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/cvs/deliantra/server/server/monster.C
Revision: 1.20
Committed: Sat Jan 6 14:42:31 2007 UTC (17 years, 5 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.19: +1 -0 lines
Log Message:
added some copyrights

File Contents

# User Rev Content
1 elmex 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4 pippijn 1.20 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 elmex 1.1 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     Copyright (C) 1992 Frank Tore Johansen
7    
8     This program is free software; you can redistribute it and/or modify
9     it under the terms of the GNU General Public License as published by
10     the Free Software Foundation; either version 2 of the License, or
11     (at your option) any later version.
12    
13     This program is distributed in the hope that it will be useful,
14     but WITHOUT ANY WARRANTY; without even the implied warranty of
15     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     GNU General Public License for more details.
17    
18     You should have received a copy of the GNU General Public License
19     along with this program; if not, write to the Free Software
20     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21    
22 root 1.10 The authors can be reached via e-mail at <crossfire@schmorp.de>
23 elmex 1.1 */
24    
25     #include <global.h>
26 root 1.18 #include <sproto.h>
27     #include <spells.h>
28     #include <skills.h>
29 elmex 1.1
30 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
31 elmex 1.1
32     /* checks npc->enemy and returns that enemy if still valid,
33     * NULL otherwise.
34     * this is map tile aware.
35     * If this returns an enemy, the range vector rv should also be
36     * set to sane values.
37     */
38 root 1.8 object *
39     check_enemy (object *npc, rv_vector * rv)
40     {
41    
42     /* if this is pet, let him attack the same enemy as his owner
43     * TODO: when there is no ower enemy, try to find a target,
44     * which CAN attack the owner. */
45     if ((npc->attack_movement & HI4) == PETMOVE)
46     {
47     if (npc->owner == NULL)
48     npc->enemy = NULL;
49     else if (npc->enemy == NULL)
50     npc->enemy = npc->owner->enemy;
51     }
52    
53     /* periodically, a monster mayu change its target. Also, if the object
54     * has been destroyed, etc, clear the enemy.
55     * TODO: this should be changed, because it invokes to attack forced or
56     * attacked monsters to leave the attacker alone, before it is destroyed
57     */
58     /* i had removed the random target leave, this invokes problems with friendly
59     * objects, getting attacked and defending herself - they don't try to attack
60     * again then but perhaps get attack on and on
61     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
62     * too. */
63 elmex 1.1
64 root 1.8 if (npc->enemy)
65 elmex 1.1 {
66 root 1.8 /* I broke these if's apart to better be able to see what
67     * the grouping checks are. Code is the same.
68     */
69     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
70     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
71     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
72     npc->enemy = NULL;
73    
74     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
75     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
77     || npc->enemy == npc->owner))
78     npc->enemy = NULL;
79    
80    
81     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
82     npc->enemy = NULL;
83    
84     /* I've noticed that pets could sometimes get an arrow as the
85     * target enemy - this code below makes sure the enemy is something
86     * that should be attacked. My guess is that the arrow hits
87     * the creature/owner, and so the creature then takes that
88     * as the enemy to attack.
89     */
90     else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER) &&
91     !QUERY_FLAG (npc->enemy, FLAG_GENERATOR) && npc->enemy->type != PLAYER && npc->enemy->type != GOLEM)
92     npc->enemy = NULL;
93 elmex 1.1
94     }
95 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
96 elmex 1.1 }
97    
98     /* Returns the nearest living creature (monster or generator).
99     * Modified to deal with tiled maps properly.
100     * Also fixed logic so that monsters in the lower directions were more
101     * likely to be skipped - instead of just skipping the 'start' number
102     * of direction, revisit them after looking at all the other spaces.
103     *
104     * Note that being this may skip some number of spaces, it will
105     * not necessarily find the nearest living creature - it basically
106     * chooses one from within a 3 space radius, and since it skips
107     * the first few directions, it could very well choose something
108     * 3 spaces away even though something directly north is closer.
109     *
110     * this function is map tile aware.
111     */
112 root 1.8 object *
113     find_nearest_living_creature (object *npc)
114     {
115     int i, mflags;
116     sint16 nx, ny;
117 root 1.12 maptile *m;
118 root 1.8 object *tmp;
119     int search_arr[SIZEOFFREE];
120    
121     get_search_arr (search_arr);
122     for (i = 0; i < SIZEOFFREE; i++)
123     {
124     /* modified to implement smart searching using search_arr
125     * guidance array to determine direction of search order
126     */
127     nx = npc->x + freearr_x[search_arr[i]];
128     ny = npc->y + freearr_y[search_arr[i]];
129     m = npc->map;
130    
131     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
132     if (mflags & P_OUT_OF_MAP)
133     continue;
134    
135     if (mflags & P_IS_ALIVE)
136     {
137 root 1.17 tmp = GET_MAP_OB (m, nx, ny);
138 root 1.8 while (tmp != NULL && !QUERY_FLAG (tmp, FLAG_MONSTER) && !QUERY_FLAG (tmp, FLAG_GENERATOR) && tmp->type != PLAYER)
139     tmp = tmp->above;
140    
141     if (!tmp)
142     {
143     LOG (llevDebug, "find_nearest_living_creature: map %s (%d,%d) has is_alive set but did not find a monster?\n",
144 root 1.19 &m->path, nx, ny);
145 root 1.4 }
146 root 1.8 else
147     {
148     if (can_see_monsterP (m, nx, ny, i))
149     return tmp;
150 root 1.4 }
151 root 1.8 } /* is something living on this space */
152 elmex 1.1 }
153 root 1.8 return NULL; /* nothing found */
154 elmex 1.1 }
155    
156    
157     /* Tries to find an enmy for npc. We pass the range vector since
158     * our caller will find the information useful.
159     * Currently, only move_monster calls this function.
160     * Fix function so that we always make calls to get_rangevector
161     * if we have a valid target - function as not doing so in
162     * many cases.
163     */
164    
165 root 1.8 object *
166     find_enemy (object *npc, rv_vector * rv)
167 elmex 1.1 {
168 root 1.8 object *attacker, *tmp = NULL;
169    
170     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
171 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
172 elmex 1.1
173 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
174     if (QUERY_FLAG (npc, FLAG_BERSERK))
175     {
176     tmp = find_nearest_living_creature (npc);
177 root 1.9
178 root 1.8 if (tmp)
179     get_rangevector (npc, tmp, rv, 0);
180     return tmp;
181     }
182    
183     /* Here is the main enemy selection.
184     * We want this: if there is an enemy, attack him until its not possible or
185     * one of both is dead.
186     * If we have no enemy and we are...
187     * a monster: try to find a player, a pet or a friendly monster
188     * a friendly: only target a monster which is targeting you first or targeting a player
189     * a neutral: fight a attacker (but there should be none), then do nothing
190     * a pet: attack player enemy or a monster
191     */
192    
193     /* pet move */
194     if ((npc->attack_movement & HI4) == PETMOVE)
195     {
196     tmp = get_pet_enemy (npc, rv);
197 root 1.9
198 root 1.8 if (tmp)
199     get_rangevector (npc, tmp, rv, 0);
200 root 1.9
201 root 1.8 return tmp;
202     }
203 elmex 1.1
204 root 1.8 /* we check our old enemy. */
205 root 1.9 if (!(tmp = check_enemy (npc, rv)))
206 elmex 1.1 {
207 root 1.8 if (attacker) /* if we have an attacker, check him */
208 elmex 1.1 {
209 root 1.9 /* TODO: thats not finished */
210     /* we don't want a fight evil vs evil or good against non evil */
211    
212     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
213     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
214     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
215     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
216     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
217 elmex 1.1 {
218 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
219     npc->enemy = attacker;
220     return attacker; /* yes, we face our attacker! */
221 elmex 1.1 }
222     }
223 root 1.8
224     /* we have no legal enemy or attacker, so we try to target a new one */
225     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
226 elmex 1.1 {
227 root 1.8 npc->enemy = get_nearest_player (npc);
228     if (npc->enemy)
229     tmp = check_enemy (npc, rv);
230 elmex 1.1 }
231 root 1.8
232 elmex 1.1 }
233    
234 root 1.8 return tmp;
235 elmex 1.1 }
236    
237     /* Sees if this monster should wake up.
238     * Currently, this is only called from move_monster, and
239     * if enemy is set, then so should be rv.
240     * returns 1 if the monster should wake up, 0 otherwise.
241     */
242    
243 root 1.8 int
244     check_wakeup (object *op, object *enemy, rv_vector * rv)
245     {
246     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
247 elmex 1.1
248 root 1.8 /* Trim work - if no enemy, no need to do anything below */
249     if (!enemy)
250     return 0;
251    
252     /* blinded monsters can only find nearby objects to attack */
253     if (QUERY_FLAG (op, FLAG_BLIND))
254     radius = MIN_MON_RADIUS;
255    
256     /* This covers the situation where the monster is in the dark
257     * and has an enemy. If the enemy has no carried light (or isnt
258     * glowing!) then the monster has trouble finding the enemy.
259     * Remember we already checked to see if the monster can see in
260     * the dark. */
261    
262     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
263     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
264     {
265     int dark = radius / (op->map->darkness);
266 elmex 1.1
267 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
268     }
269     else if (!QUERY_FLAG (op, FLAG_SLEEP))
270     return 1;
271 elmex 1.1
272 root 1.8 /* enemy should already be on this map, so don't really need to check
273     * for that.
274     */
275     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
276     {
277     CLEAR_FLAG (op, FLAG_SLEEP);
278     return 1;
279 elmex 1.1 }
280 root 1.8 return 0;
281 elmex 1.1 }
282    
283 root 1.8 int
284     move_randomly (object *op)
285     {
286     int i;
287 elmex 1.1
288 root 1.8 /* Give up to 15 chances for a monster to move randomly */
289     for (i = 0; i < 15; i++)
290     {
291     if (move_object (op, RANDOM () % 8 + 1))
292     return 1;
293 elmex 1.1 }
294 root 1.8 return 0;
295 elmex 1.1 }
296    
297     /*
298     * Move-monster returns 1 if the object has been freed, otherwise 0.
299     */
300    
301 root 1.8 int
302     move_monster (object *op)
303     {
304     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
305     object *owner, *enemy, *part, *oph = op;
306     rv_vector rv;
307    
308     /* Monsters not on maps don't do anything. These monsters are things
309     * Like royal guards in city dwellers inventories.
310     */
311     if (!op->map)
312     return 0;
313    
314     /* for target facing, we copy this value here for fast access */
315     if (oph->head) /* force update the head - one arch one pic */
316     oph = oph->head;
317    
318     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
319     enemy = op->enemy = NULL;
320     else if ((enemy = find_enemy (op, &rv)))
321 root 1.9 /* we have an enemy, just tell him we want him dead */
322     enemy->attacked_by = op; /* our ptr */
323 root 1.8
324     /* generate hp, if applicable */
325     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
326     {
327    
328     /* last heal is in funny units. Dividing by speed puts
329     * the regeneration rate on a basis of time instead of
330     * #moves the monster makes. The scaling by 8 is
331     * to capture 8th's of a hp fraction regens
332     *
333     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
334     * overflow might produce monsters with negative hp.
335     */
336    
337     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
338     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
339     op->last_heal %= 32;
340    
341     /* So if the monster has gained enough HP that they are no longer afraid */
342     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
343     CLEAR_FLAG (op, FLAG_RUN_AWAY);
344    
345     if (op->stats.hp > op->stats.maxhp)
346     op->stats.hp = op->stats.maxhp;
347     }
348 root 1.4
349 root 1.8 /* generate sp, if applicable */
350     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
351     {
352 root 1.4
353 root 1.8 /* last_sp is in funny units. Dividing by speed puts
354     * the regeneration rate on a basis of time instead of
355     * #moves the monster makes. The scaling by 8 is
356     * to capture 8th's of a sp fraction regens
357     *
358     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
359     * overflow might produce monsters with negative sp.
360     */
361    
362     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
363     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
364     op->last_sp %= 128;
365 elmex 1.1 }
366    
367 root 1.8 /* this should probably get modified by many more values.
368     * (eg, creatures resistance to fear, level, etc. )
369     */
370     if (QUERY_FLAG (op, FLAG_SCARED) && !(RANDOM () % 20))
371     {
372     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
373 elmex 1.1 }
374    
375 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
376     return QUERY_FLAG (op, FLAG_FREED);
377 elmex 1.1
378 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
379     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
380     {
381     if (!check_wakeup (op, enemy, &rv))
382     return 0;
383 root 1.2 }
384    
385 root 1.8 /* check if monster pops out of hidden spot */
386     if (op->hide)
387     do_hidden_move (op);
388 root 1.2
389 root 1.8 if (op->pick_up)
390     monster_check_pickup (op);
391 root 1.2
392 root 1.8 if (op->will_apply)
393     monster_apply_below (op); /* Check for items to apply below */
394 root 1.2
395 root 1.8 /* If we don't have an enemy, do special movement or the like */
396     if (!enemy)
397     {
398     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
399     {
400 root 1.14 op->destroy ();
401 root 1.8 return 1;
402 root 1.4 }
403 elmex 1.1
404 root 1.8 /* Probably really a bug for a creature to have both
405     * stand still and a movement type set.
406     */
407     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
408     {
409     if (op->attack_movement & HI4)
410 elmex 1.1 {
411 root 1.8 switch (op->attack_movement & HI4)
412     {
413 root 1.4 case (PETMOVE):
414 root 1.8 pet_move (op);
415     break;
416 root 1.4
417     case (CIRCLE1):
418 root 1.8 circ1_move (op);
419     break;
420 root 1.4
421     case (CIRCLE2):
422 root 1.8 circ2_move (op);
423     break;
424 root 1.4
425     case (PACEV):
426 root 1.8 pace_movev (op);
427     break;
428 root 1.4
429     case (PACEH):
430 root 1.8 pace_moveh (op);
431     break;
432 root 1.4
433     case (PACEV2):
434 root 1.8 pace2_movev (op);
435     break;
436 root 1.4
437     case (PACEH2):
438 root 1.8 pace2_moveh (op);
439     break;
440 root 1.4
441     case (RANDO):
442 root 1.8 rand_move (op);
443     break;
444 root 1.4
445     case (RANDO2):
446 root 1.8 move_randomly (op);
447     break;
448 root 1.4 }
449 root 1.8 return 0;
450     }
451     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
452     (void) move_randomly (op);
453    
454     } /* stand still */
455     return 0;
456     } /* no enemy */
457    
458     /* We have an enemy. Block immediately below is for pets */
459 root 1.15 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
460 root 1.8 return follow_owner (op, owner);
461    
462     /* doppleganger code to change monster facing to that of the nearest
463     * player. Hmm. The code is here, but no monster in the current
464     * arch set uses it.
465     */
466     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
467     {
468     op->face = enemy->face;
469     op->name = enemy->name;
470     }
471    
472     /* Calculate range information for closest body part - this
473     * is used for the 'skill' code, which isn't that smart when
474     * it comes to figuring it out - otherwise, giants throw boulders
475     * into themselves.
476     */
477     get_rangevector (op, enemy, &rv, 0);
478    
479     /* Move the check for scared up here - if the monster was scared,
480     * we were not doing any of the logic below, so might as well save
481     * a few cpu cycles.
482     */
483     if (!QUERY_FLAG (op, FLAG_SCARED))
484     {
485     rv_vector rv1;
486    
487     /* now we test every part of an object .... this is a real ugly piece of code */
488     for (part = op; part != NULL; part = part->more)
489     {
490     get_rangevector (part, enemy, &rv1, 0x1);
491     dir = rv1.direction;
492    
493     /* hm, not sure about this part - in original was a scared flag here too
494     * but that we test above... so can be old code here
495     */
496     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
497     dir = absdir (dir + 4);
498     if (QUERY_FLAG (op, FLAG_CONFUSED))
499     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
500    
501     if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(RANDOM () % 3))
502     {
503     if (monster_cast_spell (op, part, enemy, dir, &rv1))
504 root 1.4 return 0;
505     }
506 elmex 1.1
507 root 1.8 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(RANDOM () % 3))
508     {
509     if (monster_use_scroll (op, part, enemy, dir, &rv1))
510     return 0;
511     }
512 elmex 1.1
513 root 1.8 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(RANDOM () % 3))
514     {
515     if (monster_use_range (op, part, enemy, dir))
516     return 0;
517     }
518     if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(RANDOM () % 3))
519     {
520     if (monster_use_skill (op, rv.part, enemy, rv.direction))
521     return 0;
522     }
523     if (QUERY_FLAG (op, FLAG_READY_BOW) && !(RANDOM () % 2))
524     {
525     if (monster_use_bow (op, part, enemy, dir))
526     return 0;
527     }
528     } /* for processing of all parts */
529     } /* If not scared */
530 root 1.4
531 elmex 1.1
532 root 1.8 part = rv.part;
533     dir = rv.direction;
534 elmex 1.1
535 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
536     dir = absdir (dir + 4);
537 elmex 1.1
538 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
539     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
540 elmex 1.1
541 root 1.8 pre_att_dir = dir; /* remember the original direction */
542 elmex 1.1
543 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
544     {
545     switch (op->attack_movement & LO4)
546     {
547 root 1.4 case DISTATT:
548 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
549     break;
550 root 1.4
551     case RUNATT:
552 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
553     break;
554 root 1.4
555     case HITRUN:
556 root 1.8 dir = hitrun_att (dir, op, enemy);
557     break;
558 root 1.4
559     case WAITATT:
560 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
561     break;
562 root 1.4
563 root 1.8 case RUSH: /* default - monster normally moves towards player */
564 root 1.4 case ALLRUN:
565 root 1.8 break;
566 root 1.4
567     case DISTHIT:
568 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
569     break;
570 root 1.4
571     case WAIT2:
572 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
573     break;
574 root 1.4
575     default:
576 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
577 root 1.4 }
578 elmex 1.1 }
579    
580 root 1.8 if (!dir)
581     return 0;
582    
583     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
584     {
585     if (move_object (op, dir)) /* Can the monster move directly toward player? */
586     {
587     /* elmex: Turn our monster after it moved if it has DISTATT attack */
588     if ((op->attack_movement & LO4) == DISTATT)
589     op->direction = pre_att_dir;
590 elmex 1.1
591 root 1.8 return 0;
592     }
593    
594     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
595     {
596 elmex 1.1
597 root 1.8 /* Try move around corners if !close */
598     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
599 elmex 1.1
600 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
601     {
602     /* try different detours */
603     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
604 elmex 1.1
605 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
606 root 1.4 return 0;
607     }
608     }
609 root 1.8 } /* if monster is not standing still */
610 elmex 1.1
611 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
612     if ((op->attack_movement & LO4) == DISTATT)
613     op->direction = pre_att_dir;
614    
615     /*
616     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
617     * direction if they can't move away.
618     */
619     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
620     if (move_randomly (op))
621     return 0;
622    
623     /*
624     * Try giving the monster a new enemy - the player that is closest
625     * to it. In this way, it won't just keep trying to get to a target
626     * that is inaccessible.
627     * This could be more clever - it should go through a list of several
628     * enemies, as it is now, you could perhaps get situations where there
629     * are two players flanking the monster at close distance, but which
630     * the monster can't get to, and a third one at a far distance that
631     * the monster could get to - as it is, the monster won't look at that
632     * third one.
633     */
634     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
635     {
636     object *nearest_player = get_nearest_player (op);
637 elmex 1.1
638 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
639     {
640     op->enemy = NULL;
641     enemy = nearest_player;
642 root 1.4 }
643 elmex 1.1 }
644    
645 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
646     {
647     /* The adjustement to wc that was here before looked totally bogus -
648     * since wc can in fact get negative, that would mean by adding
649     * the current wc, the creature gets better? Instead, just
650     * add a fixed amount - nasty creatures that are runny away should
651     * still be pretty nasty.
652     */
653     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
654 elmex 1.1 {
655 root 1.8 part->stats.wc += 10;
656     (void) skill_attack (enemy, part, 0, NULL, NULL);
657     part->stats.wc -= 10;
658     }
659     else
660     (void) skill_attack (enemy, part, 0, NULL, NULL);
661     } /* if monster is in attack range */
662 elmex 1.1
663 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
664     return 1;
665 elmex 1.1
666 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
667 elmex 1.1 {
668 root 1.13 op->remove ();
669 root 1.14 op->destroy ();
670 root 1.8 return 1;
671 elmex 1.1 }
672 root 1.8 return 0;
673 elmex 1.1 }
674 root 1.5
675 root 1.8 int
676     can_hit (object *ob1, object *ob2, rv_vector * rv)
677     {
678     object *more;
679     rv_vector rv1;
680 elmex 1.1
681 root 1.8 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(RANDOM () % 3))
682     return 0;
683 elmex 1.1
684 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
685     return 1;
686 elmex 1.1
687 root 1.8 /* check all the parts of ob2 - just because we can't get to
688     * its head doesn't mean we don't want to pound its feet
689     */
690     for (more = ob2->more; more != NULL; more = more->more)
691     {
692     get_rangevector (ob1, more, &rv1, 0);
693     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
694     return 1;
695 elmex 1.1 }
696 root 1.8 return 0;
697 elmex 1.1
698     }
699    
700     /* Returns 1 is monster should cast spell sp at an enemy
701     * Returns 0 if the monster should not cast this spell.
702     *
703     * Note that this function does not check to see if the monster can
704     * in fact cast the spell (sp dependencies and what not.) That is because
705     * this function is also sued to see if the monster should use spell items
706     * (rod/horn/wand/scroll).
707     * Note that there are certainly other offensive spells that could be
708     * included, but I decided to leave out the spells that may kill more
709     * monsters than players (eg, disease).
710     *
711     * This could be a lot smarter - if there are few monsters around,
712     * then disease might not be as bad. Likewise, if the monster is damaged,
713     * the right type of healing spell could be useful.
714     */
715    
716 root 1.8 static int
717     monster_should_cast_spell (object *monster, object *spell_ob)
718 elmex 1.1 {
719 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
720     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
721     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
722     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
723     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
724     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
725 elmex 1.1
726 root 1.8 return 1;
727 elmex 1.1
728 root 1.8 return 0;
729 elmex 1.1 }
730    
731    
732     #define MAX_KNOWN_SPELLS 20
733    
734     /* Returns a randomly selected spell. This logic is still
735     * less than ideal. This code also only seems to deal with
736     * wizard spells, as the check is against sp, and not grace.
737     * can mosnters know cleric spells?
738     */
739 root 1.8 object *
740     monster_choose_random_spell (object *monster)
741     {
742     object *altern[MAX_KNOWN_SPELLS];
743     object *tmp;
744     int i = 0;
745    
746     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
747     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
748     {
749     /* Check and see if it's actually a useful spell.
750     * If its a spellbook, the spell is actually the inventory item.
751     * if it is a spell, then it is just the object itself.
752     */
753     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
754     {
755     altern[i++] = tmp;
756     if (i == MAX_KNOWN_SPELLS)
757     break;
758     }
759     }
760     if (!i)
761     return NULL;
762     return altern[RANDOM () % i];
763 elmex 1.1 }
764    
765     /* This checks to see if the monster should cast a spell/ability.
766     * it returns true if the monster casts a spell, 0 if he doesn't.
767     * head is the head of the monster.
768     * part is the part of the monster we are checking against.
769     * pl is the target.
770     * dir is the direction to case.
771     * rv is the vector which describes where the enemy is.
772     */
773    
774 root 1.8 int
775     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
776     {
777     object *spell_item;
778     object *owner;
779     rv_vector rv1;
780    
781     /* If you want monsters to cast spells over friends, this spell should
782     * be removed. It probably should be in most cases, since monsters still
783     * don't care about residual effects (ie, casting a cone which may have a
784     * clear path to the player, the side aspects of the code will still hit
785     * other monsters)
786     */
787     if (!(dir = path_to_player (part, pl, 0)))
788     return 0;
789    
790 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
791 root 1.8 {
792     get_rangevector (head, owner, &rv1, 0x1);
793     if (dirdiff (dir, rv1.direction) < 2)
794     {
795     return 0; /* Might hit owner with spell */
796 root 1.4 }
797 elmex 1.1 }
798    
799 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
800     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
801    
802     /* If the monster hasn't already chosen a spell, choose one
803     * I'm not sure if it really make sense to pre-select spells (events
804     * could be different by the time the monster goes again).
805     */
806     if (head->spellitem == NULL)
807     {
808     if ((spell_item = monster_choose_random_spell (head)) == NULL)
809     {
810     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
811     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
812     return 0;
813 root 1.4 }
814 root 1.8 if (spell_item->type == SPELLBOOK)
815     {
816     if (!spell_item->inv)
817     {
818     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
819     return 0;
820 root 1.4 }
821 root 1.8 spell_item = spell_item->inv;
822 root 1.4 }
823 elmex 1.1 }
824 root 1.8 else
825     spell_item = head->spellitem;
826 elmex 1.1
827 root 1.8 if (!spell_item)
828     return 0;
829 elmex 1.1
830 root 1.8 /* Best guess this is a defensive/healing spell */
831     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
832     dir = 0;
833    
834     /* Monster doesn't have enough spell-points */
835     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
836     return 0;
837    
838     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
839     return 0;
840 elmex 1.1
841 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
842     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
843 elmex 1.1
844 root 1.8 /* set this to null, so next time monster will choose something different */
845     head->spellitem = NULL;
846 elmex 1.1
847 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
848 elmex 1.1 }
849    
850    
851 root 1.8 int
852     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
853     {
854     object *scroll;
855     object *owner;
856     rv_vector rv1;
857    
858     /* If you want monsters to cast spells over friends, this spell should
859     * be removed. It probably should be in most cases, since monsters still
860     * don't care about residual effects (ie, casting a cone which may have a
861     * clear path to the player, the side aspects of the code will still hit
862     * other monsters)
863     */
864     if (!(dir = path_to_player (part, pl, 0)))
865     return 0;
866    
867 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
868 root 1.8 {
869     get_rangevector (head, owner, &rv1, 0x1);
870     if (dirdiff (dir, rv1.direction) < 2)
871     {
872     return 0; /* Might hit owner with spell */
873 root 1.4 }
874 elmex 1.1 }
875    
876 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
877     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
878 elmex 1.1
879 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
880     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
881     break;
882 elmex 1.1
883 root 1.8 /* Used up all his scrolls, so nothing do to */
884     if (!scroll)
885     {
886     CLEAR_FLAG (head, FLAG_READY_SCROLL);
887     return 0;
888 elmex 1.1 }
889    
890 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
891     if (scroll->inv->range == 0)
892     dir = 0;
893 elmex 1.1
894 root 1.8 apply_scroll (part, scroll, dir);
895     return 1;
896 elmex 1.1 }
897    
898     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
899     * Note that monsters do not need the skills SK_MELEE_WEAPON and
900     * SK_MISSILE_WEAPON to make those respective attacks, if we
901     * required that we would drastically increase the memory
902     * requirements of CF!!
903     *
904     * The skills we are treating here are all but those. -b.t.
905     *
906     * At the moment this is only useful for throwing, perhaps for
907     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
908 root 1.8 */
909 elmex 1.1
910 root 1.8 int
911     monster_use_skill (object *head, object *part, object *pl, int dir)
912     {
913     object *skill, *owner;
914 elmex 1.1
915 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
916     return 0;
917    
918 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
919 root 1.8 {
920     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
921    
922     if (dirdiff (dir, dir2) < 1)
923     return 0; /* Might hit owner with skill -thrown rocks for example ? */
924     }
925     if (QUERY_FLAG (head, FLAG_CONFUSED))
926     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
927    
928     /* skill selection - monster will use the next unused skill.
929     * well...the following scenario will allow the monster to
930     * toggle between 2 skills. One day it would be nice to make
931     * more skills available to monsters.
932     */
933 elmex 1.1
934 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
935     if (skill->type == SKILL && skill != head->chosen_skill)
936     {
937     head->chosen_skill = skill;
938     break;
939     }
940 elmex 1.1
941 root 1.8 if (!skill && !head->chosen_skill)
942     {
943     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
944     CLEAR_FLAG (head, FLAG_READY_SKILL);
945     return 0;
946 elmex 1.1 }
947 root 1.8 /* use skill */
948     return do_skill (head, part, head->chosen_skill, dir, NULL);
949 elmex 1.1 }
950    
951     /* Monster will use a ranged spell attack. */
952    
953 root 1.8 int
954     monster_use_range (object *head, object *part, object *pl, int dir)
955     {
956     object *wand, *owner;
957     int at_least_one = 0;
958    
959     if (!(dir = path_to_player (part, pl, 0)))
960     return 0;
961    
962 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
963 elmex 1.1 {
964 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
965 elmex 1.1
966 root 1.8 if (dirdiff (dir, dir2) < 2)
967     return 0; /* Might hit owner with spell */
968 elmex 1.1 }
969 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
970     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
971 elmex 1.1
972 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
973     {
974     if (wand->type == WAND)
975 elmex 1.1 {
976 root 1.8 /* Found a wand, let's see if it has charges left */
977     at_least_one = 1;
978     if (wand->stats.food <= 0)
979     continue;
980 elmex 1.1
981 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
982 elmex 1.1
983 root 1.8 if (!(--wand->stats.food))
984     {
985     if (wand->arch)
986 elmex 1.1 {
987 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
988     wand->face = wand->arch->clone.face;
989 root 1.18 wand->set_speed (0);
990 elmex 1.1 }
991     }
992 root 1.8 /* Success */
993     return 1;
994     }
995     else if (wand->type == ROD || wand->type == HORN)
996     {
997     /* Found rod/horn, let's use it if possible */
998     at_least_one = 1;
999     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1000     continue;
1001 elmex 1.1
1002 root 1.8 /* drain charge before casting spell - can be a case where the
1003     * spell destroys the monster, and rod, so if done after, results
1004     * in crash.
1005     */
1006     drain_rod_charge (wand);
1007     cast_spell (head, wand, dir, wand->inv, NULL);
1008 elmex 1.1
1009 root 1.8 /* Success */
1010     return 1;
1011 elmex 1.1 }
1012 root 1.8 }
1013    
1014     if (at_least_one)
1015     return 0;
1016 elmex 1.1
1017 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1018     CLEAR_FLAG (head, FLAG_READY_RANGE);
1019     return 0;
1020     }
1021 elmex 1.1
1022 root 1.8 int
1023     monster_use_bow (object *head, object *part, object *pl, int dir)
1024     {
1025     object *owner;
1026 elmex 1.1
1027 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1028     return 0;
1029     if (QUERY_FLAG (head, FLAG_CONFUSED))
1030     dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2);
1031 elmex 1.1
1032 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1033 root 1.8 {
1034     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1035 elmex 1.1
1036 root 1.8 if (dirdiff (dir, dir2) < 1)
1037     return 0; /* Might hit owner with arrow */
1038 elmex 1.1 }
1039    
1040 root 1.8 /* in server/player.c */
1041     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1042 elmex 1.1
1043     }
1044    
1045     /* Checks if putting on 'item' will make 'who' do more
1046     * damage. This is a very simplistic check - also checking things
1047     * like speed and ac are also relevant.
1048     *
1049     * return true if item is a better object.
1050     */
1051    
1052 root 1.8 int
1053     check_good_weapon (object *who, object *item)
1054     {
1055     object *other_weap;
1056     int val = 0, i;
1057    
1058     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1059     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1060     break;
1061 elmex 1.1
1062 root 1.8 if (other_weap == NULL) /* No other weapons */
1063     return 1;
1064 elmex 1.1
1065 root 1.8 /* Rather than go through and apply the new one, and see if it is
1066     * better, just do some simple checks
1067     * Put some multipliers for things that hvae several effects,
1068     * eg, magic affects both damage and wc, so it has more weight
1069     */
1070 elmex 1.1
1071 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1072     val += (item->magic - other_weap->magic) * 3;
1073     /* Monsters don't really get benefits from things like regen rates
1074     * from items. But the bonus for their stats are very important.
1075     */
1076     for (i = 0; i < NUM_STATS; i++)
1077     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1078    
1079     if (val > 0)
1080     return 1;
1081     else
1082     return 0;
1083 elmex 1.1
1084     }
1085    
1086 root 1.8 int
1087     check_good_armour (object *who, object *item)
1088     {
1089     object *other_armour;
1090     int val = 0, i;
1091    
1092     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1093     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1094     break;
1095 elmex 1.1
1096 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1097     return 1;
1098 elmex 1.1
1099 root 1.8 /* Like above function , see which is better */
1100     val = item->stats.ac - other_armour->stats.ac;
1101     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1102     val += (item->magic - other_armour->magic) * 3;
1103    
1104     /* for the other protections, do weigh them very much in the equation -
1105     * it is the armor protection which is most important, because there is
1106     * no good way to know what the player may attack the monster with.
1107     * So if the new item has better protection than the old, give that higher
1108     * value. If the reverse, then decrease the value of this item some.
1109     */
1110     for (i = 1; i < NROFATTACKS; i++)
1111     {
1112     if (item->resist[i] > other_armour->resist[i])
1113     val++;
1114     else if (item->resist[i] < other_armour->resist[i])
1115     val--;
1116 elmex 1.1 }
1117    
1118 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1119 elmex 1.1
1120 root 1.8 if (val > 0)
1121     return 1;
1122     else
1123     return 0;
1124 elmex 1.1
1125     }
1126    
1127     /*
1128     * monster_check_pickup(): checks for items that monster can pick up.
1129     *
1130     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1131     * Each time the blob passes over some treasure, it will
1132     * grab it a.s.a.p.
1133     *
1134     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1135     * to handle this.
1136     *
1137     * This function was seen be continueing looping at one point (tmp->below
1138     * became a recursive loop. It may be better to call monster_check_apply
1139     * after we pick everything up, since that function may call others which
1140     * affect stacking on this space.
1141     */
1142    
1143 root 1.8 void
1144     monster_check_pickup (object *monster)
1145     {
1146     object *tmp, *next;
1147    
1148     for (tmp = monster->below; tmp != NULL; tmp = next)
1149     {
1150     next = tmp->below;
1151     if (monster_can_pick (monster, tmp))
1152     {
1153 root 1.13 tmp->remove ();
1154 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1155     (void) monster_check_apply (monster, tmp);
1156     }
1157     /* We could try to re-establish the cycling, of the space, but probably
1158     * not a big deal to just bail out.
1159     */
1160 root 1.11 if (next && next->destroyed ())
1161 root 1.8 return;
1162 elmex 1.1 }
1163     }
1164    
1165     /*
1166     * monster_can_pick(): If the monster is interested in picking up
1167     * the item, then return 0. Otherwise 0.
1168     * Instead of pick_up, flags for "greed", etc, should be used.
1169     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1170     */
1171    
1172 root 1.8 int
1173     monster_can_pick (object *monster, object *item)
1174     {
1175     int flag = 0;
1176     int i;
1177 elmex 1.1
1178 root 1.8 if (!can_pick (monster, item))
1179     return 0;
1180 elmex 1.1
1181 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1182     return 0;
1183 elmex 1.1
1184 root 1.8 if (monster->pick_up & 64) /* All */
1185     flag = 1;
1186 elmex 1.1
1187 root 1.8 else
1188     switch (item->type)
1189     {
1190     case MONEY:
1191     case GEM:
1192     flag = monster->pick_up & 2;
1193 root 1.4 break;
1194    
1195 root 1.8 case FOOD:
1196     flag = monster->pick_up & 4;
1197 root 1.4 break;
1198    
1199 root 1.8 case WEAPON:
1200     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1201 root 1.4 break;
1202    
1203 root 1.8 case ARMOUR:
1204     case SHIELD:
1205     case HELMET:
1206     case BOOTS:
1207     case GLOVES:
1208     case GIRDLE:
1209     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1210 root 1.4 break;
1211    
1212 root 1.8 case SKILL:
1213     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1214 root 1.4 break;
1215    
1216 root 1.8 case RING:
1217     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1218 root 1.4 break;
1219    
1220 root 1.8 case WAND:
1221     case HORN:
1222     case ROD:
1223     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1224 root 1.4 break;
1225    
1226 root 1.8 case SPELLBOOK:
1227     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1228 root 1.4 break;
1229    
1230 root 1.8 case SCROLL:
1231     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1232 root 1.4 break;
1233    
1234 root 1.8 case BOW:
1235     case ARROW:
1236     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1237 root 1.4 break;
1238 root 1.8 }
1239     /* Simplistic check - if the monster has a location to equip it, he will
1240     * pick it up. Note that this doesn't handle cases where an item may
1241     * use several locations.
1242     */
1243     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1244     {
1245     if (monster->body_info[i] && item->body_info[i])
1246     {
1247     flag = 1;
1248     break;
1249 root 1.4 }
1250 elmex 1.1 }
1251    
1252 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1253     return 1;
1254     return 0;
1255 elmex 1.1 }
1256    
1257     /*
1258     * monster_apply_below():
1259     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1260     * eager to apply things, encounters something apply-able,
1261     * then make him apply it
1262     */
1263    
1264 root 1.8 void
1265     monster_apply_below (object *monster)
1266     {
1267     object *tmp, *next;
1268 elmex 1.1
1269 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1270     {
1271     next = tmp->below;
1272     switch (tmp->type)
1273     {
1274 root 1.4 case CF_HANDLE:
1275     case TRIGGER:
1276 root 1.8 if (monster->will_apply & 1)
1277     manual_apply (monster, tmp, 0);
1278     break;
1279 root 1.4
1280     case TREASURE:
1281 root 1.8 if (monster->will_apply & 2)
1282     manual_apply (monster, tmp, 0);
1283     break;
1284 root 1.4
1285     }
1286 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1287     break;
1288 elmex 1.1 }
1289     }
1290    
1291     /*
1292     * monster_check_apply() is meant to be called after an item is
1293     * inserted in a monster.
1294     * If an item becomes outdated (monster found a better item),
1295     * a pointer to that object is returned, so it can be dropped.
1296     * (so that other monsters can pick it up and use it)
1297     * Note that as things are now, monsters never drop something -
1298     * they can pick up all that they can use.
1299     */
1300    
1301     /* Sept 96, fixed this so skills will be readied -b.t.*/
1302    
1303 root 1.8 void
1304     monster_check_apply (object *mon, object *item)
1305     {
1306 elmex 1.1
1307 root 1.8 int flag = 0;
1308 elmex 1.1
1309 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1310     {
1311     SET_FLAG (mon, FLAG_CAST_SPELL);
1312     return;
1313 elmex 1.1 }
1314    
1315 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1316     if (QUERY_FLAG (item, FLAG_APPLIED))
1317     return;
1318    
1319     /* Might be better not to do this - if the monster can fire a bow,
1320     * it is possible in his wanderings, he will find one to use. In
1321     * which case, it would be nice to have ammo for it.
1322     */
1323     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1324     {
1325     /* Check for the right kind of bow */
1326     object *bow;
1327 elmex 1.1
1328 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1329     if (bow->type == BOW && bow->race == item->race)
1330     {
1331     SET_FLAG (mon, FLAG_READY_BOW);
1332     LOG (llevMonster, "Found correct bow for arrows.\n");
1333     return; /* nothing more to do for arrows */
1334     }
1335 elmex 1.1 }
1336    
1337 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1338     flag = 1;
1339     /* Eating food gets hp back */
1340     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1341     flag = 1;
1342     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1343     {
1344     if (!item->inv)
1345     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1346     else if (monster_should_cast_spell (mon, item->inv))
1347     SET_FLAG (mon, FLAG_READY_SCROLL);
1348     /* Don't use it right now */
1349     return;
1350     }
1351     else if (item->type == WEAPON)
1352     flag = check_good_weapon (mon, item);
1353 root 1.16 else if (item->is_armor ())
1354 root 1.8 flag = check_good_armour (mon, item);
1355     /* Should do something more, like make sure this is a better item */
1356     else if (item->type == RING)
1357     flag = 1;
1358     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1359     {
1360     /* We never really 'ready' the wand/rod/horn, because that would mean the
1361     * weapon would get undone.
1362     */
1363     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1364     {
1365     SET_FLAG (mon, FLAG_READY_RANGE);
1366     SET_FLAG (item, FLAG_APPLIED);
1367     }
1368     return;
1369     }
1370     else if (item->type == BOW)
1371     {
1372     /* We never really 'ready' the bow, because that would mean the
1373     * weapon would get undone.
1374     */
1375     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1376     SET_FLAG (mon, FLAG_READY_BOW);
1377     return;
1378     }
1379     else if (item->type == SKILL)
1380     {
1381     /*
1382     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1383     * else they can't use the skill...
1384     * Skills also don't need to get applied, so return now.
1385     */
1386     SET_FLAG (mon, FLAG_READY_SKILL);
1387     return;
1388 elmex 1.1 }
1389    
1390    
1391 root 1.8 /* if we don't match one of the above types, return now.
1392     * can_apply_object will say that we can apply things like flesh,
1393     * bolts, and whatever else, because it only checks against the
1394     * body_info locations.
1395     */
1396     if (!flag)
1397     return;
1398 elmex 1.1
1399 root 1.8 /* Check to see if the monster can use this item. If not, no need
1400     * to do further processing. Note that can_apply_object already checks
1401     * for the CAN_USE flags.
1402     */
1403     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1404 elmex 1.1 return;
1405 root 1.8
1406     /* should only be applying this item, not unapplying it.
1407     * also, ignore status of curse so they can take off old armour.
1408     * monsters have some advantages after all.
1409     */
1410     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1411    
1412     return;
1413 elmex 1.1 }
1414    
1415 root 1.8 void
1416     npc_call_help (object *op)
1417     {
1418     int x, y, mflags;
1419     object *npc;
1420     sint16 sx, sy;
1421 root 1.12 maptile *m;
1422 root 1.8
1423     for (x = -3; x < 4; x++)
1424     for (y = -3; y < 4; y++)
1425     {
1426     m = op->map;
1427     sx = op->x + x;
1428     sy = op->y + y;
1429     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1430     /* If nothing alive on this space, no need to search the space. */
1431     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1432     continue;
1433    
1434 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1435 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1436     npc->enemy = op->enemy;
1437     }
1438 elmex 1.1 }
1439    
1440    
1441 root 1.8 int
1442     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1443     {
1444 elmex 1.1
1445 root 1.8 if (can_hit (part, enemy, rv))
1446     return dir;
1447     if (rv->distance < 10)
1448     return absdir (dir + 4);
1449     else if (rv->distance > 18)
1450     return dir;
1451     return 0;
1452 elmex 1.1 }
1453    
1454 root 1.8 int
1455     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1456     {
1457 elmex 1.1
1458 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1459     {
1460     ob->move_status++;
1461     return (dir);
1462 elmex 1.1 }
1463 root 1.8 else if (ob->move_status > 20)
1464     ob->move_status = 0;
1465     return absdir (dir + 4);
1466 elmex 1.1 }
1467    
1468 root 1.8 int
1469     hitrun_att (int dir, object *ob, object *enemy)
1470     {
1471     if (ob->move_status++ < 25)
1472     return dir;
1473     else if (ob->move_status < 50)
1474     return absdir (dir + 4);
1475     else
1476     ob->move_status = 0;
1477     return absdir (dir + 4);
1478 elmex 1.1 }
1479    
1480 root 1.8 int
1481     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482     {
1483    
1484     int inrange = can_hit (part, enemy, rv);
1485 elmex 1.1
1486 root 1.8 if (ob->move_status || inrange)
1487     ob->move_status++;
1488 elmex 1.1
1489 root 1.8 if (ob->move_status == 0)
1490 elmex 1.1 return 0;
1491 root 1.8 else if (ob->move_status < 10)
1492     return dir;
1493     else if (ob->move_status < 15)
1494     return absdir (dir + 4);
1495     ob->move_status = 0;
1496     return 0;
1497 elmex 1.1 }
1498    
1499 root 1.8 int
1500     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1501     {
1502 elmex 1.1
1503 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1504     * happen is that if the creatures hp percentage falls below run_away,
1505     * the creature should run away (dir+4)
1506     * I think its wrong for a creature to have a zero maxhp value, but
1507     * at least one map has this set, and whatever the map contains, the
1508     * server should try to be resilant enough to avoid the problem
1509     */
1510     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1511     return absdir (dir + 4);
1512     return dist_att (dir, ob, enemy, part, rv);
1513 elmex 1.1 }
1514    
1515 root 1.8 int
1516     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1517     {
1518     if (rv->distance < 9)
1519     return absdir (dir + 4);
1520     return 0;
1521 elmex 1.1 }
1522    
1523 root 1.8 void
1524     circ1_move (object *ob)
1525     {
1526     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1527     if (++ob->move_status > 11)
1528 elmex 1.1 ob->move_status = 0;
1529 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1530     (void) move_object (ob, RANDOM () % 8 + 1);
1531 elmex 1.1 }
1532    
1533 root 1.8 void
1534     circ2_move (object *ob)
1535     {
1536     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1537     if (++ob->move_status > 19)
1538 elmex 1.1 ob->move_status = 0;
1539 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1540     (void) move_object (ob, RANDOM () % 8 + 1);
1541 elmex 1.1 }
1542    
1543 root 1.8 void
1544     pace_movev (object *ob)
1545     {
1546 elmex 1.1 if (ob->move_status++ > 6)
1547     ob->move_status = 0;
1548     if (ob->move_status < 4)
1549 root 1.8 (void) move_object (ob, 5);
1550 elmex 1.1 else
1551 root 1.8 (void) move_object (ob, 1);
1552 elmex 1.1 }
1553    
1554 root 1.8 void
1555     pace_moveh (object *ob)
1556     {
1557 elmex 1.1 if (ob->move_status++ > 6)
1558     ob->move_status = 0;
1559     if (ob->move_status < 4)
1560 root 1.8 (void) move_object (ob, 3);
1561 elmex 1.1 else
1562 root 1.8 (void) move_object (ob, 7);
1563 elmex 1.1 }
1564    
1565 root 1.8 void
1566     pace2_movev (object *ob)
1567     {
1568     if (ob->move_status++ > 16)
1569 elmex 1.1 ob->move_status = 0;
1570 root 1.8 if (ob->move_status < 6)
1571     (void) move_object (ob, 5);
1572 elmex 1.1 else if (ob->move_status < 8)
1573     return;
1574 root 1.8 else if (ob->move_status < 13)
1575     (void) move_object (ob, 1);
1576     else
1577     return;
1578     }
1579 elmex 1.1
1580 root 1.8 void
1581     pace2_moveh (object *ob)
1582     {
1583     if (ob->move_status++ > 16)
1584 elmex 1.1 ob->move_status = 0;
1585 root 1.8 if (ob->move_status < 6)
1586     (void) move_object (ob, 3);
1587 elmex 1.1 else if (ob->move_status < 8)
1588     return;
1589 root 1.8 else if (ob->move_status < 13)
1590     (void) move_object (ob, 7);
1591     else
1592     return;
1593     }
1594 elmex 1.1
1595 root 1.8 void
1596     rand_move (object *ob)
1597     {
1598 elmex 1.1 int i;
1599 root 1.8
1600     if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(RANDOM () % 9))))
1601 elmex 1.1 for (i = 0; i < 5; i++)
1602 root 1.8 if (move_object (ob, ob->move_status = RANDOM () % 8 + 1))
1603 elmex 1.1 return;
1604     }
1605    
1606 root 1.8 void
1607 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1608 root 1.8 {
1609     object *tmp;
1610    
1611 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1612 root 1.8 {
1613     if (tmp->type == EARTHWALL)
1614     {
1615     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1616     return;
1617 root 1.4 }
1618 elmex 1.1 }
1619     }
1620    
1621 root 1.8 void
1622 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1623 root 1.8 {
1624     object *tmp;
1625    
1626 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1627 root 1.8 {
1628     if (tmp->type == DOOR)
1629     {
1630     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1631     return;
1632 root 1.4 }
1633 elmex 1.1 }
1634     }
1635    
1636     /* find_mon_throw_ob() - modeled on find_throw_ob
1637     * This is probably overly simplistic as it is now - We want
1638     * monsters to throw things like chairs and other pieces of
1639     * furniture, even if they are not good throwable objects.
1640     * Probably better to have the monster throw a throwable object
1641     * first, then throw any non equipped weapon.
1642     */
1643    
1644 root 1.8 object *
1645     find_mon_throw_ob (object *op)
1646     {
1647     object *tmp = NULL;
1648 elmex 1.1
1649 root 1.8 if (op->head)
1650     tmp = op->head;
1651     else
1652     tmp = op;
1653 elmex 1.1
1654 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1655     * marked item and throw it to the enemy.
1656     */
1657 elmex 1.1
1658 root 1.8 for (tmp = op->inv; tmp; tmp = tmp->below)
1659     {
1660    
1661     /* Can't throw invisible objects or items that are applied */
1662     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1663     continue;
1664    
1665     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1666     break;
1667 elmex 1.1
1668     }
1669    
1670     #ifdef DEBUG_THROW
1671 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1672 elmex 1.1 #endif
1673    
1674 root 1.8 return tmp;
1675 elmex 1.1 }
1676    
1677     /* determine if we can 'detect' the enemy. Check for walls blocking the
1678     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1679     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1680     * modified by MSW to use the get_rangevector so that map tiling works
1681     * properly. I also so odd code in place that checked for x distance
1682     * OR y distance being within some range - that seemed wrong - both should
1683     * be within the valid range. MSW 2001-08-05
1684     * Returns 0 if enemy can not be detected, 1 if it is detected
1685     */
1686    
1687 root 1.8 int
1688     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1689     {
1690     int radius = MIN_MON_RADIUS, hide_discovery;
1691    
1692     /* null detection for any of these condtions always */
1693     if (!op || !enemy || !op->map || !enemy->map)
1694     return 0;
1695 elmex 1.1
1696 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1697     if (!on_same_map (op, enemy))
1698     return 0;
1699 elmex 1.1
1700 root 1.8 get_rangevector (op, enemy, rv, 0);
1701 elmex 1.1
1702 root 1.8 /* Monsters always ignore the DM */
1703     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1704     return 0;
1705 elmex 1.1
1706 root 1.8 /* simple check. Should probably put some range checks in here. */
1707     if (can_see_enemy (op, enemy))
1708     return 1;
1709 elmex 1.1
1710 root 1.8 /* The rest of this is for monsters. Players are on their own for
1711     * finding enemies!
1712     */
1713     if (op->type == PLAYER)
1714     return 0;
1715 elmex 1.1
1716 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1717     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1718     */
1719     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1720     return 0;
1721 elmex 1.1
1722 root 1.8 /* use this for invis also */
1723     hide_discovery = op->stats.Int / 5;
1724 elmex 1.1
1725 root 1.8 /* Determine Detection radii */
1726     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1727     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1728     else
1729     { /* a level/INT/Dex adjustment for hiding */
1730     object *sk_hide;
1731     int bonus = (op->level / 2) + (op->stats.Int / 5);
1732    
1733     if (enemy->type == PLAYER)
1734     {
1735     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1736     bonus -= sk_hide->level;
1737     else
1738     {
1739     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1740     make_visible (enemy);
1741     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1742 root 1.4 }
1743     }
1744 root 1.8 else /* enemy is not a player */
1745     bonus -= enemy->level;
1746    
1747     radius += bonus / 5;
1748     hide_discovery += bonus * 5;
1749     } /* else creature has modifiers for hiding */
1750    
1751     /* Radii stealth adjustment. Only if you are stealthy
1752     * will you be able to sneak up closer to creatures */
1753     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1754     radius = radius / 2, hide_discovery = hide_discovery / 3;
1755    
1756     /* Radii adjustment for enemy standing in the dark */
1757     if (op->map->darkness > 0 && !stand_in_light (enemy))
1758     {
1759     /* on dark maps body heat can help indicate location with infravision
1760     * undead don't have body heat, so no benefit detecting them.
1761     */
1762     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1763     radius += op->map->darkness / 2;
1764     else
1765     radius -= op->map->darkness / 2;
1766    
1767     /* op next to a monster (and not in complete darkness)
1768     * the monster should have a chance to see you.
1769     */
1770     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1771     radius = MIN_MON_RADIUS;
1772     } /* if on dark map */
1773 elmex 1.1
1774 root 1.8 /* Lets not worry about monsters that have incredible detection
1775     * radii, we only need to worry here about things the player can
1776     * (potentially) see. This is 13, as that is the maximum size the player
1777     * may have for their map - in that way, creatures at the edge will
1778     * do something. Note that the distance field in the
1779     * vector is real distance, so in theory this should be 18 to
1780     * find that.
1781     */
1782     if (radius > 13)
1783     radius = 13;
1784    
1785     /* Enemy in range! Now test for detection */
1786     if ((int) rv->distance <= radius)
1787     {
1788     /* ah, we are within range, detected? take cases */
1789     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1790     return 1;
1791 root 1.4
1792 root 1.8 /* hidden or low-quality invisible */
1793     if (enemy->hide && (rv->distance <= 1) && (RANDOM () % 100 <= hide_discovery))
1794     {
1795     make_visible (enemy);
1796     /* inform players of new status */
1797     if (enemy->type == PLAYER && player_can_view (enemy, op))
1798     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1799     return 1; /* detected enemy */
1800     }
1801     else if (enemy->invisible)
1802     {
1803     /* Change this around - instead of negating the invisible, just
1804     * return true so that the mosnter that managed to detect you can
1805     * do something to you. Decreasing the duration of invisible
1806     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1807     * can then basically negate the spell. The spell isn't negated -
1808     * they just know where you are!
1809     */
1810     if ((RANDOM () % 50) <= hide_discovery)
1811     {
1812     if (enemy->type == PLAYER)
1813     {
1814     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1815 root 1.4 }
1816 root 1.8 return 1;
1817 root 1.4 }
1818     }
1819 root 1.8 } /* within range */
1820 elmex 1.1
1821 root 1.8 /* Wasn't detected above, so still hidden */
1822     return 0;
1823 elmex 1.1 }
1824    
1825     /* determine if op stands in a lighted square. This is not a very
1826     * intellegent algorithm. For one thing, we ignore los here, SO it
1827     * is possible for a bright light to illuminate a player on the
1828     * other side of a wall (!).
1829     */
1830    
1831 root 1.8 int
1832     stand_in_light (object *op)
1833     {
1834     sint16 nx, ny;
1835 root 1.12 maptile *m;
1836 root 1.8
1837    
1838     if (!op)
1839     return 0;
1840     if (op->glow_radius > 0)
1841     return 1;
1842 elmex 1.1
1843 root 1.8 if (op->map)
1844     {
1845     int x, y, x1, y1;
1846 elmex 1.1
1847    
1848 root 1.4
1849 root 1.8 /* Check the spaces with the max light radius to see if any of them
1850     * have lights, and if any of them light the player enough, then return 1.
1851     */
1852     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1853     {
1854     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1855     {
1856     m = op->map;
1857     nx = x;
1858     ny = y;
1859    
1860     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1861     continue;
1862    
1863     x1 = abs (x - op->x) * abs (x - op->x);
1864     y1 = abs (y - op->y) * abs (y - op->y);
1865     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1866     return 1;
1867 root 1.4 }
1868     }
1869 elmex 1.1 }
1870 root 1.8 return 0;
1871 elmex 1.1 }
1872    
1873    
1874     /* assuming no walls/barriers, lets check to see if its *possible*
1875     * to see an enemy. Note, "detection" is different from "seeing".
1876     * See can_detect_enemy() for more details. -b.t.
1877     * return 0 if can't be seen, 1 if can be
1878     */
1879    
1880 root 1.8 int
1881     can_see_enemy (object *op, object *enemy)
1882     {
1883     object *looker = op->head ? op->head : op;
1884    
1885     /* safety */
1886     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1887     return 0;
1888 elmex 1.1
1889 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1890     * see through walls). Should we change the code elsewhere to make you
1891     * blind even if you can xray?
1892     */
1893     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1894     return 0;
1895    
1896     /* checking for invisible things */
1897     if (enemy->invisible)
1898     {
1899     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1900     * However,if you carry any source of light, then the hidden
1901     * creature is seeable (and stupid) */
1902 elmex 1.1
1903 root 1.8 if (has_carried_lights (enemy))
1904     {
1905     if (enemy->hide)
1906     {
1907     make_visible (enemy);
1908     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1909 root 1.4 }
1910 root 1.8 return 1;
1911     }
1912     else if (enemy->hide)
1913     return 0;
1914 root 1.4
1915 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1916     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1917     * and making it a conditional makes the code pretty ugly.
1918     */
1919     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1920     {
1921     if (makes_invisible_to (enemy, looker))
1922     return 0;
1923 root 1.4 }
1924 root 1.8 }
1925     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1926     if (player_can_view (looker, enemy))
1927     return 1;
1928 elmex 1.1
1929     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1930     * unless they carry a light or stand in light. Darkness doesnt
1931     * inhibit the undead per se (but we should give their archs
1932     * CAN_SEE_IN_DARK, this is just a safety
1933     * we care about the enemy maps status, not the looker.
1934     * only relevant for tiled maps, but it is possible that the
1935     * enemy is on a bright map and the looker on a dark - in that
1936     * case, the looker can still see the enemy
1937     */
1938 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1939     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1940 elmex 1.1 return 0;
1941    
1942     return 1;
1943     }