587     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
588     {
589     if (move_object (op, dir)) /* Can the monster move directly toward player? */
590     {
591     /* elmex: Turn our monster after it moved if it has DISTATT attack */
592     if ((op->attack_movement & LO4) == DISTATT)
593     op->direction = pre_att_dir;
594 elmex 1.1
595 root 1.8 return 0;
596     }
597    
598     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
599     {
600 elmex 1.1
601 root 1.8 /* Try move around corners if !close */
602     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
603 elmex 1.1
604 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
605     {
606     /* try different detours */
607     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
608 elmex 1.1
609 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
610 root 1.4 return 0;
611     }
612     }
613 root 1.8 } /* if monster is not standing still */
614 elmex 1.1
615 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
616     if ((op->attack_movement & LO4) == DISTATT)
617     op->direction = pre_att_dir;
618    
619     /*
620     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
621     * direction if they can't move away.
622     */
623     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
624     if (move_randomly (op))
625     return 0;
626    
627     /*
628     * Try giving the monster a new enemy - the player that is closest
629     * to it. In this way, it won't just keep trying to get to a target
630     * that is inaccessible.
631     * This could be more clever - it should go through a list of several
632     * enemies, as it is now, you could perhaps get situations where there
633     * are two players flanking the monster at close distance, but which
634     * the monster can't get to, and a third one at a far distance that
635     * the monster could get to - as it is, the monster won't look at that
636     * third one.
637     */
638     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
639     {
640     object *nearest_player = get_nearest_player (op);
641 elmex 1.1
642 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
643     {
644     op->enemy = NULL;
645     enemy = nearest_player;
646 root 1.4 }
647 elmex 1.1 }
648    
649 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
650     {
651     /* The adjustement to wc that was here before looked totally bogus -
652     * since wc can in fact get negative, that would mean by adding
653     * the current wc, the creature gets better? Instead, just
654     * add a fixed amount - nasty creatures that are runny away should
655     * still be pretty nasty.
656     */
657     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
658 elmex 1.1 {
659 root 1.8 part->stats.wc += 10;
660     (void) skill_attack (enemy, part, 0, NULL, NULL);
661     part->stats.wc -= 10;
662     }
663     else
664     (void) skill_attack (enemy, part, 0, NULL, NULL);
665     } /* if monster is in attack range */
666 elmex 1.1
667 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
668     return 1;
669 elmex 1.1
670 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
671 elmex 1.1 {
672 root 1.13 op->remove ();
673     op->destroy (0);
674 root 1.8 return 1;
675 elmex 1.1 }
676 root 1.8 return 0;
677 elmex 1.1 }
678 root 1.5
679 root 1.8 int
680     can_hit (object *ob1, object *ob2, rv_vector * rv)
681     {
682     object *more;
683     rv_vector rv1;
684 elmex 1.1
685 root 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
686     return 0;
687 elmex 1.1
688 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
689     return 1;
690 elmex 1.1
691 root 1.8 /* check all the parts of ob2 - just because we can't get to
692     * its head doesn't mean we don't want to pound its feet
693     */
694     for (more = ob2->more; more != NULL; more = more->more)
695     {
696     get_rangevector (ob1, more, &rv1, 0);
697     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
698     return 1;
699 elmex 1.1 }
700 root 1.8 return 0;
701 elmex 1.1
702     }
703    
704     /* Returns 1 is monster should cast spell sp at an enemy
705     * Returns 0 if the monster should not cast this spell.
706     *
707     * Note that this function does not check to see if the monster can
708     * in fact cast the spell (sp dependencies and what not.) That is because
709     * this function is also sued to see if the monster should use spell items
710     * (rod/horn/wand/scroll).
711     * Note that there are certainly other offensive spells that could be
712     * included, but I decided to leave out the spells that may kill more
713     * monsters than players (eg, disease).
714     *
715     * This could be a lot smarter - if there are few monsters around,
716     * then disease might not be as bad. Likewise, if the monster is damaged,
717     * the right type of healing spell could be useful.
718     */
719    
720 root 1.8 static int
721     monster_should_cast_spell (object *monster, object *spell_ob)
722 elmex 1.1 {
723 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
724     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
725     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
726     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
727     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
728     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
729 elmex 1.1
730 root 1.8 return 1;
731 elmex 1.1
732 root 1.8 return 0;
733 elmex 1.1 }
734    
735    
736     #define MAX_KNOWN_SPELLS 20
737    
738     /* Returns a randomly selected spell. This logic is still
739     * less than ideal. This code also only seems to deal with
740     * wizard spells, as the check is against sp, and not grace.
741     * can mosnters know cleric spells?
742     */
743 root 1.8 object *
744     monster_choose_random_spell (object *monster)
745     {
746     object *altern[MAX_KNOWN_SPELLS];
747     object *tmp;
748     int i = 0;
749    
750     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
751     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
752     {
753     /* Check and see if it's actually a useful spell.
754     * If its a spellbook, the spell is actually the inventory item.
755     * if it is a spell, then it is just the object itself.
756     */
757     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
758     {
759     altern[i++] = tmp;
760     if (i == MAX_KNOWN_SPELLS)
761     break;
762     }
763     }
764     if (!i)
765     return NULL;
766     return altern[RANDOM () % i];
767 elmex 1.1 }
768    
769     /* This checks to see if the monster should cast a spell/ability.
770     * it returns true if the monster casts a spell, 0 if he doesn't.
771     * head is the head of the monster.
772     * part is the part of the monster we are checking against.
773     * pl is the target.
774     * dir is the direction to case.
775     * rv is the vector which describes where the enemy is.
776     */
777    
778 root 1.8 int
779     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
780     {
781     object *spell_item;
782     object *owner;
783     rv_vector rv1;
784    
785     /* If you want monsters to cast spells over friends, this spell should
786     * be removed. It probably should be in most cases, since monsters still
787     * don't care about residual effects (ie, casting a cone which may have a
788     * clear path to the player, the side aspects of the code will still hit
789     * other monsters)
790     */
791     if (!(dir = path_to_player (part, pl, 0)))
792     return 0;
793    
794     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
795     {
796     get_rangevector (head, owner, &rv1, 0x1);
797     if (dirdiff (dir, rv1.direction) < 2)
798     {
799     return 0; /* Might hit owner with spell */
800 root 1.4 }
801 elmex 1.1 }
802    
803 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
804     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
805    
806     /* If the monster hasn't already chosen a spell, choose one
807     * I'm not sure if it really make sense to pre-select spells (events
808     * could be different by the time the monster goes again).
809     */
810     if (head->spellitem == NULL)
811     {
812     if ((spell_item = monster_choose_random_spell (head)) == NULL)
813     {
814     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
815     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
816     return 0;
817 root 1.4 }
818 root 1.8 if (spell_item->type == SPELLBOOK)
819     {
820     if (!spell_item->inv)
821     {
822     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
823     return 0;
824 root 1.4 }
825 root 1.8 spell_item = spell_item->inv;
826 root 1.4 }
827 elmex 1.1 }
828 root 1.8 else
829     spell_item = head->spellitem;
830 elmex 1.1
831 root 1.8 if (!spell_item)
832     return 0;
833 elmex 1.1
834 root 1.8 /* Best guess this is a defensive/healing spell */
835     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
836     dir = 0;
837    
838     /* Monster doesn't have enough spell-points */
839     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
840     return 0;
841    
842     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
843     return 0;
844 elmex 1.1
845 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
846     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
847 elmex 1.1
848 root 1.8 /* set this to null, so next time monster will choose something different */
849     head->spellitem = NULL;
850 elmex 1.1
851 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
852 elmex 1.1 }
853    
854    
855 root 1.8 int
856     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
857     {
858     object *scroll;
859     object *owner;
860     rv_vector rv1;
861    
862     /* If you want monsters to cast spells over friends, this spell should
863     * be removed. It probably should be in most cases, since monsters still
864     * don't care about residual effects (ie, casting a cone which may have a
865     * clear path to the player, the side aspects of the code will still hit
866     * other monsters)
867     */
868     if (!(dir = path_to_player (part, pl, 0)))
869     return 0;
870    
871     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
872     {
873     get_rangevector (head, owner, &rv1, 0x1);
874     if (dirdiff (dir, rv1.direction) < 2)
875     {
876     return 0; /* Might hit owner with spell */
877 root 1.4 }
878 elmex 1.1 }
879    
880 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
881     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
882 elmex 1.1
883 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
884     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
885     break;
886 elmex 1.1
887 root 1.8 /* Used up all his scrolls, so nothing do to */
888     if (!scroll)
889     {
890     CLEAR_FLAG (head, FLAG_READY_SCROLL);
891     return 0;
892 elmex 1.1 }
893    
894 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
895     if (scroll->inv->range == 0)
896     dir = 0;
897 elmex 1.1
898 root 1.8 apply_scroll (part, scroll, dir);
899     return 1;
900 elmex 1.1 }
901    
902     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
903     * Note that monsters do not need the skills SK_MELEE_WEAPON and
904     * SK_MISSILE_WEAPON to make those respective attacks, if we
905     * required that we would drastically increase the memory
906     * requirements of CF!!
907     *
908     * The skills we are treating here are all but those. -b.t.
909     *
910     * At the moment this is only useful for throwing, perhaps for
911     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
912 root 1.8 */
913 elmex 1.1
914 root 1.8 int
915     monster_use_skill (object *head, object *part, object *pl, int dir)
916     {
917     object *skill, *owner;
918 elmex 1.1
919 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
920     return 0;
921    
922     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
923     {
924     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
925    
926     if (dirdiff (dir, dir2) < 1)
927     return 0; /* Might hit owner with skill -thrown rocks for example ? */
928     }
929     if (QUERY_FLAG (head, FLAG_CONFUSED))
930     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
931    
932     /* skill selection - monster will use the next unused skill.
933     * well...the following scenario will allow the monster to
934     * toggle between 2 skills. One day it would be nice to make
935     * more skills available to monsters.
936     */
937 elmex 1.1
938 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
939     if (skill->type == SKILL && skill != head->chosen_skill)
940     {
941     head->chosen_skill = skill;
942     break;
943     }
944 elmex 1.1
945 root 1.8 if (!skill && !head->chosen_skill)
946     {
947     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
948     CLEAR_FLAG (head, FLAG_READY_SKILL);
949     return 0;
950 elmex 1.1 }
951 root 1.8 /* use skill */
952     return do_skill (head, part, head->chosen_skill, dir, NULL);
953 elmex 1.1 }
954    
955     /* Monster will use a ranged spell attack. */
956    
957 root 1.8 int
958     monster_use_range (object *head, object *part, object *pl, int dir)
959     {
960     object *wand, *owner;
961     int at_least_one = 0;
962    
963     if (!(dir = path_to_player (part, pl, 0)))
964     return 0;
965    
966     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
967 elmex 1.1 {
968 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
969 elmex 1.1
970 root 1.8 if (dirdiff (dir, dir2) < 2)
971     return 0; /* Might hit owner with spell */
972 elmex 1.1 }
973 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
974     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
975 elmex 1.1
976 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
977     {
978     if (wand->type == WAND)
979 elmex 1.1 {
980 root 1.8 /* Found a wand, let's see if it has charges left */
981     at_least_one = 1;
982     if (wand->stats.food <= 0)
983     continue;
984 elmex 1.1
985 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
986 elmex 1.1
987 root 1.8 if (!(--wand->stats.food))
988     {
989     if (wand->arch)
990 elmex 1.1 {
991 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
992     wand->face = wand->arch->clone.face;
993     wand->speed = 0;
994     update_ob_speed (wand);
995 elmex 1.1 }
996     }
997 root 1.8 /* Success */
998     return 1;
999     }
1000     else if (wand->type == ROD || wand->type == HORN)
1001     {
1002     /* Found rod/horn, let's use it if possible */
1003     at_least_one = 1;
1004     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1005     continue;
1006 elmex 1.1
1007 root 1.8 /* drain charge before casting spell - can be a case where the
1008     * spell destroys the monster, and rod, so if done after, results
1009     * in crash.
1010     */
1011     drain_rod_charge (wand);
1012     cast_spell (head, wand, dir, wand->inv, NULL);
1013 elmex 1.1
1014 root 1.8 /* Success */
1015     return 1;
1016 elmex 1.1 }
1017 root 1.8 }
1018    
1019     if (at_least_one)
1020     return 0;
1021 elmex 1.1
1022 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1023     CLEAR_FLAG (head, FLAG_READY_RANGE);
1024     return 0;
1025     }
1026 elmex 1.1
1027 root 1.8 int
1028     monster_use_bow (object *head, object *part, object *pl, int dir)
1029     {
1030     object *owner;
1031 elmex 1.1
1032 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1033     return 0;
1034     if (QUERY_FLAG (head, FLAG_CONFUSED))
1035     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1036 elmex 1.1
1037 root 1.8 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1038     {
1039     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1040 elmex 1.1
1041 root 1.8 if (dirdiff (dir, dir2) < 1)
1042     return 0; /* Might hit owner with arrow */
1043 elmex 1.1 }
1044    
1045 root 1.8 /* in server/player.c */
1046     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1047 elmex 1.1
1048     }
1049    
1050     /* Checks if putting on 'item' will make 'who' do more
1051     * damage. This is a very simplistic check - also checking things
1052     * like speed and ac are also relevant.
1053     *
1054     * return true if item is a better object.
1055     */
1056    
1057 root 1.8 int
1058     check_good_weapon (object *who, object *item)
1059     {
1060     object *other_weap;
1061     int val = 0, i;
1062    
1063     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1064     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1065     break;
1066 elmex 1.1
1067 root 1.8 if (other_weap == NULL) /* No other weapons */
1068     return 1;
1069 elmex 1.1
1070 root 1.8 /* Rather than go through and apply the new one, and see if it is
1071     * better, just do some simple checks
1072     * Put some multipliers for things that hvae several effects,
1073     * eg, magic affects both damage and wc, so it has more weight
1074     */
1075 elmex 1.1
1076 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1077     val += (item->magic - other_weap->magic) * 3;
1078     /* Monsters don't really get benefits from things like regen rates
1079     * from items. But the bonus for their stats are very important.
1080     */
1081     for (i = 0; i < NUM_STATS; i++)
1082     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1083    
1084     if (val > 0)
1085     return 1;
1086     else
1087     return 0;
1088 elmex 1.1
1089     }
1090    
1091 root 1.8 int
1092     check_good_armour (object *who, object *item)
1093     {
1094     object *other_armour;
1095     int val = 0, i;
1096    
1097     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1098     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1099     break;
1100 elmex 1.1
1101 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1102     return 1;
1103 elmex 1.1
1104 root 1.8 /* Like above function , see which is better */
1105     val = item->stats.ac - other_armour->stats.ac;
1106     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1107     val += (item->magic - other_armour->magic) * 3;
1108    
1109     /* for the other protections, do weigh them very much in the equation -
1110     * it is the armor protection which is most important, because there is
1111     * no good way to know what the player may attack the monster with.
1112     * So if the new item has better protection than the old, give that higher
1113     * value. If the reverse, then decrease the value of this item some.
1114     */
1115     for (i = 1; i < NROFATTACKS; i++)
1116     {
1117     if (item->resist[i] > other_armour->resist[i])
1118     val++;
1119     else if (item->resist[i] < other_armour->resist[i])
1120     val--;
1121 elmex 1.1 }
1122    
1123 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1124 elmex 1.1
1125 root 1.8 if (val > 0)
1126     return 1;
1127     else
1128     return 0;
1129 elmex 1.1
1130     }
1131    
1132     /*
1133     * monster_check_pickup(): checks for items that monster can pick up.
1134     *
1135     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1136     * Each time the blob passes over some treasure, it will
1137     * grab it a.s.a.p.
1138     *
1139     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1140     * to handle this.
1141     *
1142     * This function was seen be continueing looping at one point (tmp->below
1143     * became a recursive loop. It may be better to call monster_check_apply
1144     * after we pick everything up, since that function may call others which
1145     * affect stacking on this space.
1146     */
1147    
1148 root 1.8 void
1149     monster_check_pickup (object *monster)
1150     {
1151     object *tmp, *next;
1152    
1153     for (tmp = monster->below; tmp != NULL; tmp = next)
1154     {
1155     next = tmp->below;
1156     if (monster_can_pick (monster, tmp))
1157     {
1158 root 1.13 tmp->remove ();
1159 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1160     (void) monster_check_apply (monster, tmp);
1161     }
1162     /* We could try to re-establish the cycling, of the space, but probably
1163     * not a big deal to just bail out.
1164     */
1165 root 1.11 if (next && next->destroyed ())
1166 root 1.8 return;
1167 elmex 1.1 }
1168     }
1169    
1170     /*
1171     * monster_can_pick(): If the monster is interested in picking up
1172     * the item, then return 0. Otherwise 0.
1173     * Instead of pick_up, flags for "greed", etc, should be used.
1174     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175     */
1176    
1177 root 1.8 int
1178     monster_can_pick (object *monster, object *item)
1179     {
1180     int flag = 0;
1181     int i;
1182 elmex 1.1
1183 root 1.8 if (!can_pick (monster, item))
1184     return 0;
1185 elmex 1.1
1186 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1187     return 0;
1188 elmex 1.1
1189 root 1.8 if (monster->pick_up & 64) /* All */
1190     flag = 1;
1191 elmex 1.1
1192 root 1.8 else
1193     switch (item->type)
1194     {
1195     case MONEY:
1196     case GEM:
1197     flag = monster->pick_up & 2;
1198 root 1.4 break;
1199    
1200 root 1.8 case FOOD:
1201     flag = monster->pick_up & 4;
1202 root 1.4 break;
1203    
1204 root 1.8 case WEAPON:
1205     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1206 root 1.4 break;
1207    
1208 root 1.8 case ARMOUR:
1209     case SHIELD:
1210     case HELMET:
1211     case BOOTS:
1212     case GLOVES:
1213     case GIRDLE:
1214     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1215 root 1.4 break;
1216    
1217 root 1.8 case SKILL:
1218     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1219 root 1.4 break;
1220    
1221 root 1.8 case RING:
1222     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1223 root 1.4 break;
1224    
1225 root 1.8 case WAND:
1226     case HORN:
1227     case ROD:
1228     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1229 root 1.4 break;
1230    
1231 root 1.8 case SPELLBOOK:
1232     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1233 root 1.4 break;
1234    
1235 root 1.8 case SCROLL:
1236     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1237 root 1.4 break;
1238    
1239 root 1.8 case BOW:
1240     case ARROW:
1241     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1242 root 1.4 break;
1243 root 1.8 }
1244     /* Simplistic check - if the monster has a location to equip it, he will
1245     * pick it up. Note that this doesn't handle cases where an item may
1246     * use several locations.
1247     */
1248     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249     {
1250     if (monster->body_info[i] && item->body_info[i])
1251     {
1252     flag = 1;
1253     break;
1254 root 1.4 }
1255 elmex 1.1 }
1256    
1257 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1258     return 1;
1259     return 0;
1260 elmex 1.1 }
1261    
1262     /*
1263     * monster_apply_below():
1264     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1265     * eager to apply things, encounters something apply-able,
1266     * then make him apply it
1267     */
1268    
1269 root 1.8 void
1270     monster_apply_below (object *monster)
1271     {
1272     object *tmp, *next;
1273 elmex 1.1
1274 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1275     {
1276     next = tmp->below;
1277     switch (tmp->type)
1278     {
1279 root 1.4 case CF_HANDLE:
1280     case TRIGGER:
1281 root 1.8 if (monster->will_apply & 1)
1282     manual_apply (monster, tmp, 0);
1283     break;
1284 root 1.4
1285     case TREASURE:
1286 root 1.8 if (monster->will_apply & 2)
1287     manual_apply (monster, tmp, 0);
1288     break;
1289 root 1.4
1290     }
1291 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1292     break;
1293 elmex 1.1 }
1294     }
1295    
1296     /*
1297     * monster_check_apply() is meant to be called after an item is
1298     * inserted in a monster.
1299     * If an item becomes outdated (monster found a better item),
1300     * a pointer to that object is returned, so it can be dropped.
1301     * (so that other monsters can pick it up and use it)
1302     * Note that as things are now, monsters never drop something -
1303     * they can pick up all that they can use.
1304     */
1305    
1306     /* Sept 96, fixed this so skills will be readied -b.t.*/
1307    
1308 root 1.8 void
1309     monster_check_apply (object *mon, object *item)
1310     {
1311 elmex 1.1
1312 root 1.8 int flag = 0;
1313 elmex 1.1
1314 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1315     {
1316     SET_FLAG (mon, FLAG_CAST_SPELL);
1317     return;
1318 elmex 1.1 }
1319    
1320 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1321     if (QUERY_FLAG (item, FLAG_APPLIED))
1322     return;
1323    
1324     /* Might be better not to do this - if the monster can fire a bow,
1325     * it is possible in his wanderings, he will find one to use. In
1326     * which case, it would be nice to have ammo for it.
1327     */
1328     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1329     {
1330     /* Check for the right kind of bow */
1331     object *bow;
1332 elmex 1.1
1333 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1334     if (bow->type == BOW && bow->race == item->race)
1335     {
1336     SET_FLAG (mon, FLAG_READY_BOW);
1337     LOG (llevMonster, "Found correct bow for arrows.\n");
1338     return; /* nothing more to do for arrows */
1339     }
1340 elmex 1.1 }
1341    
1342 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1343     flag = 1;
1344     /* Eating food gets hp back */
1345     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1346     flag = 1;
1347     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1348     {
1349     if (!item->inv)
1350     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1351     else if (monster_should_cast_spell (mon, item->inv))
1352     SET_FLAG (mon, FLAG_READY_SCROLL);
1353     /* Don't use it right now */
1354     return;
1355     }
1356     else if (item->type == WEAPON)
1357     flag = check_good_weapon (mon, item);
1358     else if (IS_ARMOR (item))
1359     flag = check_good_armour (mon, item);
1360     /* Should do something more, like make sure this is a better item */
1361     else if (item->type == RING)
1362     flag = 1;
1363     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1364     {
1365     /* We never really 'ready' the wand/rod/horn, because that would mean the
1366     * weapon would get undone.
1367     */
1368     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1369     {
1370     SET_FLAG (mon, FLAG_READY_RANGE);
1371     SET_FLAG (item, FLAG_APPLIED);
1372     }
1373     return;
1374     }
1375     else if (item->type == BOW)
1376     {
1377     /* We never really 'ready' the bow, because that would mean the
1378     * weapon would get undone.
1379     */
1380     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1381     SET_FLAG (mon, FLAG_READY_BOW);
1382     return;
1383     }
1384     else if (item->type == SKILL)
1385     {
1386     /*
1387     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1388     * else they can't use the skill...
1389     * Skills also don't need to get applied, so return now.
1390     */
1391     SET_FLAG (mon, FLAG_READY_SKILL);
1392     return;
1393 elmex 1.1 }
1394    
1395    
1396 root 1.8 /* if we don't match one of the above types, return now.
1397     * can_apply_object will say that we can apply things like flesh,
1398     * bolts, and whatever else, because it only checks against the
1399     * body_info locations.
1400     */
1401     if (!flag)
1402     return;
1403 elmex 1.1
1404 root 1.8 /* Check to see if the monster can use this item. If not, no need
1405     * to do further processing. Note that can_apply_object already checks
1406     * for the CAN_USE flags.
1407     */
1408     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1409 elmex 1.1 return;
1410 root 1.8
1411     /* should only be applying this item, not unapplying it.
1412     * also, ignore status of curse so they can take off old armour.
1413     * monsters have some advantages after all.
1414     */
1415     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1416    
1417     return;
1418 elmex 1.1 }
1419    
1420 root 1.8 void
1421     npc_call_help (object *op)
1422     {
1423     int x, y, mflags;
1424     object *npc;
1425     sint16 sx, sy;
1426 root 1.12 maptile *m;
1427 root 1.8
1428     for (x = -3; x < 4; x++)
1429     for (y = -3; y < 4; y++)
1430     {
1431     m = op->map;
1432     sx = op->x + x;
1433     sy = op->y + y;
1434     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1435     /* If nothing alive on this space, no need to search the space. */
1436     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1437     continue;
1438    
1439     for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1440     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1441     npc->enemy = op->enemy;
1442     }
1443 elmex 1.1 }
1444    
1445    
1446 root 1.8 int
1447     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448     {
1449 elmex 1.1
1450 root 1.8 if (can_hit (part, enemy, rv))
1451     return dir;
1452     if (rv->distance < 10)
1453     return absdir (dir + 4);
1454     else if (rv->distance > 18)
1455     return dir;
1456     return 0;
1457 elmex 1.1 }
1458    
1459 root 1.8 int
1460     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1461     {
1462 elmex 1.1
1463 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1464     {
1465     ob->move_status++;
1466     return (dir);
1467 elmex 1.1 }
1468 root 1.8 else if (ob->move_status > 20)
1469     ob->move_status = 0;
1470     return absdir (dir + 4);
1471 elmex 1.1 }
1472    
1473 root 1.8 int
1474     hitrun_att (int dir, object *ob, object *enemy)
1475     {
1476     if (ob->move_status++ < 25)
1477     return dir;
1478     else if (ob->move_status < 50)
1479     return absdir (dir + 4);
1480     else
1481     ob->move_status = 0;
1482     return absdir (dir + 4);
1483 elmex 1.1 }
1484    
1485 root 1.8 int
1486     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1487     {
1488    
1489     int inrange = can_hit (part, enemy, rv);
1490 elmex 1.1
1491 root 1.8 if (ob->move_status || inrange)
1492     ob->move_status++;
1493 elmex 1.1
1494 root 1.8 if (ob->move_status == 0)
1495 elmex 1.1 return 0;
1496 root 1.8 else if (ob->move_status < 10)
1497     return dir;
1498     else if (ob->move_status < 15)
1499     return absdir (dir + 4);
1500     ob->move_status = 0;
1501     return 0;
1502 elmex 1.1 }
1503    
1504 root 1.8 int
1505     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1506     {
1507 elmex 1.1
1508 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1509     * happen is that if the creatures hp percentage falls below run_away,
1510     * the creature should run away (dir+4)
1511     * I think its wrong for a creature to have a zero maxhp value, but
1512     * at least one map has this set, and whatever the map contains, the
1513     * server should try to be resilant enough to avoid the problem
1514     */
1515     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1516     return absdir (dir + 4);
1517     return dist_att (dir, ob, enemy, part, rv);
1518 elmex 1.1 }
1519    
1520 root 1.8 int
1521     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1522     {
1523     if (rv->distance < 9)
1524     return absdir (dir + 4);
1525     return 0;
1526 elmex 1.1 }
1527    
1528 root 1.8 void
1529     circ1_move (object *ob)
1530     {
1531     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1532     if (++ob->move_status > 11)
1533 elmex 1.1 ob->move_status = 0;
1534 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1535     (void) move_object (ob, RANDOM () % 8 + 1);
1536 elmex 1.1 }
1537    
1538 root 1.8 void
1539     circ2_move (object *ob)
1540     {
1541     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542     if (++ob->move_status > 19)
1543 elmex 1.1 ob->move_status = 0;
1544 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1545     (void) move_object (ob, RANDOM () % 8 + 1);
1546 elmex 1.1 }
1547    
1548 root 1.8 void
1549     pace_movev (object *ob)
1550     {
1551 elmex 1.1 if (ob->move_status++ > 6)
1552     ob->move_status = 0;
1553     if (ob->move_status < 4)
1554 root 1.8 (void) move_object (ob, 5);
1555 elmex 1.1 else
1556 root 1.8 (void) move_object (ob, 1);
1557 elmex 1.1 }
1558    
1559 root 1.8 void
1560     pace_moveh (object *ob)
1561     {
1562 elmex 1.1 if (ob->move_status++ > 6)
1563     ob->move_status = 0;
1564     if (ob->move_status < 4)
1565 root 1.8 (void) move_object (ob, 3);
1566 elmex 1.1 else
1567 root 1.8 (void) move_object (ob, 7);
1568 elmex 1.1 }
1569    
1570 root 1.8 void
1571     pace2_movev (object *ob)
1572     {
1573     if (ob->move_status++ > 16)
1574 elmex 1.1 ob->move_status = 0;
1575 root 1.8 if (ob->move_status < 6)
1576     (void) move_object (ob, 5);
1577 elmex 1.1 else if (ob->move_status < 8)
1578     return;
1579 root 1.8 else if (ob->move_status < 13)
1580     (void) move_object (ob, 1);
1581     else
1582     return;
1583     }
1584 elmex 1.1
1585 root 1.8 void
1586     pace2_moveh (object *ob)
1587     {
1588     if (ob->move_status++ > 16)
1589 elmex 1.1 ob->move_status = 0;
1590 root 1.8 if (ob->move_status < 6)
1591     (void) move_object (ob, 3);
1592 elmex 1.1 else if (ob->move_status < 8)
1593     return;
1594 root 1.8 else if (ob->move_status < 13)
1595     (void) move_object (ob, 7);
1596     else
1597     return;
1598     }
1599 elmex 1.1
1600 root 1.8 void
1601     rand_move (object *ob)
1602     {
1603 elmex 1.1 int i;
1604 root 1.8
1605     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1606 elmex 1.1 for (i = 0; i < 5; i++)
1607 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1608 elmex 1.1 return;
1609     }
1610    
1611 root 1.8 void
1612 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1613 root 1.8 {
1614     object *tmp;
1615    
1616     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1617     {
1618     if (tmp->type == EARTHWALL)
1619     {
1620     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1621     return;
1622 root 1.4 }
1623 elmex 1.1 }
1624     }
1625    
1626 root 1.8 void
1627 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1628 root 1.8 {
1629     object *tmp;
1630    
1631     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1632     {
1633     if (tmp->type == DOOR)
1634     {
1635     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1636     return;
1637 root 1.4 }
1638 elmex 1.1 }
1639     }
1640    
1641     /* find_mon_throw_ob() - modeled on find_throw_ob
1642     * This is probably overly simplistic as it is now - We want
1643     * monsters to throw things like chairs and other pieces of
1644     * furniture, even if they are not good throwable objects.
1645     * Probably better to have the monster throw a throwable object
1646     * first, then throw any non equipped weapon.
1647     */
1648    
1649 root 1.8 object *
1650     find_mon_throw_ob (object *op)
1651     {
1652     object *tmp = NULL;
1653 elmex 1.1
1654 root 1.8 if (op->head)
1655     tmp = op->head;
1656     else
1657     tmp = op;
1658 elmex 1.1
1659 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1660     * marked item and throw it to the enemy.
1661     */
1662 elmex 1.1
1663 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1664     {
1665    
1666     /* Can't throw invisible objects or items that are applied */
1667     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1668     continue;
1669    
1670     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1671     break;
1672 elmex 1.1
1673     }
1674    
1675     #ifdef DEBUG_THROW
1676 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1677 elmex 1.1 #endif
1678    
1679 root 1.8 return tmp;
1680 elmex 1.1 }
1681    
1682     /* determine if we can 'detect' the enemy. Check for walls blocking the
1683     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1684     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1685     * modified by MSW to use the get_rangevector so that map tiling works
1686     * properly. I also so odd code in place that checked for x distance
1687     * OR y distance being within some range - that seemed wrong - both should
1688     * be within the valid range. MSW 2001-08-05
1689     * Returns 0 if enemy can not be detected, 1 if it is detected
1690     */
1691    
1692 root 1.8 int
1693     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1694     {
1695     int radius = MIN_MON_RADIUS, hide_discovery;
1696    
1697     /* null detection for any of these condtions always */
1698     if (!op || !enemy || !op->map || !enemy->map)
1699     return 0;
1700 elmex 1.1
1701 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1702     if (!on_same_map (op, enemy))
1703     return 0;
1704 elmex 1.1
1705 root 1.8 get_rangevector (op, enemy, rv, 0);
1706 elmex 1.1
1707 root 1.8 /* Monsters always ignore the DM */
1708     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1709     return 0;
1710 elmex 1.1
1711 root 1.8 /* simple check. Should probably put some range checks in here. */
1712     if (can_see_enemy (op, enemy))
1713     return 1;
1714 elmex 1.1
1715 root 1.8 /* The rest of this is for monsters. Players are on their own for
1716     * finding enemies!
1717     */
1718     if (op->type == PLAYER)
1719     return 0;
1720 elmex 1.1
1721 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1722     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1723     */
1724     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1725     return 0;
1726 elmex 1.1
1727 root 1.8 /* use this for invis also */
1728     hide_discovery = op->stats.Int / 5;
1729 elmex 1.1
1730 root 1.8 /* Determine Detection radii */
1731     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1732     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1733     else
1734     { /* a level/INT/Dex adjustment for hiding */
1735     object *sk_hide;
1736     int bonus = (op->level / 2) + (op->stats.Int / 5);
1737    
1738     if (enemy->type == PLAYER)
1739     {
1740     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1741     bonus -= sk_hide->level;
1742     else
1743     {
1744     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1745     make_visible (enemy);
1746     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1747 root 1.4 }
1748     }
1749 root 1.8 else /* enemy is not a player */
1750     bonus -= enemy->level;
1751    
1752     radius += bonus / 5;
1753     hide_discovery += bonus * 5;
1754     } /* else creature has modifiers for hiding */
1755    
1756     /* Radii stealth adjustment. Only if you are stealthy
1757     * will you be able to sneak up closer to creatures */
1758     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1759     radius = radius / 2, hide_discovery = hide_discovery / 3;
1760    
1761     /* Radii adjustment for enemy standing in the dark */
1762     if (op->map->darkness > 0 && !stand_in_light (enemy))
1763     {
1764     /* on dark maps body heat can help indicate location with infravision
1765     * undead don't have body heat, so no benefit detecting them.
1766     */
1767     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1768     radius += op->map->darkness / 2;
1769     else
1770     radius -= op->map->darkness / 2;
1771    
1772     /* op next to a monster (and not in complete darkness)
1773     * the monster should have a chance to see you.
1774     */
1775     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1776     radius = MIN_MON_RADIUS;
1777     } /* if on dark map */
1778 elmex 1.1
1779 root 1.8 /* Lets not worry about monsters that have incredible detection
1780     * radii, we only need to worry here about things the player can
1781     * (potentially) see. This is 13, as that is the maximum size the player
1782     * may have for their map - in that way, creatures at the edge will
1783     * do something. Note that the distance field in the
1784     * vector is real distance, so in theory this should be 18 to
1785     * find that.
1786     */
1787     if (radius > 13)
1788     radius = 13;
1789    
1790     /* Enemy in range! Now test for detection */
1791     if ((int) rv->distance <= radius)
1792     {
1793     /* ah, we are within range, detected? take cases */
1794     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1795     return 1;
1796 root 1.4
1797 root 1.8 /* hidden or low-quality invisible */
1798     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1799     {
1800     make_visible (enemy);
1801     /* inform players of new status */
1802     if (enemy->type == PLAYER && player_can_view (enemy, op))
1803     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1804     return 1; /* detected enemy */
1805     }
1806     else if (enemy->invisible)
1807     {
1808     /* Change this around - instead of negating the invisible, just
1809     * return true so that the mosnter that managed to detect you can
1810     * do something to you. Decreasing the duration of invisible
1811     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1812     * can then basically negate the spell. The spell isn't negated -
1813     * they just know where you are!
1814     */
1815     if ((RANDOM () % 50) <= hide_discovery)
1816     {
1817     if (enemy->type == PLAYER)
1818     {
1819     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1820 root 1.4 }
1821 root 1.8 return 1;
1822 root 1.4 }
1823     }
1824 root 1.8 } /* within range */
1825 elmex 1.1
1826 root 1.8 /* Wasn't detected above, so still hidden */
1827     return 0;
1828 elmex 1.1 }
1829    
1830     /* determine if op stands in a lighted square. This is not a very
1831     * intellegent algorithm. For one thing, we ignore los here, SO it
1832     * is possible for a bright light to illuminate a player on the
1833     * other side of a wall (!).
1834     */
1835    
1836 root 1.8 int
1837     stand_in_light (object *op)
1838     {
1839     sint16 nx, ny;
1840 root 1.12 maptile *m;
1841 root 1.8
1842    
1843     if (!op)
1844     return 0;
1845     if (op->glow_radius > 0)
1846     return 1;
1847 elmex 1.1
1848 root 1.8 if (op->map)
1849     {
1850     int x, y, x1, y1;
1851 elmex 1.1
1852    
1853 root 1.4
1854 root 1.8 /* Check the spaces with the max light radius to see if any of them
1855     * have lights, and if any of them light the player enough, then return 1.
1856     */
1857     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1858     {
1859     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1860     {
1861     m = op->map;
1862     nx = x;
1863     ny = y;
1864    
1865     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1866     continue;
1867    
1868     x1 = abs (x - op->x) * abs (x - op->x);
1869     y1 = abs (y - op->y) * abs (y - op->y);
1870     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1871     return 1;
1872 root 1.4 }
1873     }
1874 elmex 1.1 }
1875 root 1.8 return 0;
1876 elmex 1.1 }
1877    
1878    
1879     /* assuming no walls/barriers, lets check to see if its *possible*
1880     * to see an enemy. Note, "detection" is different from "seeing".
1881     * See can_detect_enemy() for more details. -b.t.
1882     * return 0 if can't be seen, 1 if can be
1883     */
1884    
1885 root 1.8 int
1886     can_see_enemy (object *op, object *enemy)
1887     {
1888     object *looker = op->head ? op->head : op;
1889    
1890     /* safety */
1891     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1892     return 0;
1893 elmex 1.1
1894 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1895     * see through walls). Should we change the code elsewhere to make you
1896     * blind even if you can xray?
1897     */
1898     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1899     return 0;
1900    
1901     /* checking for invisible things */
1902     if (enemy->invisible)
1903     {
1904     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1905     * However,if you carry any source of light, then the hidden
1906     * creature is seeable (and stupid) */
1907 elmex 1.1
1908 root 1.8 if (has_carried_lights (enemy))
1909     {
1910     if (enemy->hide)
1911     {
1912     make_visible (enemy);
1913     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1914 root 1.4 }
1915 root 1.8 return 1;
1916     }
1917     else if (enemy->hide)
1918     return 0;
1919 root 1.4
1920 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1921     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1922     * and making it a conditional makes the code pretty ugly.
1923     */
1924     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1925     {
1926     if (makes_invisible_to (enemy, looker))
1927     return 0;
1928 root 1.4 }
1929 root 1.8 }
1930     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1931     if (player_can_view (looker, enemy))
1932     return 1;
1933 elmex 1.1
1934     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1935     * unless they carry a light or stand in light. Darkness doesnt
1936     * inhibit the undead per se (but we should give their archs
1937     * CAN_SEE_IN_DARK, this is just a safety
1938     * we care about the enemy maps status, not the looker.
1939     * only relevant for tiled maps, but it is possible that the
1940     * enemy is on a bright map and the looker on a dark - in that
1941     * case, the looker can still see the enemy
1942     */
1943 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1944     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1945 elmex 1.1 return 0;
1946    
1947     return 1;
1948     }