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/cvs/deliantra/server/server/monster.C
Revision: 1.14
Committed: Tue Dec 12 21:39:57 2006 UTC (17 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.13: +2 -3 lines
Log Message:
- more ooficiation
- removed now superfluous remove 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 1.14 op->destroy ();
404 root 1.8 return 1;
405 root 1.4 }
406 elmex 1.1
407 root 1.8 /* Probably really a bug for a creature to have both
408     * stand still and a movement type set.
409     */
410     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
411     {
412     if (op->attack_movement & HI4)
413 elmex 1.1 {
414 root 1.8 switch (op->attack_movement & HI4)
415     {
416 root 1.4 case (PETMOVE):
417 root 1.8 pet_move (op);
418     break;
419 root 1.4
420     case (CIRCLE1):
421 root 1.8 circ1_move (op);
422     break;
423 root 1.4
424     case (CIRCLE2):
425 root 1.8 circ2_move (op);
426     break;
427 root 1.4
428     case (PACEV):
429 root 1.8 pace_movev (op);
430     break;
431 root 1.4
432     case (PACEH):
433 root 1.8 pace_moveh (op);
434     break;
435 root 1.4
436     case (PACEV2):
437 root 1.8 pace2_movev (op);
438     break;
439 root 1.4
440     case (PACEH2):
441 root 1.8 pace2_moveh (op);
442     break;
443 root 1.4
444     case (RANDO):
445 root 1.8 rand_move (op);
446     break;
447 root 1.4
448     case (RANDO2):
449 root 1.8 move_randomly (op);
450     break;
451 root 1.4 }
452 root 1.8 return 0;
453     }
454     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
455     (void) move_randomly (op);
456    
457     } /* stand still */
458     return 0;
459     } /* no enemy */
460    
461     /* We have an enemy. Block immediately below is for pets */
462     if ((op->attack_movement & HI4) == PETMOVE && (owner = get_owner (op)) != NULL && !on_same_map (op, owner))
463     return follow_owner (op, owner);
464    
465     /* doppleganger code to change monster facing to that of the nearest
466     * player. Hmm. The code is here, but no monster in the current
467     * arch set uses it.
468     */
469     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
470     {
471     op->face = enemy->face;
472     op->name = enemy->name;
473     }
474    
475     /* Calculate range information for closest body part - this
476     * is used for the 'skill' code, which isn't that smart when
477     * it comes to figuring it out - otherwise, giants throw boulders
478     * into themselves.
479     */
480     get_rangevector (op, enemy, &rv, 0);
481    
482     /* Move the check for scared up here - if the monster was scared,
483     * we were not doing any of the logic below, so might as well save
484     * a few cpu cycles.
485     */
486     if (!QUERY_FLAG (op, FLAG_SCARED))
487     {
488     rv_vector rv1;
489    
490     /* now we test every part of an object .... this is a real ugly piece of code */
491     for (part = op; part != NULL; part = part->more)
492     {
493     get_rangevector (part, enemy, &rv1, 0x1);
494     dir = rv1.direction;
495    
496     /* hm, not sure about this part - in original was a scared flag here too
497     * but that we test above... so can be old code here
498     */
499     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
500     dir = absdir (dir + 4);
501     if (QUERY_FLAG (op, FLAG_CONFUSED))
502     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
503    
504     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
505     {
506     if (monster_cast_spell (op, part, enemy, dir, &rv1))
507 root 1.4 return 0;
508     }
509 elmex 1.1
510 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
511     {
512     if (monster_use_scroll (op, part, enemy, dir, &rv1))
513     return 0;
514     }
515 elmex 1.1
516 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
517     {
518     if (monster_use_range (op, part, enemy, dir))
519     return 0;
520     }
521     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
522     {
523     if (monster_use_skill (op, rv.part, enemy, rv.direction))
524     return 0;
525     }
526     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
527     {
528     if (monster_use_bow (op, part, enemy, dir))
529     return 0;
530     }
531     } /* for processing of all parts */
532     } /* If not scared */
533 root 1.4
534 elmex 1.1
535 root 1.8 part = rv.part;
536     dir = rv.direction;
537 elmex 1.1
538 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
539     dir = absdir (dir + 4);
540 elmex 1.1
541 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
542     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
543 elmex 1.1
544 root 1.8 pre_att_dir = dir; /* remember the original direction */
545 elmex 1.1
546 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
547     {
548     switch (op->attack_movement & LO4)
549     {
550 root 1.4 case DISTATT:
551 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
552     break;
553 root 1.4
554     case RUNATT:
555 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
556     break;
557 root 1.4
558     case HITRUN:
559 root 1.8 dir = hitrun_att (dir, op, enemy);
560     break;
561 root 1.4
562     case WAITATT:
563 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
564     break;
565 root 1.4
566 root 1.8 case RUSH: /* default - monster normally moves towards player */
567 root 1.4 case ALLRUN:
568 root 1.8 break;
569 root 1.4
570     case DISTHIT:
571 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
572     break;
573 root 1.4
574     case WAIT2:
575 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
576     break;
577 root 1.4
578     default:
579 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
580 root 1.4 }
581 elmex 1.1 }
582    
583 root 1.8 if (!dir)
584     return 0;
585    
586     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
587     {
588     if (move_object (op, dir)) /* Can the monster move directly toward player? */
589     {
590     /* elmex: Turn our monster after it moved if it has DISTATT attack */
591     if ((op->attack_movement & LO4) == DISTATT)
592     op->direction = pre_att_dir;
593 elmex 1.1
594 root 1.8 return 0;
595     }
596    
597     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
598     {
599 elmex 1.1
600 root 1.8 /* Try move around corners if !close */
601     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
602 elmex 1.1
603 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
604     {
605     /* try different detours */
606     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
607 elmex 1.1
608 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
609 root 1.4 return 0;
610     }
611     }
612 root 1.8 } /* if monster is not standing still */
613 elmex 1.1
614 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
615     if ((op->attack_movement & LO4) == DISTATT)
616     op->direction = pre_att_dir;
617    
618     /*
619     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
620     * direction if they can't move away.
621     */
622     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
623     if (move_randomly (op))
624     return 0;
625    
626     /*
627     * Try giving the monster a new enemy - the player that is closest
628     * to it. In this way, it won't just keep trying to get to a target
629     * that is inaccessible.
630     * This could be more clever - it should go through a list of several
631     * enemies, as it is now, you could perhaps get situations where there
632     * are two players flanking the monster at close distance, but which
633     * the monster can't get to, and a third one at a far distance that
634     * the monster could get to - as it is, the monster won't look at that
635     * third one.
636     */
637     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
638     {
639     object *nearest_player = get_nearest_player (op);
640 elmex 1.1
641 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
642     {
643     op->enemy = NULL;
644     enemy = nearest_player;
645 root 1.4 }
646 elmex 1.1 }
647    
648 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
649     {
650     /* The adjustement to wc that was here before looked totally bogus -
651     * since wc can in fact get negative, that would mean by adding
652     * the current wc, the creature gets better? Instead, just
653     * add a fixed amount - nasty creatures that are runny away should
654     * still be pretty nasty.
655     */
656     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
657 elmex 1.1 {
658 root 1.8 part->stats.wc += 10;
659     (void) skill_attack (enemy, part, 0, NULL, NULL);
660     part->stats.wc -= 10;
661     }
662     else
663     (void) skill_attack (enemy, part, 0, NULL, NULL);
664     } /* if monster is in attack range */
665 elmex 1.1
666 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
667     return 1;
668 elmex 1.1
669 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
670 elmex 1.1 {
671 root 1.13 op->remove ();
672 root 1.14 op->destroy ();
673 root 1.8 return 1;
674 elmex 1.1 }
675 root 1.8 return 0;
676 elmex 1.1 }
677 root 1.5
678 root 1.8 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 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
685     return 0;
686 elmex 1.1
687 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
688     return 1;
689 elmex 1.1
690 root 1.8 /* 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 != NULL; 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 elmex 1.1 }
699 root 1.8 return 0;
700 elmex 1.1
701     }
702    
703     /* Returns 1 is monster should cast spell sp at an enemy
704     * Returns 0 if the monster should not cast this spell.
705     *
706     * Note that this function does not check to see if the monster can
707     * in fact cast the spell (sp dependencies and what not.) That is because
708     * this function is also sued to see if the monster should use spell items
709     * (rod/horn/wand/scroll).
710     * Note that there are certainly other offensive spells that could be
711     * included, but I decided to leave out the spells that may kill more
712     * monsters than players (eg, disease).
713     *
714     * This could be a lot smarter - if there are few monsters around,
715     * then disease might not be as bad. Likewise, if the monster is damaged,
716     * the right type of healing spell could be useful.
717     */
718    
719 root 1.8 static int
720     monster_should_cast_spell (object *monster, object *spell_ob)
721 elmex 1.1 {
722 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
723     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
724     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
725     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
726     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
727     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
728 elmex 1.1
729 root 1.8 return 1;
730 elmex 1.1
731 root 1.8 return 0;
732 elmex 1.1 }
733    
734    
735     #define MAX_KNOWN_SPELLS 20
736    
737     /* Returns a randomly selected spell. This logic is still
738     * less than ideal. This code also only seems to deal with
739     * wizard spells, as the check is against sp, and not grace.
740     * can mosnters know cleric spells?
741     */
742 root 1.8 object *
743     monster_choose_random_spell (object *monster)
744     {
745     object *altern[MAX_KNOWN_SPELLS];
746     object *tmp;
747     int i = 0;
748    
749     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
750     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
751     {
752     /* Check and see if it's actually a useful spell.
753     * If its a spellbook, the spell is actually the inventory item.
754     * if it is a spell, then it is just the object itself.
755     */
756     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
757     {
758     altern[i++] = tmp;
759     if (i == MAX_KNOWN_SPELLS)
760     break;
761     }
762     }
763     if (!i)
764     return NULL;
765     return altern[RANDOM () % i];
766 elmex 1.1 }
767    
768     /* This checks to see if the monster should cast a spell/ability.
769     * it returns true if the monster casts a spell, 0 if he doesn't.
770     * head is the head of the monster.
771     * part is the part of the monster we are checking against.
772     * pl is the target.
773     * dir is the direction to case.
774     * rv is the vector which describes where the enemy is.
775     */
776    
777 root 1.8 int
778     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
779     {
780     object *spell_item;
781     object *owner;
782     rv_vector rv1;
783    
784     /* If you want monsters to cast spells over friends, this spell should
785     * be removed. It probably should be in most cases, since monsters still
786     * don't care about residual effects (ie, casting a cone which may have a
787     * clear path to the player, the side aspects of the code will still hit
788     * other monsters)
789     */
790     if (!(dir = path_to_player (part, pl, 0)))
791     return 0;
792    
793     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
794     {
795     get_rangevector (head, owner, &rv1, 0x1);
796     if (dirdiff (dir, rv1.direction) < 2)
797     {
798     return 0; /* Might hit owner with spell */
799 root 1.4 }
800 elmex 1.1 }
801    
802 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
803     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
804    
805     /* If the monster hasn't already chosen a spell, choose one
806     * I'm not sure if it really make sense to pre-select spells (events
807     * could be different by the time the monster goes again).
808     */
809     if (head->spellitem == NULL)
810     {
811     if ((spell_item = monster_choose_random_spell (head)) == NULL)
812     {
813     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
814     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
815     return 0;
816 root 1.4 }
817 root 1.8 if (spell_item->type == SPELLBOOK)
818     {
819     if (!spell_item->inv)
820     {
821     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
822     return 0;
823 root 1.4 }
824 root 1.8 spell_item = spell_item->inv;
825 root 1.4 }
826 elmex 1.1 }
827 root 1.8 else
828     spell_item = head->spellitem;
829 elmex 1.1
830 root 1.8 if (!spell_item)
831     return 0;
832 elmex 1.1
833 root 1.8 /* Best guess this is a defensive/healing spell */
834     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
835     dir = 0;
836    
837     /* Monster doesn't have enough spell-points */
838     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
839     return 0;
840    
841     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
842     return 0;
843 elmex 1.1
844 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
845     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
846 elmex 1.1
847 root 1.8 /* set this to null, so next time monster will choose something different */
848     head->spellitem = NULL;
849 elmex 1.1
850 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
851 elmex 1.1 }
852    
853    
854 root 1.8 int
855     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
856     {
857     object *scroll;
858     object *owner;
859     rv_vector rv1;
860    
861     /* If you want monsters to cast spells over friends, this spell should
862     * be removed. It probably should be in most cases, since monsters still
863     * don't care about residual effects (ie, casting a cone which may have a
864     * clear path to the player, the side aspects of the code will still hit
865     * other monsters)
866     */
867     if (!(dir = path_to_player (part, pl, 0)))
868     return 0;
869    
870     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
871     {
872     get_rangevector (head, owner, &rv1, 0x1);
873     if (dirdiff (dir, rv1.direction) < 2)
874     {
875     return 0; /* Might hit owner with spell */
876 root 1.4 }
877 elmex 1.1 }
878    
879 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
880     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
881 elmex 1.1
882 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
883     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
884     break;
885 elmex 1.1
886 root 1.8 /* Used up all his scrolls, so nothing do to */
887     if (!scroll)
888     {
889     CLEAR_FLAG (head, FLAG_READY_SCROLL);
890     return 0;
891 elmex 1.1 }
892    
893 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
894     if (scroll->inv->range == 0)
895     dir = 0;
896 elmex 1.1
897 root 1.8 apply_scroll (part, scroll, dir);
898     return 1;
899 elmex 1.1 }
900    
901     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
902     * Note that monsters do not need the skills SK_MELEE_WEAPON and
903     * SK_MISSILE_WEAPON to make those respective attacks, if we
904     * required that we would drastically increase the memory
905     * requirements of CF!!
906     *
907     * The skills we are treating here are all but those. -b.t.
908     *
909     * At the moment this is only useful for throwing, perhaps for
910     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
911 root 1.8 */
912 elmex 1.1
913 root 1.8 int
914     monster_use_skill (object *head, object *part, object *pl, int dir)
915     {
916     object *skill, *owner;
917 elmex 1.1
918 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
919     return 0;
920    
921     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
922     {
923     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
924    
925     if (dirdiff (dir, dir2) < 1)
926     return 0; /* Might hit owner with skill -thrown rocks for example ? */
927     }
928     if (QUERY_FLAG (head, FLAG_CONFUSED))
929     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
930    
931     /* skill selection - monster will use the next unused skill.
932     * well...the following scenario will allow the monster to
933     * toggle between 2 skills. One day it would be nice to make
934     * more skills available to monsters.
935     */
936 elmex 1.1
937 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
938     if (skill->type == SKILL && skill != head->chosen_skill)
939     {
940     head->chosen_skill = skill;
941     break;
942     }
943 elmex 1.1
944 root 1.8 if (!skill && !head->chosen_skill)
945     {
946     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
947     CLEAR_FLAG (head, FLAG_READY_SKILL);
948     return 0;
949 elmex 1.1 }
950 root 1.8 /* use skill */
951     return do_skill (head, part, head->chosen_skill, dir, NULL);
952 elmex 1.1 }
953    
954     /* Monster will use a ranged spell attack. */
955    
956 root 1.8 int
957     monster_use_range (object *head, object *part, object *pl, int dir)
958     {
959     object *wand, *owner;
960     int at_least_one = 0;
961    
962     if (!(dir = path_to_player (part, pl, 0)))
963     return 0;
964    
965     if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
966 elmex 1.1 {
967 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
968 elmex 1.1
969 root 1.8 if (dirdiff (dir, dir2) < 2)
970     return 0; /* Might hit owner with spell */
971 elmex 1.1 }
972 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
973     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
974 elmex 1.1
975 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
976     {
977     if (wand->type == WAND)
978 elmex 1.1 {
979 root 1.8 /* Found a wand, let's see if it has charges left */
980     at_least_one = 1;
981     if (wand->stats.food <= 0)
982     continue;
983 elmex 1.1
984 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
985 elmex 1.1
986 root 1.8 if (!(--wand->stats.food))
987     {
988     if (wand->arch)
989 elmex 1.1 {
990 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
991     wand->face = wand->arch->clone.face;
992     wand->speed = 0;
993     update_ob_speed (wand);
994 elmex 1.1 }
995     }
996 root 1.8 /* Success */
997     return 1;
998     }
999     else if (wand->type == ROD || wand->type == HORN)
1000     {
1001     /* Found rod/horn, let's use it if possible */
1002     at_least_one = 1;
1003     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1004     continue;
1005 elmex 1.1
1006 root 1.8 /* drain charge before casting spell - can be a case where the
1007     * spell destroys the monster, and rod, so if done after, results
1008     * in crash.
1009     */
1010     drain_rod_charge (wand);
1011     cast_spell (head, wand, dir, wand->inv, NULL);
1012 elmex 1.1
1013 root 1.8 /* Success */
1014     return 1;
1015 elmex 1.1 }
1016 root 1.8 }
1017    
1018     if (at_least_one)
1019     return 0;
1020 elmex 1.1
1021 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1022     CLEAR_FLAG (head, FLAG_READY_RANGE);
1023     return 0;
1024     }
1025 elmex 1.1
1026 root 1.8 int
1027     monster_use_bow (object *head, object *part, object *pl, int dir)
1028     {
1029     object *owner;
1030 elmex 1.1
1031 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1032     return 0;
1033     if (QUERY_FLAG (head, FLAG_CONFUSED))
1034     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1035 elmex 1.1
1036 root 1.8 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = get_owner (head)) != NULL)
1037     {
1038     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1039 elmex 1.1
1040 root 1.8 if (dirdiff (dir, dir2) < 1)
1041     return 0; /* Might hit owner with arrow */
1042 elmex 1.1 }
1043    
1044 root 1.8 /* in server/player.c */
1045     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1046 elmex 1.1
1047     }
1048    
1049     /* Checks if putting on 'item' will make 'who' do more
1050     * damage. This is a very simplistic check - also checking things
1051     * like speed and ac are also relevant.
1052     *
1053     * return true if item is a better object.
1054     */
1055    
1056 root 1.8 int
1057     check_good_weapon (object *who, object *item)
1058     {
1059     object *other_weap;
1060     int val = 0, i;
1061    
1062     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1063     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1064     break;
1065 elmex 1.1
1066 root 1.8 if (other_weap == NULL) /* No other weapons */
1067     return 1;
1068 elmex 1.1
1069 root 1.8 /* Rather than go through and apply the new one, and see if it is
1070     * better, just do some simple checks
1071     * Put some multipliers for things that hvae several effects,
1072     * eg, magic affects both damage and wc, so it has more weight
1073     */
1074 elmex 1.1
1075 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1076     val += (item->magic - other_weap->magic) * 3;
1077     /* Monsters don't really get benefits from things like regen rates
1078     * from items. But the bonus for their stats are very important.
1079     */
1080     for (i = 0; i < NUM_STATS; i++)
1081     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1082    
1083     if (val > 0)
1084     return 1;
1085     else
1086     return 0;
1087 elmex 1.1
1088     }
1089    
1090 root 1.8 int
1091     check_good_armour (object *who, object *item)
1092     {
1093     object *other_armour;
1094     int val = 0, i;
1095    
1096     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1097     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1098     break;
1099 elmex 1.1
1100 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1101     return 1;
1102 elmex 1.1
1103 root 1.8 /* Like above function , see which is better */
1104     val = item->stats.ac - other_armour->stats.ac;
1105     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1106     val += (item->magic - other_armour->magic) * 3;
1107    
1108     /* for the other protections, do weigh them very much in the equation -
1109     * it is the armor protection which is most important, because there is
1110     * no good way to know what the player may attack the monster with.
1111     * So if the new item has better protection than the old, give that higher
1112     * value. If the reverse, then decrease the value of this item some.
1113     */
1114     for (i = 1; i < NROFATTACKS; i++)
1115     {
1116     if (item->resist[i] > other_armour->resist[i])
1117     val++;
1118     else if (item->resist[i] < other_armour->resist[i])
1119     val--;
1120 elmex 1.1 }
1121    
1122 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1123 elmex 1.1
1124 root 1.8 if (val > 0)
1125     return 1;
1126     else
1127     return 0;
1128 elmex 1.1
1129     }
1130    
1131     /*
1132     * monster_check_pickup(): checks for items that monster can pick up.
1133     *
1134     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1135     * Each time the blob passes over some treasure, it will
1136     * grab it a.s.a.p.
1137     *
1138     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1139     * to handle this.
1140     *
1141     * This function was seen be continueing looping at one point (tmp->below
1142     * became a recursive loop. It may be better to call monster_check_apply
1143     * after we pick everything up, since that function may call others which
1144     * affect stacking on this space.
1145     */
1146    
1147 root 1.8 void
1148     monster_check_pickup (object *monster)
1149     {
1150     object *tmp, *next;
1151    
1152     for (tmp = monster->below; tmp != NULL; tmp = next)
1153     {
1154     next = tmp->below;
1155     if (monster_can_pick (monster, tmp))
1156     {
1157 root 1.13 tmp->remove ();
1158 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1159     (void) monster_check_apply (monster, tmp);
1160     }
1161     /* We could try to re-establish the cycling, of the space, but probably
1162     * not a big deal to just bail out.
1163     */
1164 root 1.11 if (next && next->destroyed ())
1165 root 1.8 return;
1166 elmex 1.1 }
1167     }
1168    
1169     /*
1170     * monster_can_pick(): If the monster is interested in picking up
1171     * the item, then return 0. Otherwise 0.
1172     * Instead of pick_up, flags for "greed", etc, should be used.
1173     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1174     */
1175    
1176 root 1.8 int
1177     monster_can_pick (object *monster, object *item)
1178     {
1179     int flag = 0;
1180     int i;
1181 elmex 1.1
1182 root 1.8 if (!can_pick (monster, item))
1183     return 0;
1184 elmex 1.1
1185 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1186     return 0;
1187 elmex 1.1
1188 root 1.8 if (monster->pick_up & 64) /* All */
1189     flag = 1;
1190 elmex 1.1
1191 root 1.8 else
1192     switch (item->type)
1193     {
1194     case MONEY:
1195     case GEM:
1196     flag = monster->pick_up & 2;
1197 root 1.4 break;
1198    
1199 root 1.8 case FOOD:
1200     flag = monster->pick_up & 4;
1201 root 1.4 break;
1202    
1203 root 1.8 case WEAPON:
1204     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1205 root 1.4 break;
1206    
1207 root 1.8 case ARMOUR:
1208     case SHIELD:
1209     case HELMET:
1210     case BOOTS:
1211     case GLOVES:
1212     case GIRDLE:
1213     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1214 root 1.4 break;
1215    
1216 root 1.8 case SKILL:
1217     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1218 root 1.4 break;
1219    
1220 root 1.8 case RING:
1221     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1222 root 1.4 break;
1223    
1224 root 1.8 case WAND:
1225     case HORN:
1226     case ROD:
1227     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1228 root 1.4 break;
1229    
1230 root 1.8 case SPELLBOOK:
1231     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1232 root 1.4 break;
1233    
1234 root 1.8 case SCROLL:
1235     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1236 root 1.4 break;
1237    
1238 root 1.8 case BOW:
1239     case ARROW:
1240     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1241 root 1.4 break;
1242 root 1.8 }
1243     /* Simplistic check - if the monster has a location to equip it, he will
1244     * pick it up. Note that this doesn't handle cases where an item may
1245     * use several locations.
1246     */
1247     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1248     {
1249     if (monster->body_info[i] && item->body_info[i])
1250     {
1251     flag = 1;
1252     break;
1253 root 1.4 }
1254 elmex 1.1 }
1255    
1256 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1257     return 1;
1258     return 0;
1259 elmex 1.1 }
1260    
1261     /*
1262     * monster_apply_below():
1263     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1264     * eager to apply things, encounters something apply-able,
1265     * then make him apply it
1266     */
1267    
1268 root 1.8 void
1269     monster_apply_below (object *monster)
1270     {
1271     object *tmp, *next;
1272 elmex 1.1
1273 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1274     {
1275     next = tmp->below;
1276     switch (tmp->type)
1277     {
1278 root 1.4 case CF_HANDLE:
1279     case TRIGGER:
1280 root 1.8 if (monster->will_apply & 1)
1281     manual_apply (monster, tmp, 0);
1282     break;
1283 root 1.4
1284     case TREASURE:
1285 root 1.8 if (monster->will_apply & 2)
1286     manual_apply (monster, tmp, 0);
1287     break;
1288 root 1.4
1289     }
1290 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1291     break;
1292 elmex 1.1 }
1293     }
1294    
1295     /*
1296     * monster_check_apply() is meant to be called after an item is
1297     * inserted in a monster.
1298     * If an item becomes outdated (monster found a better item),
1299     * a pointer to that object is returned, so it can be dropped.
1300     * (so that other monsters can pick it up and use it)
1301     * Note that as things are now, monsters never drop something -
1302     * they can pick up all that they can use.
1303     */
1304    
1305     /* Sept 96, fixed this so skills will be readied -b.t.*/
1306    
1307 root 1.8 void
1308     monster_check_apply (object *mon, object *item)
1309     {
1310 elmex 1.1
1311 root 1.8 int flag = 0;
1312 elmex 1.1
1313 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1314     {
1315     SET_FLAG (mon, FLAG_CAST_SPELL);
1316     return;
1317 elmex 1.1 }
1318    
1319 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1320     if (QUERY_FLAG (item, FLAG_APPLIED))
1321     return;
1322    
1323     /* Might be better not to do this - if the monster can fire a bow,
1324     * it is possible in his wanderings, he will find one to use. In
1325     * which case, it would be nice to have ammo for it.
1326     */
1327     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1328     {
1329     /* Check for the right kind of bow */
1330     object *bow;
1331 elmex 1.1
1332 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1333     if (bow->type == BOW && bow->race == item->race)
1334     {
1335     SET_FLAG (mon, FLAG_READY_BOW);
1336     LOG (llevMonster, "Found correct bow for arrows.\n");
1337     return; /* nothing more to do for arrows */
1338     }
1339 elmex 1.1 }
1340    
1341 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1342     flag = 1;
1343     /* Eating food gets hp back */
1344     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1345     flag = 1;
1346     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1347     {
1348     if (!item->inv)
1349     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1350     else if (monster_should_cast_spell (mon, item->inv))
1351     SET_FLAG (mon, FLAG_READY_SCROLL);
1352     /* Don't use it right now */
1353     return;
1354     }
1355     else if (item->type == WEAPON)
1356     flag = check_good_weapon (mon, item);
1357     else if (IS_ARMOR (item))
1358     flag = check_good_armour (mon, item);
1359     /* Should do something more, like make sure this is a better item */
1360     else if (item->type == RING)
1361     flag = 1;
1362     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1363     {
1364     /* We never really 'ready' the wand/rod/horn, because that would mean the
1365     * weapon would get undone.
1366     */
1367     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368     {
1369     SET_FLAG (mon, FLAG_READY_RANGE);
1370     SET_FLAG (item, FLAG_APPLIED);
1371     }
1372     return;
1373     }
1374     else if (item->type == BOW)
1375     {
1376     /* We never really 'ready' the bow, because that would mean the
1377     * weapon would get undone.
1378     */
1379     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1380     SET_FLAG (mon, FLAG_READY_BOW);
1381     return;
1382     }
1383     else if (item->type == SKILL)
1384     {
1385     /*
1386     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1387     * else they can't use the skill...
1388     * Skills also don't need to get applied, so return now.
1389     */
1390     SET_FLAG (mon, FLAG_READY_SKILL);
1391     return;
1392 elmex 1.1 }
1393    
1394    
1395 root 1.8 /* if we don't match one of the above types, return now.
1396     * can_apply_object will say that we can apply things like flesh,
1397     * bolts, and whatever else, because it only checks against the
1398     * body_info locations.
1399     */
1400     if (!flag)
1401     return;
1402 elmex 1.1
1403 root 1.8 /* Check to see if the monster can use this item. If not, no need
1404     * to do further processing. Note that can_apply_object already checks
1405     * for the CAN_USE flags.
1406     */
1407     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1408 elmex 1.1 return;
1409 root 1.8
1410     /* should only be applying this item, not unapplying it.
1411     * also, ignore status of curse so they can take off old armour.
1412     * monsters have some advantages after all.
1413     */
1414     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1415    
1416     return;
1417 elmex 1.1 }
1418    
1419 root 1.8 void
1420     npc_call_help (object *op)
1421     {
1422     int x, y, mflags;
1423     object *npc;
1424     sint16 sx, sy;
1425 root 1.12 maptile *m;
1426 root 1.8
1427     for (x = -3; x < 4; x++)
1428     for (y = -3; y < 4; y++)
1429     {
1430     m = op->map;
1431     sx = op->x + x;
1432     sy = op->y + y;
1433     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1434     /* If nothing alive on this space, no need to search the space. */
1435     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1436     continue;
1437    
1438     for (npc = get_map_ob (m, sx, sy); npc != NULL; npc = npc->above)
1439     if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1440     npc->enemy = op->enemy;
1441     }
1442 elmex 1.1 }
1443    
1444    
1445 root 1.8 int
1446     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447     {
1448 elmex 1.1
1449 root 1.8 if (can_hit (part, enemy, rv))
1450     return dir;
1451     if (rv->distance < 10)
1452     return absdir (dir + 4);
1453     else if (rv->distance > 18)
1454     return dir;
1455     return 0;
1456 elmex 1.1 }
1457    
1458 root 1.8 int
1459     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1460     {
1461 elmex 1.1
1462 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1463     {
1464     ob->move_status++;
1465     return (dir);
1466 elmex 1.1 }
1467 root 1.8 else if (ob->move_status > 20)
1468     ob->move_status = 0;
1469     return absdir (dir + 4);
1470 elmex 1.1 }
1471    
1472 root 1.8 int
1473     hitrun_att (int dir, object *ob, object *enemy)
1474     {
1475     if (ob->move_status++ < 25)
1476     return dir;
1477     else if (ob->move_status < 50)
1478     return absdir (dir + 4);
1479     else
1480     ob->move_status = 0;
1481     return absdir (dir + 4);
1482 elmex 1.1 }
1483    
1484 root 1.8 int
1485     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1486     {
1487    
1488     int inrange = can_hit (part, enemy, rv);
1489 elmex 1.1
1490 root 1.8 if (ob->move_status || inrange)
1491     ob->move_status++;
1492 elmex 1.1
1493 root 1.8 if (ob->move_status == 0)
1494 elmex 1.1 return 0;
1495 root 1.8 else if (ob->move_status < 10)
1496     return dir;
1497     else if (ob->move_status < 15)
1498     return absdir (dir + 4);
1499     ob->move_status = 0;
1500     return 0;
1501 elmex 1.1 }
1502    
1503 root 1.8 int
1504     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1505     {
1506 elmex 1.1
1507 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1508     * happen is that if the creatures hp percentage falls below run_away,
1509     * the creature should run away (dir+4)
1510     * I think its wrong for a creature to have a zero maxhp value, but
1511     * at least one map has this set, and whatever the map contains, the
1512     * server should try to be resilant enough to avoid the problem
1513     */
1514     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1515     return absdir (dir + 4);
1516     return dist_att (dir, ob, enemy, part, rv);
1517 elmex 1.1 }
1518    
1519 root 1.8 int
1520     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1521     {
1522     if (rv->distance < 9)
1523     return absdir (dir + 4);
1524     return 0;
1525 elmex 1.1 }
1526    
1527 root 1.8 void
1528     circ1_move (object *ob)
1529     {
1530     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1531     if (++ob->move_status > 11)
1532 elmex 1.1 ob->move_status = 0;
1533 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1534     (void) move_object (ob, RANDOM () % 8 + 1);
1535 elmex 1.1 }
1536    
1537 root 1.8 void
1538     circ2_move (object *ob)
1539     {
1540     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1541     if (++ob->move_status > 19)
1542 elmex 1.1 ob->move_status = 0;
1543 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1544     (void) move_object (ob, RANDOM () % 8 + 1);
1545 elmex 1.1 }
1546    
1547 root 1.8 void
1548     pace_movev (object *ob)
1549     {
1550 elmex 1.1 if (ob->move_status++ > 6)
1551     ob->move_status = 0;
1552     if (ob->move_status < 4)
1553 root 1.8 (void) move_object (ob, 5);
1554 elmex 1.1 else
1555 root 1.8 (void) move_object (ob, 1);
1556 elmex 1.1 }
1557    
1558 root 1.8 void
1559     pace_moveh (object *ob)
1560     {
1561 elmex 1.1 if (ob->move_status++ > 6)
1562     ob->move_status = 0;
1563     if (ob->move_status < 4)
1564 root 1.8 (void) move_object (ob, 3);
1565 elmex 1.1 else
1566 root 1.8 (void) move_object (ob, 7);
1567 elmex 1.1 }
1568    
1569 root 1.8 void
1570     pace2_movev (object *ob)
1571     {
1572     if (ob->move_status++ > 16)
1573 elmex 1.1 ob->move_status = 0;
1574 root 1.8 if (ob->move_status < 6)
1575     (void) move_object (ob, 5);
1576 elmex 1.1 else if (ob->move_status < 8)
1577     return;
1578 root 1.8 else if (ob->move_status < 13)
1579     (void) move_object (ob, 1);
1580     else
1581     return;
1582     }
1583 elmex 1.1
1584 root 1.8 void
1585     pace2_moveh (object *ob)
1586     {
1587     if (ob->move_status++ > 16)
1588 elmex 1.1 ob->move_status = 0;
1589 root 1.8 if (ob->move_status < 6)
1590     (void) move_object (ob, 3);
1591 elmex 1.1 else if (ob->move_status < 8)
1592     return;
1593 root 1.8 else if (ob->move_status < 13)
1594     (void) move_object (ob, 7);
1595     else
1596     return;
1597     }
1598 elmex 1.1
1599 root 1.8 void
1600     rand_move (object *ob)
1601     {
1602 elmex 1.1 int i;
1603 root 1.8
1604     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1605 elmex 1.1 for (i = 0; i < 5; i++)
1606 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1607 elmex 1.1 return;
1608     }
1609    
1610 root 1.8 void
1611 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1612 root 1.8 {
1613     object *tmp;
1614    
1615     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1616     {
1617     if (tmp->type == EARTHWALL)
1618     {
1619     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1620     return;
1621 root 1.4 }
1622 elmex 1.1 }
1623     }
1624    
1625 root 1.8 void
1626 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1627 root 1.8 {
1628     object *tmp;
1629    
1630     for (tmp = get_map_ob (m, x, y); tmp != NULL; tmp = tmp->above)
1631     {
1632     if (tmp->type == DOOR)
1633     {
1634     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1635     return;
1636 root 1.4 }
1637 elmex 1.1 }
1638     }
1639    
1640     /* find_mon_throw_ob() - modeled on find_throw_ob
1641     * This is probably overly simplistic as it is now - We want
1642     * monsters to throw things like chairs and other pieces of
1643     * furniture, even if they are not good throwable objects.
1644     * Probably better to have the monster throw a throwable object
1645     * first, then throw any non equipped weapon.
1646     */
1647    
1648 root 1.8 object *
1649     find_mon_throw_ob (object *op)
1650     {
1651     object *tmp = NULL;
1652 elmex 1.1
1653 root 1.8 if (op->head)
1654     tmp = op->head;
1655     else
1656     tmp = op;
1657 elmex 1.1
1658 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1659     * marked item and throw it to the enemy.
1660     */
1661 elmex 1.1
1662 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1663     {
1664    
1665     /* Can't throw invisible objects or items that are applied */
1666     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1667     continue;
1668    
1669     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1670     break;
1671 elmex 1.1
1672     }
1673    
1674     #ifdef DEBUG_THROW
1675 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1676 elmex 1.1 #endif
1677    
1678 root 1.8 return tmp;
1679 elmex 1.1 }
1680    
1681     /* determine if we can 'detect' the enemy. Check for walls blocking the
1682     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1683     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1684     * modified by MSW to use the get_rangevector so that map tiling works
1685     * properly. I also so odd code in place that checked for x distance
1686     * OR y distance being within some range - that seemed wrong - both should
1687     * be within the valid range. MSW 2001-08-05
1688     * Returns 0 if enemy can not be detected, 1 if it is detected
1689     */
1690    
1691 root 1.8 int
1692     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1693     {
1694     int radius = MIN_MON_RADIUS, hide_discovery;
1695    
1696     /* null detection for any of these condtions always */
1697     if (!op || !enemy || !op->map || !enemy->map)
1698     return 0;
1699 elmex 1.1
1700 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1701     if (!on_same_map (op, enemy))
1702     return 0;
1703 elmex 1.1
1704 root 1.8 get_rangevector (op, enemy, rv, 0);
1705 elmex 1.1
1706 root 1.8 /* Monsters always ignore the DM */
1707     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1708     return 0;
1709 elmex 1.1
1710 root 1.8 /* simple check. Should probably put some range checks in here. */
1711     if (can_see_enemy (op, enemy))
1712     return 1;
1713 elmex 1.1
1714 root 1.8 /* The rest of this is for monsters. Players are on their own for
1715     * finding enemies!
1716     */
1717     if (op->type == PLAYER)
1718     return 0;
1719 elmex 1.1
1720 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1721     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1722     */
1723     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1724     return 0;
1725 elmex 1.1
1726 root 1.8 /* use this for invis also */
1727     hide_discovery = op->stats.Int / 5;
1728 elmex 1.1
1729 root 1.8 /* Determine Detection radii */
1730     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1731     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1732     else
1733     { /* a level/INT/Dex adjustment for hiding */
1734     object *sk_hide;
1735     int bonus = (op->level / 2) + (op->stats.Int / 5);
1736    
1737     if (enemy->type == PLAYER)
1738     {
1739     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1740     bonus -= sk_hide->level;
1741     else
1742     {
1743     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1744     make_visible (enemy);
1745     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1746 root 1.4 }
1747     }
1748 root 1.8 else /* enemy is not a player */
1749     bonus -= enemy->level;
1750    
1751     radius += bonus / 5;
1752     hide_discovery += bonus * 5;
1753     } /* else creature has modifiers for hiding */
1754    
1755     /* Radii stealth adjustment. Only if you are stealthy
1756     * will you be able to sneak up closer to creatures */
1757     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1758     radius = radius / 2, hide_discovery = hide_discovery / 3;
1759    
1760     /* Radii adjustment for enemy standing in the dark */
1761     if (op->map->darkness > 0 && !stand_in_light (enemy))
1762     {
1763     /* on dark maps body heat can help indicate location with infravision
1764     * undead don't have body heat, so no benefit detecting them.
1765     */
1766     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1767     radius += op->map->darkness / 2;
1768     else
1769     radius -= op->map->darkness / 2;
1770    
1771     /* op next to a monster (and not in complete darkness)
1772     * the monster should have a chance to see you.
1773     */
1774     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1775     radius = MIN_MON_RADIUS;
1776     } /* if on dark map */
1777 elmex 1.1
1778 root 1.8 /* Lets not worry about monsters that have incredible detection
1779     * radii, we only need to worry here about things the player can
1780     * (potentially) see. This is 13, as that is the maximum size the player
1781     * may have for their map - in that way, creatures at the edge will
1782     * do something. Note that the distance field in the
1783     * vector is real distance, so in theory this should be 18 to
1784     * find that.
1785     */
1786     if (radius > 13)
1787     radius = 13;
1788    
1789     /* Enemy in range! Now test for detection */
1790     if ((int) rv->distance <= radius)
1791     {
1792     /* ah, we are within range, detected? take cases */
1793     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1794     return 1;
1795 root 1.4
1796 root 1.8 /* hidden or low-quality invisible */
1797     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1798     {
1799     make_visible (enemy);
1800     /* inform players of new status */
1801     if (enemy->type == PLAYER && player_can_view (enemy, op))
1802     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1803     return 1; /* detected enemy */
1804     }
1805     else if (enemy->invisible)
1806     {
1807     /* Change this around - instead of negating the invisible, just
1808     * return true so that the mosnter that managed to detect you can
1809     * do something to you. Decreasing the duration of invisible
1810     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1811     * can then basically negate the spell. The spell isn't negated -
1812     * they just know where you are!
1813     */
1814     if ((RANDOM () % 50) <= hide_discovery)
1815     {
1816     if (enemy->type == PLAYER)
1817     {
1818     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1819 root 1.4 }
1820 root 1.8 return 1;
1821 root 1.4 }
1822     }
1823 root 1.8 } /* within range */
1824 elmex 1.1
1825 root 1.8 /* Wasn't detected above, so still hidden */
1826     return 0;
1827 elmex 1.1 }
1828    
1829     /* determine if op stands in a lighted square. This is not a very
1830     * intellegent algorithm. For one thing, we ignore los here, SO it
1831     * is possible for a bright light to illuminate a player on the
1832     * other side of a wall (!).
1833     */
1834    
1835 root 1.8 int
1836     stand_in_light (object *op)
1837     {
1838     sint16 nx, ny;
1839 root 1.12 maptile *m;
1840 root 1.8
1841    
1842     if (!op)
1843     return 0;
1844     if (op->glow_radius > 0)
1845     return 1;
1846 elmex 1.1
1847 root 1.8 if (op->map)
1848     {
1849     int x, y, x1, y1;
1850 elmex 1.1
1851    
1852 root 1.4
1853 root 1.8 /* Check the spaces with the max light radius to see if any of them
1854     * have lights, and if any of them light the player enough, then return 1.
1855     */
1856     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1857     {
1858     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1859     {
1860     m = op->map;
1861     nx = x;
1862     ny = y;
1863    
1864     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1865     continue;
1866    
1867     x1 = abs (x - op->x) * abs (x - op->x);
1868     y1 = abs (y - op->y) * abs (y - op->y);
1869     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1870     return 1;
1871 root 1.4 }
1872     }
1873 elmex 1.1 }
1874 root 1.8 return 0;
1875 elmex 1.1 }
1876    
1877    
1878     /* assuming no walls/barriers, lets check to see if its *possible*
1879     * to see an enemy. Note, "detection" is different from "seeing".
1880     * See can_detect_enemy() for more details. -b.t.
1881     * return 0 if can't be seen, 1 if can be
1882     */
1883    
1884 root 1.8 int
1885     can_see_enemy (object *op, object *enemy)
1886     {
1887     object *looker = op->head ? op->head : op;
1888    
1889     /* safety */
1890     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1891     return 0;
1892 elmex 1.1
1893 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1894     * see through walls). Should we change the code elsewhere to make you
1895     * blind even if you can xray?
1896     */
1897     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1898     return 0;
1899    
1900     /* checking for invisible things */
1901     if (enemy->invisible)
1902     {
1903     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1904     * However,if you carry any source of light, then the hidden
1905     * creature is seeable (and stupid) */
1906 elmex 1.1
1907 root 1.8 if (has_carried_lights (enemy))
1908     {
1909     if (enemy->hide)
1910     {
1911     make_visible (enemy);
1912     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1913 root 1.4 }
1914 root 1.8 return 1;
1915     }
1916     else if (enemy->hide)
1917     return 0;
1918 root 1.4
1919 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1920     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1921     * and making it a conditional makes the code pretty ugly.
1922     */
1923     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1924     {
1925     if (makes_invisible_to (enemy, looker))
1926     return 0;
1927 root 1.4 }
1928 root 1.8 }
1929     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1930     if (player_can_view (looker, enemy))
1931     return 1;
1932 elmex 1.1
1933     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1934     * unless they carry a light or stand in light. Darkness doesnt
1935     * inhibit the undead per se (but we should give their archs
1936     * CAN_SEE_IN_DARK, this is just a safety
1937     * we care about the enemy maps status, not the looker.
1938     * only relevant for tiled maps, but it is possible that the
1939     * enemy is on a bright map and the looker on a dark - in that
1940     * case, the looker can still see the enemy
1941     */
1942 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1943     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1944 elmex 1.1 return 0;
1945    
1946     return 1;
1947     }