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/cvs/deliantra/server/server/monster.C
Revision: 1.19
Committed: Sat Dec 30 10:16:11 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.18: +1 -1 lines
Log Message:
preliminary snapshot check-in, DO NOT USE IN PRODUCTION SYSTEMS
See the Changes file for details

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# 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 root 1.18 #include <sproto.h>
26     #include <spells.h>
27     #include <skills.h>
28 elmex 1.1
29 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
30 elmex 1.1
31     /* checks npc->enemy and returns that enemy if still valid,
32     * NULL otherwise.
33     * this is map tile aware.
34     * If this returns an enemy, the range vector rv should also be
35     * set to sane values.
36     */
37 root 1.8 object *
38     check_enemy (object *npc, rv_vector * rv)
39     {
40    
41     /* if this is pet, let him attack the same enemy as his owner
42     * TODO: when there is no ower enemy, try to find a target,
43     * which CAN attack the owner. */
44     if ((npc->attack_movement & HI4) == PETMOVE)
45     {
46     if (npc->owner == NULL)
47     npc->enemy = NULL;
48     else if (npc->enemy == NULL)
49     npc->enemy = npc->owner->enemy;
50     }
51    
52     /* periodically, a monster mayu change its target. Also, if the object
53     * has been destroyed, etc, clear the enemy.
54     * TODO: this should be changed, because it invokes to attack forced or
55     * attacked monsters to leave the attacker alone, before it is destroyed
56     */
57     /* i had removed the random target leave, this invokes problems with friendly
58     * objects, getting attacked and defending herself - they don't try to attack
59     * again then but perhaps get attack on and on
60     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61     * too. */
62 elmex 1.1
63 root 1.8 if (npc->enemy)
64 elmex 1.1 {
65 root 1.8 /* I broke these if's apart to better be able to see what
66     * the grouping checks are. Code is the same.
67     */
68     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71     npc->enemy = NULL;
72    
73     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76     || npc->enemy == npc->owner))
77     npc->enemy = NULL;
78    
79    
80     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81     npc->enemy = NULL;
82    
83     /* I've noticed that pets could sometimes get an arrow as the
84     * target enemy - this code below makes sure the enemy is something
85     * that should be attacked. My guess is that the arrow hits
86     * the creature/owner, and so the creature then takes that
87     * as the enemy to attack.
88     */
89     else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
90     !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
91     npc->enemy = NULL;
92 elmex 1.1
93     }
94 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
95 elmex 1.1 }
96    
97     /* Returns the nearest living creature (monster or generator).
98     * Modified to deal with tiled maps properly.
99     * Also fixed logic so that monsters in the lower directions were more
100     * likely to be skipped - instead of just skipping the 'start' number
101     * of direction, revisit them after looking at all the other spaces.
102     *
103     * Note that being this may skip some number of spaces, it will
104     * not necessarily find the nearest living creature - it basically
105     * chooses one from within a 3 space radius, and since it skips
106     * the first few directions, it could very well choose something
107     * 3 spaces away even though something directly north is closer.
108     *
109     * this function is map tile aware.
110     */
111 root 1.8 object *
112     find_nearest_living_creature (object *npc)
113     {
114     int i, mflags;
115     sint16 nx, ny;
116 root 1.12 maptile *m;
117 root 1.8 object *tmp;
118     int search_arr[SIZEOFFREE];
119    
120     get_search_arr (search_arr);
121     for (i = 0; i < SIZEOFFREE; i++)
122     {
123     /* modified to implement smart searching using search_arr
124     * guidance array to determine direction of search order
125     */
126     nx = npc->x + freearr_x[search_arr[i]];
127     ny = npc->y + freearr_y[search_arr[i]];
128     m = npc->map;
129    
130     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
131     if (mflags & P_OUT_OF_MAP)
132     continue;
133    
134     if (mflags & P_IS_ALIVE)
135     {
136 root 1.17 tmp = GET_MAP_OB (m, nx, ny);
137 root 1.8 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
138     tmp = tmp->above;
139    
140     if (!tmp)
141     {
142     LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
143 root 1.19 &m->path, nx, ny);
144 root 1.4 }
145 root 1.8 else
146     {
147     if (can_see_monsterP (m, nx, ny, i))
148     return tmp;
149 root 1.4 }
150 root 1.8 } /* is something living on this space */
151 elmex 1.1 }
152 root 1.8 return NULL; /* nothing found */
153 elmex 1.1 }
154    
155    
156     /* Tries to find an enmy for npc. We pass the range vector since
157     * our caller will find the information useful.
158     * Currently, only move_monster calls this function.
159     * Fix function so that we always make calls to get_rangevector
160     * if we have a valid target - function as not doing so in
161     * many cases.
162     */
163    
164 root 1.8 object *
165     find_enemy (object *npc, rv_vector * rv)
166 elmex 1.1 {
167 root 1.8 object *attacker, *tmp = NULL;
168    
169     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
170 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
171 elmex 1.1
172 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
173     if (QUERY_FLAG (npc, FLAG_BERSERK))
174     {
175     tmp = find_nearest_living_creature (npc);
176 root 1.9
177 root 1.8 if (tmp)
178     get_rangevector (npc, tmp, rv, 0);
179     return tmp;
180     }
181    
182     /* Here is the main enemy selection.
183     * We want this: if there is an enemy, attack him until its not possible or
184     * one of both is dead.
185     * If we have no enemy and we are...
186     * a monster: try to find a player, a pet or a friendly monster
187     * a friendly: only target a monster which is targeting you first or targeting a player
188     * a neutral: fight a attacker (but there should be none), then do nothing
189     * a pet: attack player enemy or a monster
190     */
191    
192     /* pet move */
193     if ((npc->attack_movement & HI4) == PETMOVE)
194     {
195     tmp = get_pet_enemy (npc, rv);
196 root 1.9
197 root 1.8 if (tmp)
198     get_rangevector (npc, tmp, rv, 0);
199 root 1.9
200 root 1.8 return tmp;
201     }
202 elmex 1.1
203 root 1.8 /* we check our old enemy. */
204 root 1.9 if (!(tmp = check_enemy (npc, rv)))
205 elmex 1.1 {
206 root 1.8 if (attacker) /* if we have an attacker, check him */
207 elmex 1.1 {
208 root 1.9 /* TODO: thats not finished */
209     /* we don't want a fight evil vs evil or good against non evil */
210    
211     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
212     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
213     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
214     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
215     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
216 elmex 1.1 {
217 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
218     npc->enemy = attacker;
219     return attacker; /* yes, we face our attacker! */
220 elmex 1.1 }
221     }
222 root 1.8
223     /* we have no legal enemy or attacker, so we try to target a new one */
224     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
225 elmex 1.1 {
226 root 1.8 npc->enemy = get_nearest_player (npc);
227     if (npc->enemy)
228     tmp = check_enemy (npc, rv);
229 elmex 1.1 }
230 root 1.8
231 elmex 1.1 }
232    
233 root 1.8 return tmp;
234 elmex 1.1 }
235    
236     /* Sees if this monster should wake up.
237     * Currently, this is only called from move_monster, and
238     * if enemy is set, then so should be rv.
239     * returns 1 if the monster should wake up, 0 otherwise.
240     */
241    
242 root 1.8 int
243     check_wakeup (object *op, object *enemy, rv_vector * rv)
244     {
245     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
246 elmex 1.1
247 root 1.8 /* Trim work - if no enemy, no need to do anything below */
248     if (!enemy)
249     return 0;
250    
251     /* blinded monsters can only find nearby objects to attack */
252     if (QUERY_FLAG (op, FLAG_BLIND))
253     radius = MIN_MON_RADIUS;
254    
255     /* This covers the situation where the monster is in the dark
256     * and has an enemy. If the enemy has no carried light (or isnt
257     * glowing!) then the monster has trouble finding the enemy.
258     * Remember we already checked to see if the monster can see in
259     * the dark. */
260    
261     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
262     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
263     {
264     int dark = radius / (op->map->darkness);
265 elmex 1.1
266 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
267     }
268     else if (!QUERY_FLAG (op, FLAG_SLEEP))
269     return 1;
270 elmex 1.1
271 root 1.8 /* enemy should already be on this map, so don't really need to check
272     * for that.
273     */
274     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
275     {
276     CLEAR_FLAG (op, FLAG_SLEEP);
277     return 1;
278 elmex 1.1 }
279 root 1.8 return 0;
280 elmex 1.1 }
281    
282 root 1.8 int
283     move_randomly (object *op)
284     {
285     int i;
286 elmex 1.1
287 root 1.8 /* Give up to 15 chances for a monster to move randomly */
288     for (i = 0; i < 15; i++)
289     {
290     if (move_object (op, RANDOM () % 8 + 1))
291     return 1;
292 elmex 1.1 }
293 root 1.8 return 0;
294 elmex 1.1 }
295    
296     /*
297     * Move-monster returns 1 if the object has been freed, otherwise 0.
298     */
299    
300 root 1.8 int
301     move_monster (object *op)
302     {
303     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
304     object *owner, *enemy, *part, *oph = op;
305     rv_vector rv;
306    
307     /* Monsters not on maps don't do anything. These monsters are things
308     * Like royal guards in city dwellers inventories.
309     */
310     if (!op->map)
311     return 0;
312    
313     /* for target facing, we copy this value here for fast access */
314     if (oph->head) /* force update the head - one arch one pic */
315     oph = oph->head;
316    
317     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
318     enemy = op->enemy = NULL;
319     else if ((enemy = find_enemy (op, &rv)))
320 root 1.9 /* we have an enemy, just tell him we want him dead */
321     enemy->attacked_by = op; /* our ptr */
322 root 1.8
323     /* generate hp, if applicable */
324     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
325     {
326    
327     /* last heal is in funny units. Dividing by speed puts
328     * the regeneration rate on a basis of time instead of
329     * #moves the monster makes. The scaling by 8 is
330     * to capture 8th's of a hp fraction regens
331     *
332     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
333     * overflow might produce monsters with negative hp.
334     */
335    
336     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
337     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
338     op->last_heal %= 32;
339    
340     /* So if the monster has gained enough HP that they are no longer afraid */
341     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
342     CLEAR_FLAG (op, FLAG_RUN_AWAY);
343    
344     if (op->stats.hp > op->stats.maxhp)
345     op->stats.hp = op->stats.maxhp;
346     }
347 root 1.4
348 root 1.8 /* generate sp, if applicable */
349     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
350     {
351 root 1.4
352 root 1.8 /* last_sp is in funny units. Dividing by speed puts
353     * the regeneration rate on a basis of time instead of
354     * #moves the monster makes. The scaling by 8 is
355     * to capture 8th's of a sp fraction regens
356     *
357     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
358     * overflow might produce monsters with negative sp.
359     */
360    
361     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
362     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
363     op->last_sp %= 128;
364 elmex 1.1 }
365    
366 root 1.8 /* this should probably get modified by many more values.
367     * (eg, creatures resistance to fear, level, etc. )
368     */
369     if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
370     {
371     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
372 elmex 1.1 }
373    
374 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
375     return QUERY_FLAG (op, FLAG_FREED);
376 elmex 1.1
377 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
378     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
379     {
380     if (!check_wakeup (op, enemy, &rv))
381     return 0;
382 root 1.2 }
383    
384 root 1.8 /* check if monster pops out of hidden spot */
385     if (op->hide)
386     do_hidden_move (op);
387 root 1.2
388 root 1.8 if (op->pick_up)
389     monster_check_pickup (op);
390 root 1.2
391 root 1.8 if (op->will_apply)
392     monster_apply_below (op); /* Check for items to apply below */
393 root 1.2
394 root 1.8 /* If we don't have an enemy, do special movement or the like */
395     if (!enemy)
396     {
397     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
398     {
399 root 1.14 op->destroy ();
400 root 1.8 return 1;
401 root 1.4 }
402 elmex 1.1
403 root 1.8 /* Probably really a bug for a creature to have both
404     * stand still and a movement type set.
405     */
406     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
407     {
408     if (op->attack_movement & HI4)
409 elmex 1.1 {
410 root 1.8 switch (op->attack_movement & HI4)
411     {
412 root 1.4 case (PETMOVE):
413 root 1.8 pet_move (op);
414     break;
415 root 1.4
416     case (CIRCLE1):
417 root 1.8 circ1_move (op);
418     break;
419 root 1.4
420     case (CIRCLE2):
421 root 1.8 circ2_move (op);
422     break;
423 root 1.4
424     case (PACEV):
425 root 1.8 pace_movev (op);
426     break;
427 root 1.4
428     case (PACEH):
429 root 1.8 pace_moveh (op);
430     break;
431 root 1.4
432     case (PACEV2):
433 root 1.8 pace2_movev (op);
434     break;
435 root 1.4
436     case (PACEH2):
437 root 1.8 pace2_moveh (op);
438     break;
439 root 1.4
440     case (RANDO):
441 root 1.8 rand_move (op);
442     break;
443 root 1.4
444     case (RANDO2):
445 root 1.8 move_randomly (op);
446     break;
447 root 1.4 }
448 root 1.8 return 0;
449     }
450     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
451     (void) move_randomly (op);
452    
453     } /* stand still */
454     return 0;
455     } /* no enemy */
456    
457     /* We have an enemy. Block immediately below is for pets */
458 root 1.15 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
459 root 1.8 return follow_owner (op, owner);
460    
461     /* doppleganger code to change monster facing to that of the nearest
462     * player. Hmm. The code is here, but no monster in the current
463     * arch set uses it.
464     */
465     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
466     {
467     op->face = enemy->face;
468     op->name = enemy->name;
469     }
470    
471     /* Calculate range information for closest body part - this
472     * is used for the 'skill' code, which isn't that smart when
473     * it comes to figuring it out - otherwise, giants throw boulders
474     * into themselves.
475     */
476     get_rangevector (op, enemy, &rv, 0);
477    
478     /* Move the check for scared up here - if the monster was scared,
479     * we were not doing any of the logic below, so might as well save
480     * a few cpu cycles.
481     */
482     if (!QUERY_FLAG (op, FLAG_SCARED))
483     {
484     rv_vector rv1;
485    
486     /* now we test every part of an object .... this is a real ugly piece of code */
487     for (part = op; part != NULL; part = part->more)
488     {
489     get_rangevector (part, enemy, &rv1, 0x1);
490     dir = rv1.direction;
491    
492     /* hm, not sure about this part - in original was a scared flag here too
493     * but that we test above... so can be old code here
494     */
495     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
496     dir = absdir (dir + 4);
497     if (QUERY_FLAG (op, FLAG_CONFUSED))
498     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
499    
500     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
501     {
502     if (monster_cast_spell (op, part, enemy, dir, &rv1))
503 root 1.4 return 0;
504     }
505 elmex 1.1
506 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
507     {
508     if (monster_use_scroll (op, part, enemy, dir, &rv1))
509     return 0;
510     }
511 elmex 1.1
512 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
513     {
514     if (monster_use_range (op, part, enemy, dir))
515     return 0;
516     }
517     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
518     {
519     if (monster_use_skill (op, rv.part, enemy, rv.direction))
520     return 0;
521     }
522     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
523     {
524     if (monster_use_bow (op, part, enemy, dir))
525     return 0;
526     }
527     } /* for processing of all parts */
528     } /* If not scared */
529 root 1.4
530 elmex 1.1
531 root 1.8 part = rv.part;
532     dir = rv.direction;
533 elmex 1.1
534 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
535     dir = absdir (dir + 4);
536 elmex 1.1
537 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
538     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
539 elmex 1.1
540 root 1.8 pre_att_dir = dir; /* remember the original direction */
541 elmex 1.1
542 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
543     {
544     switch (op->attack_movement & LO4)
545     {
546 root 1.4 case DISTATT:
547 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
548     break;
549 root 1.4
550     case RUNATT:
551 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
552     break;
553 root 1.4
554     case HITRUN:
555 root 1.8 dir = hitrun_att (dir, op, enemy);
556     break;
557 root 1.4
558     case WAITATT:
559 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
560     break;
561 root 1.4
562 root 1.8 case RUSH: /* default - monster normally moves towards player */
563 root 1.4 case ALLRUN:
564 root 1.8 break;
565 root 1.4
566     case DISTHIT:
567 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
568     break;
569 root 1.4
570     case WAIT2:
571 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
572     break;
573 root 1.4
574     default:
575 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
576 root 1.4 }
577 elmex 1.1 }
578    
579 root 1.8 if (!dir)
580     return 0;
581    
582     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
583     {
584     if (move_object (op, dir)) /* Can the monster move directly toward player? */
585     {
586     /* elmex: Turn our monster after it moved if it has DISTATT attack */
587     if ((op->attack_movement & LO4) == DISTATT)
588     op->direction = pre_att_dir;
589 elmex 1.1
590 root 1.8 return 0;
591     }
592    
593     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
594     {
595 elmex 1.1
596 root 1.8 /* Try move around corners if !close */
597     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
598 elmex 1.1
599 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
600     {
601     /* try different detours */
602     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
603 elmex 1.1
604 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
605 root 1.4 return 0;
606     }
607     }
608 root 1.8 } /* if monster is not standing still */
609 elmex 1.1
610 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
611     if ((op->attack_movement & LO4) == DISTATT)
612     op->direction = pre_att_dir;
613    
614     /*
615     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
616     * direction if they can't move away.
617     */
618     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
619     if (move_randomly (op))
620     return 0;
621    
622     /*
623     * Try giving the monster a new enemy - the player that is closest
624     * to it. In this way, it won't just keep trying to get to a target
625     * that is inaccessible.
626     * This could be more clever - it should go through a list of several
627     * enemies, as it is now, you could perhaps get situations where there
628     * are two players flanking the monster at close distance, but which
629     * the monster can't get to, and a third one at a far distance that
630     * the monster could get to - as it is, the monster won't look at that
631     * third one.
632     */
633     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
634     {
635     object *nearest_player = get_nearest_player (op);
636 elmex 1.1
637 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
638     {
639     op->enemy = NULL;
640     enemy = nearest_player;
641 root 1.4 }
642 elmex 1.1 }
643    
644 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
645     {
646     /* The adjustement to wc that was here before looked totally bogus -
647     * since wc can in fact get negative, that would mean by adding
648     * the current wc, the creature gets better? Instead, just
649     * add a fixed amount - nasty creatures that are runny away should
650     * still be pretty nasty.
651     */
652     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
653 elmex 1.1 {
654 root 1.8 part->stats.wc += 10;
655     (void) skill_attack (enemy, part, 0, NULL, NULL);
656     part->stats.wc -= 10;
657     }
658     else
659     (void) skill_attack (enemy, part, 0, NULL, NULL);
660     } /* if monster is in attack range */
661 elmex 1.1
662 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
663     return 1;
664 elmex 1.1
665 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
666 elmex 1.1 {
667 root 1.13 op->remove ();
668 root 1.14 op->destroy ();
669 root 1.8 return 1;
670 elmex 1.1 }
671 root 1.8 return 0;
672 elmex 1.1 }
673 root 1.5
674 root 1.8 int
675     can_hit (object *ob1, object *ob2, rv_vector * rv)
676     {
677     object *more;
678     rv_vector rv1;
679 elmex 1.1
680 root 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
681     return 0;
682 elmex 1.1
683 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
684     return 1;
685 elmex 1.1
686 root 1.8 /* check all the parts of ob2 - just because we can't get to
687     * its head doesn't mean we don't want to pound its feet
688     */
689     for (more = ob2->more; more != NULL; more = more->more)
690     {
691     get_rangevector (ob1, more, &rv1, 0);
692     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
693     return 1;
694 elmex 1.1 }
695 root 1.8 return 0;
696 elmex 1.1
697     }
698    
699     /* Returns 1 is monster should cast spell sp at an enemy
700     * Returns 0 if the monster should not cast this spell.
701     *
702     * Note that this function does not check to see if the monster can
703     * in fact cast the spell (sp dependencies and what not.) That is because
704     * this function is also sued to see if the monster should use spell items
705     * (rod/horn/wand/scroll).
706     * Note that there are certainly other offensive spells that could be
707     * included, but I decided to leave out the spells that may kill more
708     * monsters than players (eg, disease).
709     *
710     * This could be a lot smarter - if there are few monsters around,
711     * then disease might not be as bad. Likewise, if the monster is damaged,
712     * the right type of healing spell could be useful.
713     */
714    
715 root 1.8 static int
716     monster_should_cast_spell (object *monster, object *spell_ob)
717 elmex 1.1 {
718 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
719     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
720     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
721     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
722     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
723     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
724 elmex 1.1
725 root 1.8 return 1;
726 elmex 1.1
727 root 1.8 return 0;
728 elmex 1.1 }
729    
730    
731     #define MAX_KNOWN_SPELLS 20
732    
733     /* Returns a randomly selected spell. This logic is still
734     * less than ideal. This code also only seems to deal with
735     * wizard spells, as the check is against sp, and not grace.
736     * can mosnters know cleric spells?
737     */
738 root 1.8 object *
739     monster_choose_random_spell (object *monster)
740     {
741     object *altern[MAX_KNOWN_SPELLS];
742     object *tmp;
743     int i = 0;
744    
745     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
746     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
747     {
748     /* Check and see if it's actually a useful spell.
749     * If its a spellbook, the spell is actually the inventory item.
750     * if it is a spell, then it is just the object itself.
751     */
752     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
753     {
754     altern[i++] = tmp;
755     if (i == MAX_KNOWN_SPELLS)
756     break;
757     }
758     }
759     if (!i)
760     return NULL;
761     return altern[RANDOM () % i];
762 elmex 1.1 }
763    
764     /* This checks to see if the monster should cast a spell/ability.
765     * it returns true if the monster casts a spell, 0 if he doesn't.
766     * head is the head of the monster.
767     * part is the part of the monster we are checking against.
768     * pl is the target.
769     * dir is the direction to case.
770     * rv is the vector which describes where the enemy is.
771     */
772    
773 root 1.8 int
774     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
775     {
776     object *spell_item;
777     object *owner;
778     rv_vector rv1;
779    
780     /* If you want monsters to cast spells over friends, this spell should
781     * be removed. It probably should be in most cases, since monsters still
782     * don't care about residual effects (ie, casting a cone which may have a
783     * clear path to the player, the side aspects of the code will still hit
784     * other monsters)
785     */
786     if (!(dir = path_to_player (part, pl, 0)))
787     return 0;
788    
789 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
790 root 1.8 {
791     get_rangevector (head, owner, &rv1, 0x1);
792     if (dirdiff (dir, rv1.direction) < 2)
793     {
794     return 0; /* Might hit owner with spell */
795 root 1.4 }
796 elmex 1.1 }
797    
798 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
799     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
800    
801     /* If the monster hasn't already chosen a spell, choose one
802     * I'm not sure if it really make sense to pre-select spells (events
803     * could be different by the time the monster goes again).
804     */
805     if (head->spellitem == NULL)
806     {
807     if ((spell_item = monster_choose_random_spell (head)) == NULL)
808     {
809     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
810     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
811     return 0;
812 root 1.4 }
813 root 1.8 if (spell_item->type == SPELLBOOK)
814     {
815     if (!spell_item->inv)
816     {
817     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
818     return 0;
819 root 1.4 }
820 root 1.8 spell_item = spell_item->inv;
821 root 1.4 }
822 elmex 1.1 }
823 root 1.8 else
824     spell_item = head->spellitem;
825 elmex 1.1
826 root 1.8 if (!spell_item)
827     return 0;
828 elmex 1.1
829 root 1.8 /* Best guess this is a defensive/healing spell */
830     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
831     dir = 0;
832    
833     /* Monster doesn't have enough spell-points */
834     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
835     return 0;
836    
837     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
838     return 0;
839 elmex 1.1
840 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
841     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
842 elmex 1.1
843 root 1.8 /* set this to null, so next time monster will choose something different */
844     head->spellitem = NULL;
845 elmex 1.1
846 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
847 elmex 1.1 }
848    
849    
850 root 1.8 int
851     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
852     {
853     object *scroll;
854     object *owner;
855     rv_vector rv1;
856    
857     /* If you want monsters to cast spells over friends, this spell should
858     * be removed. It probably should be in most cases, since monsters still
859     * don't care about residual effects (ie, casting a cone which may have a
860     * clear path to the player, the side aspects of the code will still hit
861     * other monsters)
862     */
863     if (!(dir = path_to_player (part, pl, 0)))
864     return 0;
865    
866 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
867 root 1.8 {
868     get_rangevector (head, owner, &rv1, 0x1);
869     if (dirdiff (dir, rv1.direction) < 2)
870     {
871     return 0; /* Might hit owner with spell */
872 root 1.4 }
873 elmex 1.1 }
874    
875 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
876     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
877 elmex 1.1
878 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
879     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
880     break;
881 elmex 1.1
882 root 1.8 /* Used up all his scrolls, so nothing do to */
883     if (!scroll)
884     {
885     CLEAR_FLAG (head, FLAG_READY_SCROLL);
886     return 0;
887 elmex 1.1 }
888    
889 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
890     if (scroll->inv->range == 0)
891     dir = 0;
892 elmex 1.1
893 root 1.8 apply_scroll (part, scroll, dir);
894     return 1;
895 elmex 1.1 }
896    
897     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
898     * Note that monsters do not need the skills SK_MELEE_WEAPON and
899     * SK_MISSILE_WEAPON to make those respective attacks, if we
900     * required that we would drastically increase the memory
901     * requirements of CF!!
902     *
903     * The skills we are treating here are all but those. -b.t.
904     *
905     * At the moment this is only useful for throwing, perhaps for
906     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
907 root 1.8 */
908 elmex 1.1
909 root 1.8 int
910     monster_use_skill (object *head, object *part, object *pl, int dir)
911     {
912     object *skill, *owner;
913 elmex 1.1
914 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
915     return 0;
916    
917 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
918 root 1.8 {
919     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
920    
921     if (dirdiff (dir, dir2) < 1)
922     return 0; /* Might hit owner with skill -thrown rocks for example ? */
923     }
924     if (QUERY_FLAG (head, FLAG_CONFUSED))
925     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
926    
927     /* skill selection - monster will use the next unused skill.
928     * well...the following scenario will allow the monster to
929     * toggle between 2 skills. One day it would be nice to make
930     * more skills available to monsters.
931     */
932 elmex 1.1
933 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
934     if (skill->type == SKILL && skill != head->chosen_skill)
935     {
936     head->chosen_skill = skill;
937     break;
938     }
939 elmex 1.1
940 root 1.8 if (!skill && !head->chosen_skill)
941     {
942     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
943     CLEAR_FLAG (head, FLAG_READY_SKILL);
944     return 0;
945 elmex 1.1 }
946 root 1.8 /* use skill */
947     return do_skill (head, part, head->chosen_skill, dir, NULL);
948 elmex 1.1 }
949    
950     /* Monster will use a ranged spell attack. */
951    
952 root 1.8 int
953     monster_use_range (object *head, object *part, object *pl, int dir)
954     {
955     object *wand, *owner;
956     int at_least_one = 0;
957    
958     if (!(dir = path_to_player (part, pl, 0)))
959     return 0;
960    
961 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
962 elmex 1.1 {
963 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
964 elmex 1.1
965 root 1.8 if (dirdiff (dir, dir2) < 2)
966     return 0; /* Might hit owner with spell */
967 elmex 1.1 }
968 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
969     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
970 elmex 1.1
971 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
972     {
973     if (wand->type == WAND)
974 elmex 1.1 {
975 root 1.8 /* Found a wand, let's see if it has charges left */
976     at_least_one = 1;
977     if (wand->stats.food <= 0)
978     continue;
979 elmex 1.1
980 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
981 elmex 1.1
982 root 1.8 if (!(--wand->stats.food))
983     {
984     if (wand->arch)
985 elmex 1.1 {
986 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
987     wand->face = wand->arch->clone.face;
988 root 1.18 wand->set_speed (0);
989 elmex 1.1 }
990     }
991 root 1.8 /* Success */
992     return 1;
993     }
994     else if (wand->type == ROD || wand->type == HORN)
995     {
996     /* Found rod/horn, let's use it if possible */
997     at_least_one = 1;
998     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
999     continue;
1000 elmex 1.1
1001 root 1.8 /* drain charge before casting spell - can be a case where the
1002     * spell destroys the monster, and rod, so if done after, results
1003     * in crash.
1004     */
1005     drain_rod_charge (wand);
1006     cast_spell (head, wand, dir, wand->inv, NULL);
1007 elmex 1.1
1008 root 1.8 /* Success */
1009     return 1;
1010 elmex 1.1 }
1011 root 1.8 }
1012    
1013     if (at_least_one)
1014     return 0;
1015 elmex 1.1
1016 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1017     CLEAR_FLAG (head, FLAG_READY_RANGE);
1018     return 0;
1019     }
1020 elmex 1.1
1021 root 1.8 int
1022     monster_use_bow (object *head, object *part, object *pl, int dir)
1023     {
1024     object *owner;
1025 elmex 1.1
1026 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1027     return 0;
1028     if (QUERY_FLAG (head, FLAG_CONFUSED))
1029     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1030 elmex 1.1
1031 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1032 root 1.8 {
1033     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1034 elmex 1.1
1035 root 1.8 if (dirdiff (dir, dir2) < 1)
1036     return 0; /* Might hit owner with arrow */
1037 elmex 1.1 }
1038    
1039 root 1.8 /* in server/player.c */
1040     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1041 elmex 1.1
1042     }
1043    
1044     /* Checks if putting on 'item' will make 'who' do more
1045     * damage. This is a very simplistic check - also checking things
1046     * like speed and ac are also relevant.
1047     *
1048     * return true if item is a better object.
1049     */
1050    
1051 root 1.8 int
1052     check_good_weapon (object *who, object *item)
1053     {
1054     object *other_weap;
1055     int val = 0, i;
1056    
1057     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1058     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1059     break;
1060 elmex 1.1
1061 root 1.8 if (other_weap == NULL) /* No other weapons */
1062     return 1;
1063 elmex 1.1
1064 root 1.8 /* Rather than go through and apply the new one, and see if it is
1065     * better, just do some simple checks
1066     * Put some multipliers for things that hvae several effects,
1067     * eg, magic affects both damage and wc, so it has more weight
1068     */
1069 elmex 1.1
1070 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1071     val += (item->magic - other_weap->magic) * 3;
1072     /* Monsters don't really get benefits from things like regen rates
1073     * from items. But the bonus for their stats are very important.
1074     */
1075     for (i = 0; i < NUM_STATS; i++)
1076     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1077    
1078     if (val > 0)
1079     return 1;
1080     else
1081     return 0;
1082 elmex 1.1
1083     }
1084    
1085 root 1.8 int
1086     check_good_armour (object *who, object *item)
1087     {
1088     object *other_armour;
1089     int val = 0, i;
1090    
1091     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1092     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1093     break;
1094 elmex 1.1
1095 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1096     return 1;
1097 elmex 1.1
1098 root 1.8 /* Like above function , see which is better */
1099     val = item->stats.ac - other_armour->stats.ac;
1100     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1101     val += (item->magic - other_armour->magic) * 3;
1102    
1103     /* for the other protections, do weigh them very much in the equation -
1104     * it is the armor protection which is most important, because there is
1105     * no good way to know what the player may attack the monster with.
1106     * So if the new item has better protection than the old, give that higher
1107     * value. If the reverse, then decrease the value of this item some.
1108     */
1109     for (i = 1; i < NROFATTACKS; i++)
1110     {
1111     if (item->resist[i] > other_armour->resist[i])
1112     val++;
1113     else if (item->resist[i] < other_armour->resist[i])
1114     val--;
1115 elmex 1.1 }
1116    
1117 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1118 elmex 1.1
1119 root 1.8 if (val > 0)
1120     return 1;
1121     else
1122     return 0;
1123 elmex 1.1
1124     }
1125    
1126     /*
1127     * monster_check_pickup(): checks for items that monster can pick up.
1128     *
1129     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1130     * Each time the blob passes over some treasure, it will
1131     * grab it a.s.a.p.
1132     *
1133     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1134     * to handle this.
1135     *
1136     * This function was seen be continueing looping at one point (tmp->below
1137     * became a recursive loop. It may be better to call monster_check_apply
1138     * after we pick everything up, since that function may call others which
1139     * affect stacking on this space.
1140     */
1141    
1142 root 1.8 void
1143     monster_check_pickup (object *monster)
1144     {
1145     object *tmp, *next;
1146    
1147     for (tmp = monster->below; tmp != NULL; tmp = next)
1148     {
1149     next = tmp->below;
1150     if (monster_can_pick (monster, tmp))
1151     {
1152 root 1.13 tmp->remove ();
1153 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1154     (void) monster_check_apply (monster, tmp);
1155     }
1156     /* We could try to re-establish the cycling, of the space, but probably
1157     * not a big deal to just bail out.
1158     */
1159 root 1.11 if (next && next->destroyed ())
1160 root 1.8 return;
1161 elmex 1.1 }
1162     }
1163    
1164     /*
1165     * monster_can_pick(): If the monster is interested in picking up
1166     * the item, then return 0. Otherwise 0.
1167     * Instead of pick_up, flags for "greed", etc, should be used.
1168     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1169     */
1170    
1171 root 1.8 int
1172     monster_can_pick (object *monster, object *item)
1173     {
1174     int flag = 0;
1175     int i;
1176 elmex 1.1
1177 root 1.8 if (!can_pick (monster, item))
1178     return 0;
1179 elmex 1.1
1180 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1181     return 0;
1182 elmex 1.1
1183 root 1.8 if (monster->pick_up & 64) /* All */
1184     flag = 1;
1185 elmex 1.1
1186 root 1.8 else
1187     switch (item->type)
1188     {
1189     case MONEY:
1190     case GEM:
1191     flag = monster->pick_up & 2;
1192 root 1.4 break;
1193    
1194 root 1.8 case FOOD:
1195     flag = monster->pick_up & 4;
1196 root 1.4 break;
1197    
1198 root 1.8 case WEAPON:
1199     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1200 root 1.4 break;
1201    
1202 root 1.8 case ARMOUR:
1203     case SHIELD:
1204     case HELMET:
1205     case BOOTS:
1206     case GLOVES:
1207     case GIRDLE:
1208     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1209 root 1.4 break;
1210    
1211 root 1.8 case SKILL:
1212     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1213 root 1.4 break;
1214    
1215 root 1.8 case RING:
1216     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1217 root 1.4 break;
1218    
1219 root 1.8 case WAND:
1220     case HORN:
1221     case ROD:
1222     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1223 root 1.4 break;
1224    
1225 root 1.8 case SPELLBOOK:
1226     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1227 root 1.4 break;
1228    
1229 root 1.8 case SCROLL:
1230     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1231 root 1.4 break;
1232    
1233 root 1.8 case BOW:
1234     case ARROW:
1235     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1236 root 1.4 break;
1237 root 1.8 }
1238     /* Simplistic check - if the monster has a location to equip it, he will
1239     * pick it up. Note that this doesn't handle cases where an item may
1240     * use several locations.
1241     */
1242     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1243     {
1244     if (monster->body_info[i] && item->body_info[i])
1245     {
1246     flag = 1;
1247     break;
1248 root 1.4 }
1249 elmex 1.1 }
1250    
1251 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1252     return 1;
1253     return 0;
1254 elmex 1.1 }
1255    
1256     /*
1257     * monster_apply_below():
1258     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1259     * eager to apply things, encounters something apply-able,
1260     * then make him apply it
1261     */
1262    
1263 root 1.8 void
1264     monster_apply_below (object *monster)
1265     {
1266     object *tmp, *next;
1267 elmex 1.1
1268 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1269     {
1270     next = tmp->below;
1271     switch (tmp->type)
1272     {
1273 root 1.4 case CF_HANDLE:
1274     case TRIGGER:
1275 root 1.8 if (monster->will_apply & 1)
1276     manual_apply (monster, tmp, 0);
1277     break;
1278 root 1.4
1279     case TREASURE:
1280 root 1.8 if (monster->will_apply & 2)
1281     manual_apply (monster, tmp, 0);
1282     break;
1283 root 1.4
1284     }
1285 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1286     break;
1287 elmex 1.1 }
1288     }
1289    
1290     /*
1291     * monster_check_apply() is meant to be called after an item is
1292     * inserted in a monster.
1293     * If an item becomes outdated (monster found a better item),
1294     * a pointer to that object is returned, so it can be dropped.
1295     * (so that other monsters can pick it up and use it)
1296     * Note that as things are now, monsters never drop something -
1297     * they can pick up all that they can use.
1298     */
1299    
1300     /* Sept 96, fixed this so skills will be readied -b.t.*/
1301    
1302 root 1.8 void
1303     monster_check_apply (object *mon, object *item)
1304     {
1305 elmex 1.1
1306 root 1.8 int flag = 0;
1307 elmex 1.1
1308 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1309     {
1310     SET_FLAG (mon, FLAG_CAST_SPELL);
1311     return;
1312 elmex 1.1 }
1313    
1314 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1315     if (QUERY_FLAG (item, FLAG_APPLIED))
1316     return;
1317    
1318     /* Might be better not to do this - if the monster can fire a bow,
1319     * it is possible in his wanderings, he will find one to use. In
1320     * which case, it would be nice to have ammo for it.
1321     */
1322     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1323     {
1324     /* Check for the right kind of bow */
1325     object *bow;
1326 elmex 1.1
1327 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1328     if (bow->type == BOW && bow->race == item->race)
1329     {
1330     SET_FLAG (mon, FLAG_READY_BOW);
1331     LOG (llevMonster, "Found correct bow for arrows.\n");
1332     return; /* nothing more to do for arrows */
1333     }
1334 elmex 1.1 }
1335    
1336 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1337     flag = 1;
1338     /* Eating food gets hp back */
1339     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1340     flag = 1;
1341     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1342     {
1343     if (!item->inv)
1344     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1345     else if (monster_should_cast_spell (mon, item->inv))
1346     SET_FLAG (mon, FLAG_READY_SCROLL);
1347     /* Don't use it right now */
1348     return;
1349     }
1350     else if (item->type == WEAPON)
1351     flag = check_good_weapon (mon, item);
1352 root 1.16 else if (item->is_armor ())
1353 root 1.8 flag = check_good_armour (mon, item);
1354     /* Should do something more, like make sure this is a better item */
1355     else if (item->type == RING)
1356     flag = 1;
1357     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1358     {
1359     /* We never really 'ready' the wand/rod/horn, because that would mean the
1360     * weapon would get undone.
1361     */
1362     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1363     {
1364     SET_FLAG (mon, FLAG_READY_RANGE);
1365     SET_FLAG (item, FLAG_APPLIED);
1366     }
1367     return;
1368     }
1369     else if (item->type == BOW)
1370     {
1371     /* We never really 'ready' the bow, because that would mean the
1372     * weapon would get undone.
1373     */
1374     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1375     SET_FLAG (mon, FLAG_READY_BOW);
1376     return;
1377     }
1378     else if (item->type == SKILL)
1379     {
1380     /*
1381     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1382     * else they can't use the skill...
1383     * Skills also don't need to get applied, so return now.
1384     */
1385     SET_FLAG (mon, FLAG_READY_SKILL);
1386     return;
1387 elmex 1.1 }
1388    
1389    
1390 root 1.8 /* if we don't match one of the above types, return now.
1391     * can_apply_object will say that we can apply things like flesh,
1392     * bolts, and whatever else, because it only checks against the
1393     * body_info locations.
1394     */
1395     if (!flag)
1396     return;
1397 elmex 1.1
1398 root 1.8 /* Check to see if the monster can use this item. If not, no need
1399     * to do further processing. Note that can_apply_object already checks
1400     * for the CAN_USE flags.
1401     */
1402     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1403 elmex 1.1 return;
1404 root 1.8
1405     /* should only be applying this item, not unapplying it.
1406     * also, ignore status of curse so they can take off old armour.
1407     * monsters have some advantages after all.
1408     */
1409     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1410    
1411     return;
1412 elmex 1.1 }
1413    
1414 root 1.8 void
1415     npc_call_help (object *op)
1416     {
1417     int x, y, mflags;
1418     object *npc;
1419     sint16 sx, sy;
1420 root 1.12 maptile *m;
1421 root 1.8
1422     for (x = -3; x < 4; x++)
1423     for (y = -3; y < 4; y++)
1424     {
1425     m = op->map;
1426     sx = op->x + x;
1427     sy = op->y + y;
1428     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429     /* If nothing alive on this space, no need to search the space. */
1430     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1431     continue;
1432    
1433 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1434 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435     npc->enemy = op->enemy;
1436     }
1437 elmex 1.1 }
1438    
1439    
1440 root 1.8 int
1441     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1442     {
1443 elmex 1.1
1444 root 1.8 if (can_hit (part, enemy, rv))
1445     return dir;
1446     if (rv->distance < 10)
1447     return absdir (dir + 4);
1448     else if (rv->distance > 18)
1449     return dir;
1450     return 0;
1451 elmex 1.1 }
1452    
1453 root 1.8 int
1454     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1455     {
1456 elmex 1.1
1457 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1458     {
1459     ob->move_status++;
1460     return (dir);
1461 elmex 1.1 }
1462 root 1.8 else if (ob->move_status > 20)
1463     ob->move_status = 0;
1464     return absdir (dir + 4);
1465 elmex 1.1 }
1466    
1467 root 1.8 int
1468     hitrun_att (int dir, object *ob, object *enemy)
1469     {
1470     if (ob->move_status++ < 25)
1471     return dir;
1472     else if (ob->move_status < 50)
1473     return absdir (dir + 4);
1474     else
1475     ob->move_status = 0;
1476     return absdir (dir + 4);
1477 elmex 1.1 }
1478    
1479 root 1.8 int
1480     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1481     {
1482    
1483     int inrange = can_hit (part, enemy, rv);
1484 elmex 1.1
1485 root 1.8 if (ob->move_status || inrange)
1486     ob->move_status++;
1487 elmex 1.1
1488 root 1.8 if (ob->move_status == 0)
1489 elmex 1.1 return 0;
1490 root 1.8 else if (ob->move_status < 10)
1491     return dir;
1492     else if (ob->move_status < 15)
1493     return absdir (dir + 4);
1494     ob->move_status = 0;
1495     return 0;
1496 elmex 1.1 }
1497    
1498 root 1.8 int
1499     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1500     {
1501 elmex 1.1
1502 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1503     * happen is that if the creatures hp percentage falls below run_away,
1504     * the creature should run away (dir+4)
1505     * I think its wrong for a creature to have a zero maxhp value, but
1506     * at least one map has this set, and whatever the map contains, the
1507     * server should try to be resilant enough to avoid the problem
1508     */
1509     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1510     return absdir (dir + 4);
1511     return dist_att (dir, ob, enemy, part, rv);
1512 elmex 1.1 }
1513    
1514 root 1.8 int
1515     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1516     {
1517     if (rv->distance < 9)
1518     return absdir (dir + 4);
1519     return 0;
1520 elmex 1.1 }
1521    
1522 root 1.8 void
1523     circ1_move (object *ob)
1524     {
1525     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1526     if (++ob->move_status > 11)
1527 elmex 1.1 ob->move_status = 0;
1528 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1529     (void) move_object (ob, RANDOM () % 8 + 1);
1530 elmex 1.1 }
1531    
1532 root 1.8 void
1533     circ2_move (object *ob)
1534     {
1535     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1536     if (++ob->move_status > 19)
1537 elmex 1.1 ob->move_status = 0;
1538 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1539     (void) move_object (ob, RANDOM () % 8 + 1);
1540 elmex 1.1 }
1541    
1542 root 1.8 void
1543     pace_movev (object *ob)
1544     {
1545 elmex 1.1 if (ob->move_status++ > 6)
1546     ob->move_status = 0;
1547     if (ob->move_status < 4)
1548 root 1.8 (void) move_object (ob, 5);
1549 elmex 1.1 else
1550 root 1.8 (void) move_object (ob, 1);
1551 elmex 1.1 }
1552    
1553 root 1.8 void
1554     pace_moveh (object *ob)
1555     {
1556 elmex 1.1 if (ob->move_status++ > 6)
1557     ob->move_status = 0;
1558     if (ob->move_status < 4)
1559 root 1.8 (void) move_object (ob, 3);
1560 elmex 1.1 else
1561 root 1.8 (void) move_object (ob, 7);
1562 elmex 1.1 }
1563    
1564 root 1.8 void
1565     pace2_movev (object *ob)
1566     {
1567     if (ob->move_status++ > 16)
1568 elmex 1.1 ob->move_status = 0;
1569 root 1.8 if (ob->move_status < 6)
1570     (void) move_object (ob, 5);
1571 elmex 1.1 else if (ob->move_status < 8)
1572     return;
1573 root 1.8 else if (ob->move_status < 13)
1574     (void) move_object (ob, 1);
1575     else
1576     return;
1577     }
1578 elmex 1.1
1579 root 1.8 void
1580     pace2_moveh (object *ob)
1581     {
1582     if (ob->move_status++ > 16)
1583 elmex 1.1 ob->move_status = 0;
1584 root 1.8 if (ob->move_status < 6)
1585     (void) move_object (ob, 3);
1586 elmex 1.1 else if (ob->move_status < 8)
1587     return;
1588 root 1.8 else if (ob->move_status < 13)
1589     (void) move_object (ob, 7);
1590     else
1591     return;
1592     }
1593 elmex 1.1
1594 root 1.8 void
1595     rand_move (object *ob)
1596     {
1597 elmex 1.1 int i;
1598 root 1.8
1599     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1600 elmex 1.1 for (i = 0; i < 5; i++)
1601 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1602 elmex 1.1 return;
1603     }
1604    
1605 root 1.8 void
1606 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1607 root 1.8 {
1608     object *tmp;
1609    
1610 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1611 root 1.8 {
1612     if (tmp->type == EARTHWALL)
1613     {
1614     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1615     return;
1616 root 1.4 }
1617 elmex 1.1 }
1618     }
1619    
1620 root 1.8 void
1621 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1622 root 1.8 {
1623     object *tmp;
1624    
1625 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1626 root 1.8 {
1627     if (tmp->type == DOOR)
1628     {
1629     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1630     return;
1631 root 1.4 }
1632 elmex 1.1 }
1633     }
1634    
1635     /* find_mon_throw_ob() - modeled on find_throw_ob
1636     * This is probably overly simplistic as it is now - We want
1637     * monsters to throw things like chairs and other pieces of
1638     * furniture, even if they are not good throwable objects.
1639     * Probably better to have the monster throw a throwable object
1640     * first, then throw any non equipped weapon.
1641     */
1642    
1643 root 1.8 object *
1644     find_mon_throw_ob (object *op)
1645     {
1646     object *tmp = NULL;
1647 elmex 1.1
1648 root 1.8 if (op->head)
1649     tmp = op->head;
1650     else
1651     tmp = op;
1652 elmex 1.1
1653 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1654     * marked item and throw it to the enemy.
1655     */
1656 elmex 1.1
1657 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1658     {
1659    
1660     /* Can't throw invisible objects or items that are applied */
1661     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1662     continue;
1663    
1664     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1665     break;
1666 elmex 1.1
1667     }
1668    
1669     #ifdef DEBUG_THROW
1670 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1671 elmex 1.1 #endif
1672    
1673 root 1.8 return tmp;
1674 elmex 1.1 }
1675    
1676     /* determine if we can 'detect' the enemy. Check for walls blocking the
1677     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1678     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1679     * modified by MSW to use the get_rangevector so that map tiling works
1680     * properly. I also so odd code in place that checked for x distance
1681     * OR y distance being within some range - that seemed wrong - both should
1682     * be within the valid range. MSW 2001-08-05
1683     * Returns 0 if enemy can not be detected, 1 if it is detected
1684     */
1685    
1686 root 1.8 int
1687     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1688     {
1689     int radius = MIN_MON_RADIUS, hide_discovery;
1690    
1691     /* null detection for any of these condtions always */
1692     if (!op || !enemy || !op->map || !enemy->map)
1693     return 0;
1694 elmex 1.1
1695 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1696     if (!on_same_map (op, enemy))
1697     return 0;
1698 elmex 1.1
1699 root 1.8 get_rangevector (op, enemy, rv, 0);
1700 elmex 1.1
1701 root 1.8 /* Monsters always ignore the DM */
1702     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1703     return 0;
1704 elmex 1.1
1705 root 1.8 /* simple check. Should probably put some range checks in here. */
1706     if (can_see_enemy (op, enemy))
1707     return 1;
1708 elmex 1.1
1709 root 1.8 /* The rest of this is for monsters. Players are on their own for
1710     * finding enemies!
1711     */
1712     if (op->type == PLAYER)
1713     return 0;
1714 elmex 1.1
1715 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1716     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1717     */
1718     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1719     return 0;
1720 elmex 1.1
1721 root 1.8 /* use this for invis also */
1722     hide_discovery = op->stats.Int / 5;
1723 elmex 1.1
1724 root 1.8 /* Determine Detection radii */
1725     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1726     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1727     else
1728     { /* a level/INT/Dex adjustment for hiding */
1729     object *sk_hide;
1730     int bonus = (op->level / 2) + (op->stats.Int / 5);
1731    
1732     if (enemy->type == PLAYER)
1733     {
1734     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1735     bonus -= sk_hide->level;
1736     else
1737     {
1738     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1739     make_visible (enemy);
1740     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1741 root 1.4 }
1742     }
1743 root 1.8 else /* enemy is not a player */
1744     bonus -= enemy->level;
1745    
1746     radius += bonus / 5;
1747     hide_discovery += bonus * 5;
1748     } /* else creature has modifiers for hiding */
1749    
1750     /* Radii stealth adjustment. Only if you are stealthy
1751     * will you be able to sneak up closer to creatures */
1752     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1753     radius = radius / 2, hide_discovery = hide_discovery / 3;
1754    
1755     /* Radii adjustment for enemy standing in the dark */
1756     if (op->map->darkness > 0 && !stand_in_light (enemy))
1757     {
1758     /* on dark maps body heat can help indicate location with infravision
1759     * undead don't have body heat, so no benefit detecting them.
1760     */
1761     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1762     radius += op->map->darkness / 2;
1763     else
1764     radius -= op->map->darkness / 2;
1765    
1766     /* op next to a monster (and not in complete darkness)
1767     * the monster should have a chance to see you.
1768     */
1769     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1770     radius = MIN_MON_RADIUS;
1771     } /* if on dark map */
1772 elmex 1.1
1773 root 1.8 /* Lets not worry about monsters that have incredible detection
1774     * radii, we only need to worry here about things the player can
1775     * (potentially) see. This is 13, as that is the maximum size the player
1776     * may have for their map - in that way, creatures at the edge will
1777     * do something. Note that the distance field in the
1778     * vector is real distance, so in theory this should be 18 to
1779     * find that.
1780     */
1781     if (radius > 13)
1782     radius = 13;
1783    
1784     /* Enemy in range! Now test for detection */
1785     if ((int) rv->distance <= radius)
1786     {
1787     /* ah, we are within range, detected? take cases */
1788     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1789     return 1;
1790 root 1.4
1791 root 1.8 /* hidden or low-quality invisible */
1792     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1793     {
1794     make_visible (enemy);
1795     /* inform players of new status */
1796     if (enemy->type == PLAYER && player_can_view (enemy, op))
1797     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1798     return 1; /* detected enemy */
1799     }
1800     else if (enemy->invisible)
1801     {
1802     /* Change this around - instead of negating the invisible, just
1803     * return true so that the mosnter that managed to detect you can
1804     * do something to you. Decreasing the duration of invisible
1805     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1806     * can then basically negate the spell. The spell isn't negated -
1807     * they just know where you are!
1808     */
1809     if ((RANDOM () % 50) <= hide_discovery)
1810     {
1811     if (enemy->type == PLAYER)
1812     {
1813     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1814 root 1.4 }
1815 root 1.8 return 1;
1816 root 1.4 }
1817     }
1818 root 1.8 } /* within range */
1819 elmex 1.1
1820 root 1.8 /* Wasn't detected above, so still hidden */
1821     return 0;
1822 elmex 1.1 }
1823    
1824     /* determine if op stands in a lighted square. This is not a very
1825     * intellegent algorithm. For one thing, we ignore los here, SO it
1826     * is possible for a bright light to illuminate a player on the
1827     * other side of a wall (!).
1828     */
1829    
1830 root 1.8 int
1831     stand_in_light (object *op)
1832     {
1833     sint16 nx, ny;
1834 root 1.12 maptile *m;
1835 root 1.8
1836    
1837     if (!op)
1838     return 0;
1839     if (op->glow_radius > 0)
1840     return 1;
1841 elmex 1.1
1842 root 1.8 if (op->map)
1843     {
1844     int x, y, x1, y1;
1845 elmex 1.1
1846    
1847 root 1.4
1848 root 1.8 /* Check the spaces with the max light radius to see if any of them
1849     * have lights, and if any of them light the player enough, then return 1.
1850     */
1851     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1852     {
1853     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1854     {
1855     m = op->map;
1856     nx = x;
1857     ny = y;
1858    
1859     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1860     continue;
1861    
1862     x1 = abs (x - op->x) * abs (x - op->x);
1863     y1 = abs (y - op->y) * abs (y - op->y);
1864     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1865     return 1;
1866 root 1.4 }
1867     }
1868 elmex 1.1 }
1869 root 1.8 return 0;
1870 elmex 1.1 }
1871    
1872    
1873     /* assuming no walls/barriers, lets check to see if its *possible*
1874     * to see an enemy. Note, "detection" is different from "seeing".
1875     * See can_detect_enemy() for more details. -b.t.
1876     * return 0 if can't be seen, 1 if can be
1877     */
1878    
1879 root 1.8 int
1880     can_see_enemy (object *op, object *enemy)
1881     {
1882     object *looker = op->head ? op->head : op;
1883    
1884     /* safety */
1885     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1886     return 0;
1887 elmex 1.1
1888 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1889     * see through walls). Should we change the code elsewhere to make you
1890     * blind even if you can xray?
1891     */
1892     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1893     return 0;
1894    
1895     /* checking for invisible things */
1896     if (enemy->invisible)
1897     {
1898     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1899     * However,if you carry any source of light, then the hidden
1900     * creature is seeable (and stupid) */
1901 elmex 1.1
1902 root 1.8 if (has_carried_lights (enemy))
1903     {
1904     if (enemy->hide)
1905     {
1906     make_visible (enemy);
1907     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1908 root 1.4 }
1909 root 1.8 return 1;
1910     }
1911     else if (enemy->hide)
1912     return 0;
1913 root 1.4
1914 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1915     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1916     * and making it a conditional makes the code pretty ugly.
1917     */
1918     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1919     {
1920     if (makes_invisible_to (enemy, looker))
1921     return 0;
1922 root 1.4 }
1923 root 1.8 }
1924     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1925     if (player_can_view (looker, enemy))
1926     return 1;
1927 elmex 1.1
1928     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1929     * unless they carry a light or stand in light. Darkness doesnt
1930     * inhibit the undead per se (but we should give their archs
1931     * CAN_SEE_IN_DARK, this is just a safety
1932     * we care about the enemy maps status, not the looker.
1933     * only relevant for tiled maps, but it is possible that the
1934     * enemy is on a bright map and the looker on a dark - in that
1935     * case, the looker can still see the enemy
1936     */
1937 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1938     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1939 elmex 1.1 return 0;
1940    
1941     return 1;
1942     }