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/cvs/deliantra/server/server/monster.C
Revision: 1.24
Committed: Thu Jan 18 21:27:19 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_0
Changes since 1.23: +0 -2 lines
Log Message:
- clean_save => unclean_save (with timestamp)
- wanr palyers when they didn't use a savebed proper

File Contents

# User Rev Content
1 elmex 1.1 /*
2 pippijn 1.22 * CrossFire, A Multiplayer game for X-windows
3     *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * 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     * The authors can be reached via e-mail at <crossfire@schmorp.de>
23     */
24 elmex 1.1
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 int search_arr[SIZEOFFREE];
119    
120     get_search_arr (search_arr);
121 root 1.21
122 root 1.8 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 root 1.21
133 root 1.8 if (mflags & P_OUT_OF_MAP)
134     continue;
135    
136     if (mflags & P_IS_ALIVE)
137     {
138 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
139     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
140 root 1.8 if (can_see_monsterP (m, nx, ny, i))
141     return tmp;
142 root 1.21 }
143 elmex 1.1 }
144 root 1.21
145     return 0;
146 elmex 1.1 }
147    
148    
149     /* Tries to find an enmy for npc. We pass the range vector since
150     * our caller will find the information useful.
151     * Currently, only move_monster calls this function.
152     * Fix function so that we always make calls to get_rangevector
153     * if we have a valid target - function as not doing so in
154     * many cases.
155     */
156    
157 root 1.8 object *
158     find_enemy (object *npc, rv_vector * rv)
159 elmex 1.1 {
160 root 1.8 object *attacker, *tmp = NULL;
161    
162     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
163 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
164 elmex 1.1
165 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
166     if (QUERY_FLAG (npc, FLAG_BERSERK))
167     {
168     tmp = find_nearest_living_creature (npc);
169 root 1.9
170 root 1.8 if (tmp)
171     get_rangevector (npc, tmp, rv, 0);
172     return tmp;
173     }
174    
175     /* Here is the main enemy selection.
176     * We want this: if there is an enemy, attack him until its not possible or
177     * one of both is dead.
178     * If we have no enemy and we are...
179     * a monster: try to find a player, a pet or a friendly monster
180     * a friendly: only target a monster which is targeting you first or targeting a player
181     * a neutral: fight a attacker (but there should be none), then do nothing
182     * a pet: attack player enemy or a monster
183     */
184    
185     /* pet move */
186     if ((npc->attack_movement & HI4) == PETMOVE)
187     {
188     tmp = get_pet_enemy (npc, rv);
189 root 1.9
190 root 1.8 if (tmp)
191     get_rangevector (npc, tmp, rv, 0);
192 root 1.9
193 root 1.8 return tmp;
194     }
195 elmex 1.1
196 root 1.8 /* we check our old enemy. */
197 root 1.9 if (!(tmp = check_enemy (npc, rv)))
198 elmex 1.1 {
199 root 1.8 if (attacker) /* if we have an attacker, check him */
200 elmex 1.1 {
201 root 1.9 /* TODO: thats not finished */
202     /* we don't want a fight evil vs evil or good against non evil */
203    
204     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
209 elmex 1.1 {
210 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211     npc->enemy = attacker;
212     return attacker; /* yes, we face our attacker! */
213 elmex 1.1 }
214     }
215 root 1.8
216     /* we have no legal enemy or attacker, so we try to target a new one */
217     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 elmex 1.1 {
219 root 1.8 npc->enemy = get_nearest_player (npc);
220     if (npc->enemy)
221     tmp = check_enemy (npc, rv);
222 elmex 1.1 }
223 root 1.8
224 elmex 1.1 }
225    
226 root 1.8 return tmp;
227 elmex 1.1 }
228    
229     /* Sees if this monster should wake up.
230     * Currently, this is only called from move_monster, and
231     * if enemy is set, then so should be rv.
232     * returns 1 if the monster should wake up, 0 otherwise.
233     */
234    
235 root 1.8 int
236     check_wakeup (object *op, object *enemy, rv_vector * rv)
237     {
238     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239 elmex 1.1
240 root 1.8 /* Trim work - if no enemy, no need to do anything below */
241     if (!enemy)
242     return 0;
243    
244     /* blinded monsters can only find nearby objects to attack */
245     if (QUERY_FLAG (op, FLAG_BLIND))
246     radius = MIN_MON_RADIUS;
247    
248     /* This covers the situation where the monster is in the dark
249     * and has an enemy. If the enemy has no carried light (or isnt
250     * glowing!) then the monster has trouble finding the enemy.
251     * Remember we already checked to see if the monster can see in
252     * the dark. */
253    
254     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
255     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256     {
257     int dark = radius / (op->map->darkness);
258 elmex 1.1
259 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260     }
261     else if (!QUERY_FLAG (op, FLAG_SLEEP))
262     return 1;
263 elmex 1.1
264 root 1.8 /* enemy should already be on this map, so don't really need to check
265     * for that.
266     */
267     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268     {
269     CLEAR_FLAG (op, FLAG_SLEEP);
270     return 1;
271 elmex 1.1 }
272 root 1.8 return 0;
273 elmex 1.1 }
274    
275 root 1.8 int
276     move_randomly (object *op)
277     {
278     int i;
279 elmex 1.1
280 root 1.8 /* Give up to 15 chances for a monster to move randomly */
281     for (i = 0; i < 15; i++)
282     {
283 root 1.23 if (move_object (op, rndm (8) + 1))
284 root 1.8 return 1;
285 elmex 1.1 }
286 root 1.8 return 0;
287 elmex 1.1 }
288    
289     /*
290     * Move-monster returns 1 if the object has been freed, otherwise 0.
291     */
292    
293 root 1.8 int
294     move_monster (object *op)
295     {
296     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
297     object *owner, *enemy, *part, *oph = op;
298     rv_vector rv;
299    
300     /* Monsters not on maps don't do anything. These monsters are things
301     * Like royal guards in city dwellers inventories.
302     */
303     if (!op->map)
304     return 0;
305    
306     /* for target facing, we copy this value here for fast access */
307     if (oph->head) /* force update the head - one arch one pic */
308     oph = oph->head;
309    
310     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
311     enemy = op->enemy = NULL;
312     else if ((enemy = find_enemy (op, &rv)))
313 root 1.9 /* we have an enemy, just tell him we want him dead */
314     enemy->attacked_by = op; /* our ptr */
315 root 1.8
316     /* generate hp, if applicable */
317     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
318     {
319    
320     /* last heal is in funny units. Dividing by speed puts
321     * the regeneration rate on a basis of time instead of
322     * #moves the monster makes. The scaling by 8 is
323     * to capture 8th's of a hp fraction regens
324     *
325     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
326     * overflow might produce monsters with negative hp.
327     */
328    
329     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
330     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
331     op->last_heal %= 32;
332    
333     /* So if the monster has gained enough HP that they are no longer afraid */
334     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
335     CLEAR_FLAG (op, FLAG_RUN_AWAY);
336    
337     if (op->stats.hp > op->stats.maxhp)
338     op->stats.hp = op->stats.maxhp;
339     }
340 root 1.4
341 root 1.8 /* generate sp, if applicable */
342     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
343     {
344 root 1.4
345 root 1.8 /* last_sp is in funny units. Dividing by speed puts
346     * the regeneration rate on a basis of time instead of
347     * #moves the monster makes. The scaling by 8 is
348     * to capture 8th's of a sp fraction regens
349     *
350     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
351     * overflow might produce monsters with negative sp.
352     */
353    
354     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
355     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
356     op->last_sp %= 128;
357 elmex 1.1 }
358    
359 root 1.8 /* this should probably get modified by many more values.
360     * (eg, creatures resistance to fear, level, etc. )
361     */
362 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
363 root 1.8 {
364     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
365 elmex 1.1 }
366    
367 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
368     return QUERY_FLAG (op, FLAG_FREED);
369 elmex 1.1
370 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
371     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
372     {
373     if (!check_wakeup (op, enemy, &rv))
374     return 0;
375 root 1.2 }
376    
377 root 1.8 /* check if monster pops out of hidden spot */
378     if (op->hide)
379     do_hidden_move (op);
380 root 1.2
381 root 1.8 if (op->pick_up)
382     monster_check_pickup (op);
383 root 1.2
384 root 1.8 if (op->will_apply)
385     monster_apply_below (op); /* Check for items to apply below */
386 root 1.2
387 root 1.8 /* If we don't have an enemy, do special movement or the like */
388     if (!enemy)
389     {
390     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
391     {
392 root 1.14 op->destroy ();
393 root 1.8 return 1;
394 root 1.4 }
395 elmex 1.1
396 root 1.8 /* Probably really a bug for a creature to have both
397     * stand still and a movement type set.
398     */
399     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
400     {
401     if (op->attack_movement & HI4)
402 elmex 1.1 {
403 root 1.8 switch (op->attack_movement & HI4)
404     {
405 root 1.4 case (PETMOVE):
406 root 1.8 pet_move (op);
407     break;
408 root 1.4
409     case (CIRCLE1):
410 root 1.8 circ1_move (op);
411     break;
412 root 1.4
413     case (CIRCLE2):
414 root 1.8 circ2_move (op);
415     break;
416 root 1.4
417     case (PACEV):
418 root 1.8 pace_movev (op);
419     break;
420 root 1.4
421     case (PACEH):
422 root 1.8 pace_moveh (op);
423     break;
424 root 1.4
425     case (PACEV2):
426 root 1.8 pace2_movev (op);
427     break;
428 root 1.4
429     case (PACEH2):
430 root 1.8 pace2_moveh (op);
431     break;
432 root 1.4
433     case (RANDO):
434 root 1.8 rand_move (op);
435     break;
436 root 1.4
437     case (RANDO2):
438 root 1.8 move_randomly (op);
439     break;
440 root 1.4 }
441 root 1.8 return 0;
442     }
443     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
444     (void) move_randomly (op);
445    
446     } /* stand still */
447     return 0;
448     } /* no enemy */
449    
450     /* We have an enemy. Block immediately below is for pets */
451 root 1.15 if ((op->attack_movement & HI4) == PETMOVE && (owner = op->owner) != NULL && !on_same_map (op, owner))
452 root 1.8 return follow_owner (op, owner);
453    
454     /* doppleganger code to change monster facing to that of the nearest
455     * player. Hmm. The code is here, but no monster in the current
456     * arch set uses it.
457     */
458     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
459     {
460     op->face = enemy->face;
461     op->name = enemy->name;
462     }
463    
464     /* Calculate range information for closest body part - this
465     * is used for the 'skill' code, which isn't that smart when
466     * it comes to figuring it out - otherwise, giants throw boulders
467     * into themselves.
468     */
469     get_rangevector (op, enemy, &rv, 0);
470    
471     /* Move the check for scared up here - if the monster was scared,
472     * we were not doing any of the logic below, so might as well save
473     * a few cpu cycles.
474     */
475     if (!QUERY_FLAG (op, FLAG_SCARED))
476     {
477     rv_vector rv1;
478    
479     /* now we test every part of an object .... this is a real ugly piece of code */
480     for (part = op; part != NULL; part = part->more)
481     {
482     get_rangevector (part, enemy, &rv1, 0x1);
483     dir = rv1.direction;
484    
485     /* hm, not sure about this part - in original was a scared flag here too
486     * but that we test above... so can be old code here
487     */
488     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
489     dir = absdir (dir + 4);
490     if (QUERY_FLAG (op, FLAG_CONFUSED))
491 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
492 root 1.8
493 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
494 root 1.8 {
495     if (monster_cast_spell (op, part, enemy, dir, &rv1))
496 root 1.4 return 0;
497     }
498 elmex 1.1
499 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 root 1.8 {
501     if (monster_use_scroll (op, part, enemy, dir, &rv1))
502     return 0;
503     }
504 elmex 1.1
505 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
506 root 1.8 {
507     if (monster_use_range (op, part, enemy, dir))
508     return 0;
509     }
510 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
511 root 1.8 {
512     if (monster_use_skill (op, rv.part, enemy, rv.direction))
513     return 0;
514     }
515 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 root 1.8 {
517     if (monster_use_bow (op, part, enemy, dir))
518     return 0;
519     }
520     } /* for processing of all parts */
521     } /* If not scared */
522 root 1.4
523 elmex 1.1
524 root 1.8 part = rv.part;
525     dir = rv.direction;
526 elmex 1.1
527 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
528     dir = absdir (dir + 4);
529 elmex 1.1
530 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
531 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
532 elmex 1.1
533 root 1.8 pre_att_dir = dir; /* remember the original direction */
534 elmex 1.1
535 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
536     {
537     switch (op->attack_movement & LO4)
538     {
539 root 1.4 case DISTATT:
540 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
541     break;
542 root 1.4
543     case RUNATT:
544 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
545     break;
546 root 1.4
547     case HITRUN:
548 root 1.8 dir = hitrun_att (dir, op, enemy);
549     break;
550 root 1.4
551     case WAITATT:
552 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
553     break;
554 root 1.4
555 root 1.8 case RUSH: /* default - monster normally moves towards player */
556 root 1.4 case ALLRUN:
557 root 1.8 break;
558 root 1.4
559     case DISTHIT:
560 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
561     break;
562 root 1.4
563     case WAIT2:
564 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
565     break;
566 root 1.4
567     default:
568 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
569 root 1.4 }
570 elmex 1.1 }
571    
572 root 1.8 if (!dir)
573     return 0;
574    
575     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
576     {
577     if (move_object (op, dir)) /* Can the monster move directly toward player? */
578     {
579     /* elmex: Turn our monster after it moved if it has DISTATT attack */
580     if ((op->attack_movement & LO4) == DISTATT)
581     op->direction = pre_att_dir;
582 elmex 1.1
583 root 1.8 return 0;
584     }
585    
586     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
587     {
588 elmex 1.1
589 root 1.8 /* Try move around corners if !close */
590     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
591 elmex 1.1
592 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
593     {
594     /* try different detours */
595     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
596 elmex 1.1
597 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
598 root 1.4 return 0;
599     }
600     }
601 root 1.8 } /* if monster is not standing still */
602 elmex 1.1
603 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
604     if ((op->attack_movement & LO4) == DISTATT)
605     op->direction = pre_att_dir;
606    
607     /*
608     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
609     * direction if they can't move away.
610     */
611     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
612     if (move_randomly (op))
613     return 0;
614    
615     /*
616     * Try giving the monster a new enemy - the player that is closest
617     * to it. In this way, it won't just keep trying to get to a target
618     * that is inaccessible.
619     * This could be more clever - it should go through a list of several
620     * enemies, as it is now, you could perhaps get situations where there
621     * are two players flanking the monster at close distance, but which
622     * the monster can't get to, and a third one at a far distance that
623     * the monster could get to - as it is, the monster won't look at that
624     * third one.
625     */
626     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
627     {
628     object *nearest_player = get_nearest_player (op);
629 elmex 1.1
630 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
631     {
632     op->enemy = NULL;
633     enemy = nearest_player;
634 root 1.4 }
635 elmex 1.1 }
636    
637 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
638     {
639     /* The adjustement to wc that was here before looked totally bogus -
640     * since wc can in fact get negative, that would mean by adding
641     * the current wc, the creature gets better? Instead, just
642     * add a fixed amount - nasty creatures that are runny away should
643     * still be pretty nasty.
644     */
645     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
646 elmex 1.1 {
647 root 1.8 part->stats.wc += 10;
648     (void) skill_attack (enemy, part, 0, NULL, NULL);
649     part->stats.wc -= 10;
650     }
651     else
652     (void) skill_attack (enemy, part, 0, NULL, NULL);
653     } /* if monster is in attack range */
654 elmex 1.1
655 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
656     return 1;
657 elmex 1.1
658 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
659 elmex 1.1 {
660 root 1.13 op->remove ();
661 root 1.14 op->destroy ();
662 root 1.8 return 1;
663 elmex 1.1 }
664 root 1.8 return 0;
665 elmex 1.1 }
666 root 1.5
667 root 1.8 int
668     can_hit (object *ob1, object *ob2, rv_vector * rv)
669     {
670     object *more;
671     rv_vector rv1;
672 elmex 1.1
673 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
674 root 1.8 return 0;
675 elmex 1.1
676 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
677     return 1;
678 elmex 1.1
679 root 1.8 /* check all the parts of ob2 - just because we can't get to
680     * its head doesn't mean we don't want to pound its feet
681     */
682     for (more = ob2->more; more != NULL; more = more->more)
683     {
684     get_rangevector (ob1, more, &rv1, 0);
685     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
686     return 1;
687 elmex 1.1 }
688 root 1.8 return 0;
689 elmex 1.1
690     }
691    
692     /* Returns 1 is monster should cast spell sp at an enemy
693     * Returns 0 if the monster should not cast this spell.
694     *
695     * Note that this function does not check to see if the monster can
696     * in fact cast the spell (sp dependencies and what not.) That is because
697     * this function is also sued to see if the monster should use spell items
698     * (rod/horn/wand/scroll).
699     * Note that there are certainly other offensive spells that could be
700     * included, but I decided to leave out the spells that may kill more
701     * monsters than players (eg, disease).
702     *
703     * This could be a lot smarter - if there are few monsters around,
704     * then disease might not be as bad. Likewise, if the monster is damaged,
705     * the right type of healing spell could be useful.
706     */
707    
708 root 1.8 static int
709     monster_should_cast_spell (object *monster, object *spell_ob)
710 elmex 1.1 {
711 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
712     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
713     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
714     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
715     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
716     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
717 elmex 1.1
718 root 1.8 return 1;
719 elmex 1.1
720 root 1.8 return 0;
721 elmex 1.1 }
722    
723    
724     #define MAX_KNOWN_SPELLS 20
725    
726     /* Returns a randomly selected spell. This logic is still
727     * less than ideal. This code also only seems to deal with
728     * wizard spells, as the check is against sp, and not grace.
729     * can mosnters know cleric spells?
730     */
731 root 1.8 object *
732     monster_choose_random_spell (object *monster)
733     {
734     object *altern[MAX_KNOWN_SPELLS];
735     object *tmp;
736     int i = 0;
737    
738     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
739     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
740     {
741     /* Check and see if it's actually a useful spell.
742     * If its a spellbook, the spell is actually the inventory item.
743     * if it is a spell, then it is just the object itself.
744     */
745     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
746     {
747     altern[i++] = tmp;
748     if (i == MAX_KNOWN_SPELLS)
749     break;
750     }
751     }
752     if (!i)
753     return NULL;
754     return altern[RANDOM () % i];
755 elmex 1.1 }
756    
757     /* This checks to see if the monster should cast a spell/ability.
758     * it returns true if the monster casts a spell, 0 if he doesn't.
759     * head is the head of the monster.
760     * part is the part of the monster we are checking against.
761     * pl is the target.
762     * dir is the direction to case.
763     * rv is the vector which describes where the enemy is.
764     */
765    
766 root 1.8 int
767     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
768     {
769     object *spell_item;
770     object *owner;
771     rv_vector rv1;
772    
773     /* If you want monsters to cast spells over friends, this spell should
774     * be removed. It probably should be in most cases, since monsters still
775     * don't care about residual effects (ie, casting a cone which may have a
776     * clear path to the player, the side aspects of the code will still hit
777     * other monsters)
778     */
779     if (!(dir = path_to_player (part, pl, 0)))
780     return 0;
781    
782 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
783 root 1.8 {
784     get_rangevector (head, owner, &rv1, 0x1);
785     if (dirdiff (dir, rv1.direction) < 2)
786     {
787     return 0; /* Might hit owner with spell */
788 root 1.4 }
789 elmex 1.1 }
790    
791 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
792 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
793 root 1.8
794     /* If the monster hasn't already chosen a spell, choose one
795     * I'm not sure if it really make sense to pre-select spells (events
796     * could be different by the time the monster goes again).
797     */
798     if (head->spellitem == NULL)
799     {
800     if ((spell_item = monster_choose_random_spell (head)) == NULL)
801     {
802     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
803     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
804     return 0;
805 root 1.4 }
806 root 1.8 if (spell_item->type == SPELLBOOK)
807     {
808     if (!spell_item->inv)
809     {
810     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
811     return 0;
812 root 1.4 }
813 root 1.8 spell_item = spell_item->inv;
814 root 1.4 }
815 elmex 1.1 }
816 root 1.8 else
817     spell_item = head->spellitem;
818 elmex 1.1
819 root 1.8 if (!spell_item)
820     return 0;
821 elmex 1.1
822 root 1.8 /* Best guess this is a defensive/healing spell */
823     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
824     dir = 0;
825    
826     /* Monster doesn't have enough spell-points */
827     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
828     return 0;
829    
830     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
831     return 0;
832 elmex 1.1
833 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
834     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
835 elmex 1.1
836 root 1.8 /* set this to null, so next time monster will choose something different */
837     head->spellitem = NULL;
838 elmex 1.1
839 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
840 elmex 1.1 }
841    
842    
843 root 1.8 int
844     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
845     {
846     object *scroll;
847     object *owner;
848     rv_vector rv1;
849    
850     /* If you want monsters to cast spells over friends, this spell should
851     * be removed. It probably should be in most cases, since monsters still
852     * don't care about residual effects (ie, casting a cone which may have a
853     * clear path to the player, the side aspects of the code will still hit
854     * other monsters)
855     */
856     if (!(dir = path_to_player (part, pl, 0)))
857     return 0;
858    
859 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
860 root 1.8 {
861     get_rangevector (head, owner, &rv1, 0x1);
862     if (dirdiff (dir, rv1.direction) < 2)
863     {
864     return 0; /* Might hit owner with spell */
865 root 1.4 }
866 elmex 1.1 }
867    
868 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
869 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
870 elmex 1.1
871 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
872     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
873     break;
874 elmex 1.1
875 root 1.8 /* Used up all his scrolls, so nothing do to */
876     if (!scroll)
877     {
878     CLEAR_FLAG (head, FLAG_READY_SCROLL);
879     return 0;
880 elmex 1.1 }
881    
882 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
883     if (scroll->inv->range == 0)
884     dir = 0;
885 elmex 1.1
886 root 1.8 apply_scroll (part, scroll, dir);
887     return 1;
888 elmex 1.1 }
889    
890     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
891     * Note that monsters do not need the skills SK_MELEE_WEAPON and
892     * SK_MISSILE_WEAPON to make those respective attacks, if we
893     * required that we would drastically increase the memory
894     * requirements of CF!!
895     *
896     * The skills we are treating here are all but those. -b.t.
897     *
898     * At the moment this is only useful for throwing, perhaps for
899     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
900 root 1.8 */
901 elmex 1.1
902 root 1.8 int
903     monster_use_skill (object *head, object *part, object *pl, int dir)
904     {
905     object *skill, *owner;
906 elmex 1.1
907 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
908     return 0;
909    
910 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
911 root 1.8 {
912     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
913    
914     if (dirdiff (dir, dir2) < 1)
915     return 0; /* Might hit owner with skill -thrown rocks for example ? */
916     }
917     if (QUERY_FLAG (head, FLAG_CONFUSED))
918 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
919 root 1.8
920     /* skill selection - monster will use the next unused skill.
921     * well...the following scenario will allow the monster to
922     * toggle between 2 skills. One day it would be nice to make
923     * more skills available to monsters.
924     */
925 elmex 1.1
926 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
927     if (skill->type == SKILL && skill != head->chosen_skill)
928     {
929     head->chosen_skill = skill;
930     break;
931     }
932 elmex 1.1
933 root 1.8 if (!skill && !head->chosen_skill)
934     {
935     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
936     CLEAR_FLAG (head, FLAG_READY_SKILL);
937     return 0;
938 elmex 1.1 }
939 root 1.8 /* use skill */
940     return do_skill (head, part, head->chosen_skill, dir, NULL);
941 elmex 1.1 }
942    
943     /* Monster will use a ranged spell attack. */
944    
945 root 1.8 int
946     monster_use_range (object *head, object *part, object *pl, int dir)
947     {
948     object *wand, *owner;
949     int at_least_one = 0;
950    
951     if (!(dir = path_to_player (part, pl, 0)))
952     return 0;
953    
954 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
955 elmex 1.1 {
956 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
957 elmex 1.1
958 root 1.8 if (dirdiff (dir, dir2) < 2)
959     return 0; /* Might hit owner with spell */
960 elmex 1.1 }
961 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
962 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
963 elmex 1.1
964 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
965     {
966     if (wand->type == WAND)
967 elmex 1.1 {
968 root 1.8 /* Found a wand, let's see if it has charges left */
969     at_least_one = 1;
970     if (wand->stats.food <= 0)
971     continue;
972 elmex 1.1
973 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
974 elmex 1.1
975 root 1.8 if (!(--wand->stats.food))
976     {
977     if (wand->arch)
978 elmex 1.1 {
979 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
980     wand->face = wand->arch->clone.face;
981 root 1.18 wand->set_speed (0);
982 elmex 1.1 }
983     }
984 root 1.8 /* Success */
985     return 1;
986     }
987     else if (wand->type == ROD || wand->type == HORN)
988     {
989     /* Found rod/horn, let's use it if possible */
990     at_least_one = 1;
991     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
992     continue;
993 elmex 1.1
994 root 1.8 /* drain charge before casting spell - can be a case where the
995     * spell destroys the monster, and rod, so if done after, results
996     * in crash.
997     */
998     drain_rod_charge (wand);
999     cast_spell (head, wand, dir, wand->inv, NULL);
1000 elmex 1.1
1001 root 1.8 /* Success */
1002     return 1;
1003 elmex 1.1 }
1004 root 1.8 }
1005    
1006     if (at_least_one)
1007     return 0;
1008 elmex 1.1
1009 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1010     CLEAR_FLAG (head, FLAG_READY_RANGE);
1011     return 0;
1012     }
1013 elmex 1.1
1014 root 1.8 int
1015     monster_use_bow (object *head, object *part, object *pl, int dir)
1016     {
1017     object *owner;
1018 elmex 1.1
1019 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1020     return 0;
1021     if (QUERY_FLAG (head, FLAG_CONFUSED))
1022 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1023 elmex 1.1
1024 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1025 root 1.8 {
1026     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1027 elmex 1.1
1028 root 1.8 if (dirdiff (dir, dir2) < 1)
1029     return 0; /* Might hit owner with arrow */
1030 elmex 1.1 }
1031    
1032 root 1.8 /* in server/player.c */
1033     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1034 elmex 1.1
1035     }
1036    
1037     /* Checks if putting on 'item' will make 'who' do more
1038     * damage. This is a very simplistic check - also checking things
1039     * like speed and ac are also relevant.
1040     *
1041     * return true if item is a better object.
1042     */
1043    
1044 root 1.8 int
1045     check_good_weapon (object *who, object *item)
1046     {
1047     object *other_weap;
1048     int val = 0, i;
1049    
1050     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1051     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1052     break;
1053 elmex 1.1
1054 root 1.8 if (other_weap == NULL) /* No other weapons */
1055     return 1;
1056 elmex 1.1
1057 root 1.8 /* Rather than go through and apply the new one, and see if it is
1058     * better, just do some simple checks
1059     * Put some multipliers for things that hvae several effects,
1060     * eg, magic affects both damage and wc, so it has more weight
1061     */
1062 elmex 1.1
1063 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1064     val += (item->magic - other_weap->magic) * 3;
1065     /* Monsters don't really get benefits from things like regen rates
1066     * from items. But the bonus for their stats are very important.
1067     */
1068     for (i = 0; i < NUM_STATS; i++)
1069     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1070    
1071     if (val > 0)
1072     return 1;
1073     else
1074     return 0;
1075 elmex 1.1
1076     }
1077    
1078 root 1.8 int
1079     check_good_armour (object *who, object *item)
1080     {
1081     object *other_armour;
1082     int val = 0, i;
1083    
1084     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1085     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1086     break;
1087 elmex 1.1
1088 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1089     return 1;
1090 elmex 1.1
1091 root 1.8 /* Like above function , see which is better */
1092     val = item->stats.ac - other_armour->stats.ac;
1093     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1094     val += (item->magic - other_armour->magic) * 3;
1095    
1096     /* for the other protections, do weigh them very much in the equation -
1097     * it is the armor protection which is most important, because there is
1098     * no good way to know what the player may attack the monster with.
1099     * So if the new item has better protection than the old, give that higher
1100     * value. If the reverse, then decrease the value of this item some.
1101     */
1102     for (i = 1; i < NROFATTACKS; i++)
1103     {
1104     if (item->resist[i] > other_armour->resist[i])
1105     val++;
1106     else if (item->resist[i] < other_armour->resist[i])
1107     val--;
1108 elmex 1.1 }
1109    
1110 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1111 elmex 1.1
1112 root 1.8 if (val > 0)
1113     return 1;
1114     else
1115     return 0;
1116 elmex 1.1
1117     }
1118    
1119     /*
1120     * monster_check_pickup(): checks for items that monster can pick up.
1121     *
1122     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1123     * Each time the blob passes over some treasure, it will
1124     * grab it a.s.a.p.
1125     *
1126     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1127     * to handle this.
1128     *
1129     * This function was seen be continueing looping at one point (tmp->below
1130     * became a recursive loop. It may be better to call monster_check_apply
1131     * after we pick everything up, since that function may call others which
1132     * affect stacking on this space.
1133     */
1134    
1135 root 1.8 void
1136     monster_check_pickup (object *monster)
1137     {
1138     object *tmp, *next;
1139    
1140     for (tmp = monster->below; tmp != NULL; tmp = next)
1141     {
1142     next = tmp->below;
1143     if (monster_can_pick (monster, tmp))
1144     {
1145 root 1.13 tmp->remove ();
1146 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1147     (void) monster_check_apply (monster, tmp);
1148     }
1149     /* We could try to re-establish the cycling, of the space, but probably
1150     * not a big deal to just bail out.
1151     */
1152 root 1.11 if (next && next->destroyed ())
1153 root 1.8 return;
1154 elmex 1.1 }
1155     }
1156    
1157     /*
1158     * monster_can_pick(): If the monster is interested in picking up
1159     * the item, then return 0. Otherwise 0.
1160     * Instead of pick_up, flags for "greed", etc, should be used.
1161     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1162     */
1163    
1164 root 1.8 int
1165     monster_can_pick (object *monster, object *item)
1166     {
1167     int flag = 0;
1168     int i;
1169 elmex 1.1
1170 root 1.8 if (!can_pick (monster, item))
1171     return 0;
1172 elmex 1.1
1173 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1174     return 0;
1175 elmex 1.1
1176 root 1.8 if (monster->pick_up & 64) /* All */
1177     flag = 1;
1178 elmex 1.1
1179 root 1.8 else
1180     switch (item->type)
1181     {
1182     case MONEY:
1183     case GEM:
1184     flag = monster->pick_up & 2;
1185 root 1.4 break;
1186    
1187 root 1.8 case FOOD:
1188     flag = monster->pick_up & 4;
1189 root 1.4 break;
1190    
1191 root 1.8 case WEAPON:
1192     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1193 root 1.4 break;
1194    
1195 root 1.8 case ARMOUR:
1196     case SHIELD:
1197     case HELMET:
1198     case BOOTS:
1199     case GLOVES:
1200     case GIRDLE:
1201     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1202 root 1.4 break;
1203    
1204 root 1.8 case SKILL:
1205     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1206 root 1.4 break;
1207    
1208 root 1.8 case RING:
1209     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1210 root 1.4 break;
1211    
1212 root 1.8 case WAND:
1213     case HORN:
1214     case ROD:
1215     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1216 root 1.4 break;
1217    
1218 root 1.8 case SPELLBOOK:
1219     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1220 root 1.4 break;
1221    
1222 root 1.8 case SCROLL:
1223     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1224 root 1.4 break;
1225    
1226 root 1.8 case BOW:
1227     case ARROW:
1228     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1229 root 1.4 break;
1230 root 1.8 }
1231     /* Simplistic check - if the monster has a location to equip it, he will
1232     * pick it up. Note that this doesn't handle cases where an item may
1233     * use several locations.
1234     */
1235     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1236     {
1237     if (monster->body_info[i] && item->body_info[i])
1238     {
1239     flag = 1;
1240     break;
1241 root 1.4 }
1242 elmex 1.1 }
1243    
1244 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1245     return 1;
1246     return 0;
1247 elmex 1.1 }
1248    
1249     /*
1250     * monster_apply_below():
1251     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1252     * eager to apply things, encounters something apply-able,
1253     * then make him apply it
1254     */
1255    
1256 root 1.8 void
1257     monster_apply_below (object *monster)
1258     {
1259     object *tmp, *next;
1260 elmex 1.1
1261 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1262     {
1263     next = tmp->below;
1264     switch (tmp->type)
1265     {
1266 root 1.4 case CF_HANDLE:
1267     case TRIGGER:
1268 root 1.8 if (monster->will_apply & 1)
1269     manual_apply (monster, tmp, 0);
1270     break;
1271 root 1.4
1272     case TREASURE:
1273 root 1.8 if (monster->will_apply & 2)
1274     manual_apply (monster, tmp, 0);
1275     break;
1276 root 1.4
1277     }
1278 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1279     break;
1280 elmex 1.1 }
1281     }
1282    
1283     /*
1284     * monster_check_apply() is meant to be called after an item is
1285     * inserted in a monster.
1286     * If an item becomes outdated (monster found a better item),
1287     * a pointer to that object is returned, so it can be dropped.
1288     * (so that other monsters can pick it up and use it)
1289     * Note that as things are now, monsters never drop something -
1290     * they can pick up all that they can use.
1291     */
1292    
1293     /* Sept 96, fixed this so skills will be readied -b.t.*/
1294    
1295 root 1.8 void
1296     monster_check_apply (object *mon, object *item)
1297     {
1298 elmex 1.1
1299 root 1.8 int flag = 0;
1300 elmex 1.1
1301 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1302     {
1303     SET_FLAG (mon, FLAG_CAST_SPELL);
1304     return;
1305 elmex 1.1 }
1306    
1307 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1308     if (QUERY_FLAG (item, FLAG_APPLIED))
1309     return;
1310    
1311     /* Might be better not to do this - if the monster can fire a bow,
1312     * it is possible in his wanderings, he will find one to use. In
1313     * which case, it would be nice to have ammo for it.
1314     */
1315     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1316     {
1317     /* Check for the right kind of bow */
1318     object *bow;
1319 elmex 1.1
1320 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1321     if (bow->type == BOW && bow->race == item->race)
1322     {
1323     SET_FLAG (mon, FLAG_READY_BOW);
1324     LOG (llevMonster, "Found correct bow for arrows.\n");
1325     return; /* nothing more to do for arrows */
1326     }
1327 elmex 1.1 }
1328    
1329 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1330     flag = 1;
1331     /* Eating food gets hp back */
1332     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1333     flag = 1;
1334     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1335     {
1336     if (!item->inv)
1337     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1338     else if (monster_should_cast_spell (mon, item->inv))
1339     SET_FLAG (mon, FLAG_READY_SCROLL);
1340     /* Don't use it right now */
1341     return;
1342     }
1343     else if (item->type == WEAPON)
1344     flag = check_good_weapon (mon, item);
1345 root 1.16 else if (item->is_armor ())
1346 root 1.8 flag = check_good_armour (mon, item);
1347     /* Should do something more, like make sure this is a better item */
1348     else if (item->type == RING)
1349     flag = 1;
1350     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1351     {
1352     /* We never really 'ready' the wand/rod/horn, because that would mean the
1353     * weapon would get undone.
1354     */
1355     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356     {
1357     SET_FLAG (mon, FLAG_READY_RANGE);
1358     SET_FLAG (item, FLAG_APPLIED);
1359     }
1360     return;
1361     }
1362     else if (item->type == BOW)
1363     {
1364     /* We never really 'ready' the bow, because that would mean the
1365     * weapon would get undone.
1366     */
1367     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1368     SET_FLAG (mon, FLAG_READY_BOW);
1369     return;
1370     }
1371     else if (item->type == SKILL)
1372     {
1373     /*
1374     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1375     * else they can't use the skill...
1376     * Skills also don't need to get applied, so return now.
1377     */
1378     SET_FLAG (mon, FLAG_READY_SKILL);
1379     return;
1380 elmex 1.1 }
1381    
1382    
1383 root 1.8 /* if we don't match one of the above types, return now.
1384     * can_apply_object will say that we can apply things like flesh,
1385     * bolts, and whatever else, because it only checks against the
1386     * body_info locations.
1387     */
1388     if (!flag)
1389     return;
1390 elmex 1.1
1391 root 1.8 /* Check to see if the monster can use this item. If not, no need
1392     * to do further processing. Note that can_apply_object already checks
1393     * for the CAN_USE flags.
1394     */
1395     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1396 elmex 1.1 return;
1397 root 1.8
1398     /* should only be applying this item, not unapplying it.
1399     * also, ignore status of curse so they can take off old armour.
1400     * monsters have some advantages after all.
1401     */
1402     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1403    
1404     return;
1405 elmex 1.1 }
1406    
1407 root 1.8 void
1408     npc_call_help (object *op)
1409     {
1410     int x, y, mflags;
1411     object *npc;
1412     sint16 sx, sy;
1413 root 1.12 maptile *m;
1414 root 1.8
1415     for (x = -3; x < 4; x++)
1416     for (y = -3; y < 4; y++)
1417     {
1418     m = op->map;
1419     sx = op->x + x;
1420     sy = op->y + y;
1421     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1422     /* If nothing alive on this space, no need to search the space. */
1423     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1424     continue;
1425    
1426 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1427 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1428     npc->enemy = op->enemy;
1429     }
1430 elmex 1.1 }
1431    
1432    
1433 root 1.8 int
1434     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435     {
1436 elmex 1.1
1437 root 1.8 if (can_hit (part, enemy, rv))
1438     return dir;
1439     if (rv->distance < 10)
1440     return absdir (dir + 4);
1441     else if (rv->distance > 18)
1442     return dir;
1443     return 0;
1444 elmex 1.1 }
1445    
1446 root 1.8 int
1447     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1448     {
1449 elmex 1.1
1450 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1451     {
1452     ob->move_status++;
1453     return (dir);
1454 elmex 1.1 }
1455 root 1.8 else if (ob->move_status > 20)
1456     ob->move_status = 0;
1457     return absdir (dir + 4);
1458 elmex 1.1 }
1459    
1460 root 1.8 int
1461     hitrun_att (int dir, object *ob, object *enemy)
1462     {
1463     if (ob->move_status++ < 25)
1464     return dir;
1465     else if (ob->move_status < 50)
1466     return absdir (dir + 4);
1467     else
1468     ob->move_status = 0;
1469     return absdir (dir + 4);
1470 elmex 1.1 }
1471    
1472 root 1.8 int
1473     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1474     {
1475    
1476     int inrange = can_hit (part, enemy, rv);
1477 elmex 1.1
1478 root 1.8 if (ob->move_status || inrange)
1479     ob->move_status++;
1480 elmex 1.1
1481 root 1.8 if (ob->move_status == 0)
1482 elmex 1.1 return 0;
1483 root 1.8 else if (ob->move_status < 10)
1484     return dir;
1485     else if (ob->move_status < 15)
1486     return absdir (dir + 4);
1487     ob->move_status = 0;
1488     return 0;
1489 elmex 1.1 }
1490    
1491 root 1.8 int
1492     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1493     {
1494 elmex 1.1
1495 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1496     * happen is that if the creatures hp percentage falls below run_away,
1497     * the creature should run away (dir+4)
1498     * I think its wrong for a creature to have a zero maxhp value, but
1499     * at least one map has this set, and whatever the map contains, the
1500     * server should try to be resilant enough to avoid the problem
1501     */
1502     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1503     return absdir (dir + 4);
1504     return dist_att (dir, ob, enemy, part, rv);
1505 elmex 1.1 }
1506    
1507 root 1.8 int
1508     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1509     {
1510     if (rv->distance < 9)
1511     return absdir (dir + 4);
1512     return 0;
1513 elmex 1.1 }
1514    
1515 root 1.8 void
1516     circ1_move (object *ob)
1517     {
1518     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1519     if (++ob->move_status > 11)
1520 elmex 1.1 ob->move_status = 0;
1521 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1522 root 1.23 (void) move_object (ob, rndm (8) + 1);
1523 elmex 1.1 }
1524    
1525 root 1.8 void
1526     circ2_move (object *ob)
1527     {
1528     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1529     if (++ob->move_status > 19)
1530 elmex 1.1 ob->move_status = 0;
1531 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1532 root 1.23 (void) move_object (ob, rndm (8) + 1);
1533 elmex 1.1 }
1534    
1535 root 1.8 void
1536     pace_movev (object *ob)
1537     {
1538 elmex 1.1 if (ob->move_status++ > 6)
1539     ob->move_status = 0;
1540     if (ob->move_status < 4)
1541 root 1.8 (void) move_object (ob, 5);
1542 elmex 1.1 else
1543 root 1.8 (void) move_object (ob, 1);
1544 elmex 1.1 }
1545    
1546 root 1.8 void
1547     pace_moveh (object *ob)
1548     {
1549 elmex 1.1 if (ob->move_status++ > 6)
1550     ob->move_status = 0;
1551     if (ob->move_status < 4)
1552 root 1.8 (void) move_object (ob, 3);
1553 elmex 1.1 else
1554 root 1.8 (void) move_object (ob, 7);
1555 elmex 1.1 }
1556    
1557 root 1.8 void
1558     pace2_movev (object *ob)
1559     {
1560     if (ob->move_status++ > 16)
1561 elmex 1.1 ob->move_status = 0;
1562 root 1.8 if (ob->move_status < 6)
1563     (void) move_object (ob, 5);
1564 elmex 1.1 else if (ob->move_status < 8)
1565     return;
1566 root 1.8 else if (ob->move_status < 13)
1567     (void) move_object (ob, 1);
1568     else
1569     return;
1570     }
1571 elmex 1.1
1572 root 1.8 void
1573     pace2_moveh (object *ob)
1574     {
1575     if (ob->move_status++ > 16)
1576 elmex 1.1 ob->move_status = 0;
1577 root 1.8 if (ob->move_status < 6)
1578     (void) move_object (ob, 3);
1579 elmex 1.1 else if (ob->move_status < 8)
1580     return;
1581 root 1.8 else if (ob->move_status < 13)
1582     (void) move_object (ob, 7);
1583     else
1584     return;
1585     }
1586 elmex 1.1
1587 root 1.8 void
1588     rand_move (object *ob)
1589     {
1590 elmex 1.1 int i;
1591 root 1.8
1592 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1593 elmex 1.1 for (i = 0; i < 5; i++)
1594 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1595 elmex 1.1 return;
1596     }
1597    
1598 root 1.8 void
1599 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1600 root 1.8 {
1601     object *tmp;
1602    
1603 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1604 root 1.8 {
1605     if (tmp->type == EARTHWALL)
1606     {
1607     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1608     return;
1609 root 1.4 }
1610 elmex 1.1 }
1611     }
1612    
1613 root 1.8 void
1614 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1615 root 1.8 {
1616     object *tmp;
1617    
1618 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1619 root 1.8 {
1620     if (tmp->type == DOOR)
1621     {
1622     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1623     return;
1624 root 1.4 }
1625 elmex 1.1 }
1626     }
1627    
1628     /* find_mon_throw_ob() - modeled on find_throw_ob
1629     * This is probably overly simplistic as it is now - We want
1630     * monsters to throw things like chairs and other pieces of
1631     * furniture, even if they are not good throwable objects.
1632     * Probably better to have the monster throw a throwable object
1633     * first, then throw any non equipped weapon.
1634     */
1635    
1636 root 1.8 object *
1637     find_mon_throw_ob (object *op)
1638     {
1639     object *tmp = NULL;
1640 elmex 1.1
1641 root 1.8 if (op->head)
1642     tmp = op->head;
1643     else
1644     tmp = op;
1645 elmex 1.1
1646 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1647     * marked item and throw it to the enemy.
1648     */
1649     for (tmp = op->inv; tmp; tmp = tmp->below)
1650     {
1651     /* Can't throw invisible objects or items that are applied */
1652     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1653     continue;
1654    
1655     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1656     break;
1657 elmex 1.1
1658     }
1659    
1660     #ifdef DEBUG_THROW
1661 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1662 elmex 1.1 #endif
1663    
1664 root 1.8 return tmp;
1665 elmex 1.1 }
1666    
1667     /* determine if we can 'detect' the enemy. Check for walls blocking the
1668     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1669     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1670     * modified by MSW to use the get_rangevector so that map tiling works
1671     * properly. I also so odd code in place that checked for x distance
1672     * OR y distance being within some range - that seemed wrong - both should
1673     * be within the valid range. MSW 2001-08-05
1674     * Returns 0 if enemy can not be detected, 1 if it is detected
1675     */
1676    
1677 root 1.8 int
1678     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1679     {
1680     int radius = MIN_MON_RADIUS, hide_discovery;
1681    
1682     /* null detection for any of these condtions always */
1683     if (!op || !enemy || !op->map || !enemy->map)
1684     return 0;
1685 elmex 1.1
1686 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1687     if (!on_same_map (op, enemy))
1688     return 0;
1689 elmex 1.1
1690 root 1.8 get_rangevector (op, enemy, rv, 0);
1691 elmex 1.1
1692 root 1.8 /* Monsters always ignore the DM */
1693     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1694     return 0;
1695 elmex 1.1
1696 root 1.8 /* simple check. Should probably put some range checks in here. */
1697     if (can_see_enemy (op, enemy))
1698     return 1;
1699 elmex 1.1
1700 root 1.8 /* The rest of this is for monsters. Players are on their own for
1701     * finding enemies!
1702     */
1703     if (op->type == PLAYER)
1704     return 0;
1705 elmex 1.1
1706 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1707     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1708     */
1709     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1710     return 0;
1711 elmex 1.1
1712 root 1.8 /* use this for invis also */
1713     hide_discovery = op->stats.Int / 5;
1714 elmex 1.1
1715 root 1.8 /* Determine Detection radii */
1716     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1717     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1718     else
1719     { /* a level/INT/Dex adjustment for hiding */
1720     object *sk_hide;
1721     int bonus = (op->level / 2) + (op->stats.Int / 5);
1722    
1723     if (enemy->type == PLAYER)
1724     {
1725     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1726     bonus -= sk_hide->level;
1727     else
1728     {
1729     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1730     make_visible (enemy);
1731     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1732 root 1.4 }
1733     }
1734 root 1.8 else /* enemy is not a player */
1735     bonus -= enemy->level;
1736    
1737     radius += bonus / 5;
1738     hide_discovery += bonus * 5;
1739     } /* else creature has modifiers for hiding */
1740    
1741     /* Radii stealth adjustment. Only if you are stealthy
1742     * will you be able to sneak up closer to creatures */
1743     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1744     radius = radius / 2, hide_discovery = hide_discovery / 3;
1745    
1746     /* Radii adjustment for enemy standing in the dark */
1747     if (op->map->darkness > 0 && !stand_in_light (enemy))
1748     {
1749     /* on dark maps body heat can help indicate location with infravision
1750     * undead don't have body heat, so no benefit detecting them.
1751     */
1752     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1753     radius += op->map->darkness / 2;
1754     else
1755     radius -= op->map->darkness / 2;
1756    
1757     /* op next to a monster (and not in complete darkness)
1758     * the monster should have a chance to see you.
1759     */
1760     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1761     radius = MIN_MON_RADIUS;
1762     } /* if on dark map */
1763 elmex 1.1
1764 root 1.8 /* Lets not worry about monsters that have incredible detection
1765     * radii, we only need to worry here about things the player can
1766     * (potentially) see. This is 13, as that is the maximum size the player
1767     * may have for their map - in that way, creatures at the edge will
1768     * do something. Note that the distance field in the
1769     * vector is real distance, so in theory this should be 18 to
1770     * find that.
1771     */
1772     if (radius > 13)
1773     radius = 13;
1774    
1775     /* Enemy in range! Now test for detection */
1776     if ((int) rv->distance <= radius)
1777     {
1778     /* ah, we are within range, detected? take cases */
1779     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1780     return 1;
1781 root 1.4
1782 root 1.8 /* hidden or low-quality invisible */
1783 root 1.23 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1784 root 1.8 {
1785     make_visible (enemy);
1786     /* inform players of new status */
1787     if (enemy->type == PLAYER && player_can_view (enemy, op))
1788     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1789     return 1; /* detected enemy */
1790     }
1791     else if (enemy->invisible)
1792     {
1793     /* Change this around - instead of negating the invisible, just
1794     * return true so that the mosnter that managed to detect you can
1795     * do something to you. Decreasing the duration of invisible
1796     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1797     * can then basically negate the spell. The spell isn't negated -
1798     * they just know where you are!
1799     */
1800 root 1.23 if ((rndm (50)) <= hide_discovery)
1801 root 1.8 {
1802     if (enemy->type == PLAYER)
1803     {
1804     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1805 root 1.4 }
1806 root 1.8 return 1;
1807 root 1.4 }
1808     }
1809 root 1.8 } /* within range */
1810 elmex 1.1
1811 root 1.8 /* Wasn't detected above, so still hidden */
1812     return 0;
1813 elmex 1.1 }
1814    
1815     /* determine if op stands in a lighted square. This is not a very
1816     * intellegent algorithm. For one thing, we ignore los here, SO it
1817     * is possible for a bright light to illuminate a player on the
1818     * other side of a wall (!).
1819     */
1820    
1821 root 1.8 int
1822     stand_in_light (object *op)
1823     {
1824     sint16 nx, ny;
1825 root 1.12 maptile *m;
1826 root 1.8
1827    
1828     if (!op)
1829     return 0;
1830     if (op->glow_radius > 0)
1831     return 1;
1832 elmex 1.1
1833 root 1.8 if (op->map)
1834     {
1835     int x, y, x1, y1;
1836 elmex 1.1
1837    
1838 root 1.4
1839 root 1.8 /* Check the spaces with the max light radius to see if any of them
1840     * have lights, and if any of them light the player enough, then return 1.
1841     */
1842     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1843     {
1844     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1845     {
1846     m = op->map;
1847     nx = x;
1848     ny = y;
1849    
1850     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1851     continue;
1852    
1853     x1 = abs (x - op->x) * abs (x - op->x);
1854     y1 = abs (y - op->y) * abs (y - op->y);
1855     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1856     return 1;
1857 root 1.4 }
1858     }
1859 elmex 1.1 }
1860 root 1.8 return 0;
1861 elmex 1.1 }
1862    
1863    
1864     /* assuming no walls/barriers, lets check to see if its *possible*
1865     * to see an enemy. Note, "detection" is different from "seeing".
1866     * See can_detect_enemy() for more details. -b.t.
1867     * return 0 if can't be seen, 1 if can be
1868     */
1869    
1870 root 1.8 int
1871     can_see_enemy (object *op, object *enemy)
1872     {
1873     object *looker = op->head ? op->head : op;
1874    
1875     /* safety */
1876     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1877     return 0;
1878 elmex 1.1
1879 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1880     * see through walls). Should we change the code elsewhere to make you
1881     * blind even if you can xray?
1882     */
1883     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1884     return 0;
1885    
1886     /* checking for invisible things */
1887     if (enemy->invisible)
1888     {
1889     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1890     * However,if you carry any source of light, then the hidden
1891     * creature is seeable (and stupid) */
1892 elmex 1.1
1893 root 1.8 if (has_carried_lights (enemy))
1894     {
1895     if (enemy->hide)
1896     {
1897     make_visible (enemy);
1898     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1899 root 1.4 }
1900 root 1.8 return 1;
1901     }
1902     else if (enemy->hide)
1903     return 0;
1904 root 1.4
1905 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1906     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1907     * and making it a conditional makes the code pretty ugly.
1908     */
1909     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1910     {
1911     if (makes_invisible_to (enemy, looker))
1912     return 0;
1913 root 1.4 }
1914 root 1.8 }
1915     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1916     if (player_can_view (looker, enemy))
1917     return 1;
1918 elmex 1.1
1919     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1920     * unless they carry a light or stand in light. Darkness doesnt
1921     * inhibit the undead per se (but we should give their archs
1922     * CAN_SEE_IN_DARK, this is just a safety
1923     * we care about the enemy maps status, not the looker.
1924     * only relevant for tiled maps, but it is possible that the
1925     * enemy is on a bright map and the looker on a dark - in that
1926     * case, the looker can still see the enemy
1927     */
1928 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1929     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1930 elmex 1.1 return 0;
1931    
1932     return 1;
1933     }