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/cvs/deliantra/server/server/monster.C
Revision: 1.25
Committed: Mon Apr 16 11:50:44 2007 UTC (17 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.24: +4 -1 lines
Log Message:
finally fixed the inactive pet monsters and the disappearing pet monsters
of traps/runes and doors. yay!

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 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
452     && (owner = op->owner) != NULL
453     && !on_same_map (op, owner)
454     && !owner->flag [FLAG_REMOVED])
455 root 1.8 return follow_owner (op, owner);
456    
457     /* doppleganger code to change monster facing to that of the nearest
458     * player. Hmm. The code is here, but no monster in the current
459     * arch set uses it.
460     */
461     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
462     {
463     op->face = enemy->face;
464     op->name = enemy->name;
465     }
466    
467     /* Calculate range information for closest body part - this
468     * is used for the 'skill' code, which isn't that smart when
469     * it comes to figuring it out - otherwise, giants throw boulders
470     * into themselves.
471     */
472     get_rangevector (op, enemy, &rv, 0);
473    
474     /* Move the check for scared up here - if the monster was scared,
475     * we were not doing any of the logic below, so might as well save
476     * a few cpu cycles.
477     */
478     if (!QUERY_FLAG (op, FLAG_SCARED))
479     {
480     rv_vector rv1;
481    
482     /* now we test every part of an object .... this is a real ugly piece of code */
483     for (part = op; part != NULL; part = part->more)
484     {
485     get_rangevector (part, enemy, &rv1, 0x1);
486     dir = rv1.direction;
487    
488     /* hm, not sure about this part - in original was a scared flag here too
489     * but that we test above... so can be old code here
490     */
491     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
492     dir = absdir (dir + 4);
493     if (QUERY_FLAG (op, FLAG_CONFUSED))
494 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495 root 1.8
496 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 root 1.8 {
498     if (monster_cast_spell (op, part, enemy, dir, &rv1))
499 root 1.4 return 0;
500     }
501 elmex 1.1
502 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
503 root 1.8 {
504     if (monster_use_scroll (op, part, enemy, dir, &rv1))
505     return 0;
506     }
507 elmex 1.1
508 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
509 root 1.8 {
510     if (monster_use_range (op, part, enemy, dir))
511     return 0;
512     }
513 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
514 root 1.8 {
515     if (monster_use_skill (op, rv.part, enemy, rv.direction))
516     return 0;
517     }
518 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
519 root 1.8 {
520     if (monster_use_bow (op, part, enemy, dir))
521     return 0;
522     }
523     } /* for processing of all parts */
524     } /* If not scared */
525 root 1.4
526 elmex 1.1
527 root 1.8 part = rv.part;
528     dir = rv.direction;
529 elmex 1.1
530 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
531     dir = absdir (dir + 4);
532 elmex 1.1
533 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
534 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
535 elmex 1.1
536 root 1.8 pre_att_dir = dir; /* remember the original direction */
537 elmex 1.1
538 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
539     {
540     switch (op->attack_movement & LO4)
541     {
542 root 1.4 case DISTATT:
543 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
544     break;
545 root 1.4
546     case RUNATT:
547 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
548     break;
549 root 1.4
550     case HITRUN:
551 root 1.8 dir = hitrun_att (dir, op, enemy);
552     break;
553 root 1.4
554     case WAITATT:
555 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
556     break;
557 root 1.4
558 root 1.8 case RUSH: /* default - monster normally moves towards player */
559 root 1.4 case ALLRUN:
560 root 1.8 break;
561 root 1.4
562     case DISTHIT:
563 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
564     break;
565 root 1.4
566     case WAIT2:
567 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
568     break;
569 root 1.4
570     default:
571 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
572 root 1.4 }
573 elmex 1.1 }
574    
575 root 1.8 if (!dir)
576     return 0;
577    
578     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
579     {
580     if (move_object (op, dir)) /* Can the monster move directly toward player? */
581     {
582     /* elmex: Turn our monster after it moved if it has DISTATT attack */
583     if ((op->attack_movement & LO4) == DISTATT)
584     op->direction = pre_att_dir;
585 elmex 1.1
586 root 1.8 return 0;
587     }
588    
589     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
590     {
591 elmex 1.1
592 root 1.8 /* Try move around corners if !close */
593     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
594 elmex 1.1
595 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
596     {
597     /* try different detours */
598     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
599 elmex 1.1
600 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
601 root 1.4 return 0;
602     }
603     }
604 root 1.8 } /* if monster is not standing still */
605 elmex 1.1
606 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
607     if ((op->attack_movement & LO4) == DISTATT)
608     op->direction = pre_att_dir;
609    
610     /*
611     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
612     * direction if they can't move away.
613     */
614     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
615     if (move_randomly (op))
616     return 0;
617    
618     /*
619     * Try giving the monster a new enemy - the player that is closest
620     * to it. In this way, it won't just keep trying to get to a target
621     * that is inaccessible.
622     * This could be more clever - it should go through a list of several
623     * enemies, as it is now, you could perhaps get situations where there
624     * are two players flanking the monster at close distance, but which
625     * the monster can't get to, and a third one at a far distance that
626     * the monster could get to - as it is, the monster won't look at that
627     * third one.
628     */
629     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
630     {
631     object *nearest_player = get_nearest_player (op);
632 elmex 1.1
633 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
634     {
635     op->enemy = NULL;
636     enemy = nearest_player;
637 root 1.4 }
638 elmex 1.1 }
639    
640 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
641     {
642     /* The adjustement to wc that was here before looked totally bogus -
643     * since wc can in fact get negative, that would mean by adding
644     * the current wc, the creature gets better? Instead, just
645     * add a fixed amount - nasty creatures that are runny away should
646     * still be pretty nasty.
647     */
648     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
649 elmex 1.1 {
650 root 1.8 part->stats.wc += 10;
651     (void) skill_attack (enemy, part, 0, NULL, NULL);
652     part->stats.wc -= 10;
653     }
654     else
655     (void) skill_attack (enemy, part, 0, NULL, NULL);
656     } /* if monster is in attack range */
657 elmex 1.1
658 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
659     return 1;
660 elmex 1.1
661 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
662 elmex 1.1 {
663 root 1.13 op->remove ();
664 root 1.14 op->destroy ();
665 root 1.8 return 1;
666 elmex 1.1 }
667 root 1.8 return 0;
668 elmex 1.1 }
669 root 1.5
670 root 1.8 int
671     can_hit (object *ob1, object *ob2, rv_vector * rv)
672     {
673     object *more;
674     rv_vector rv1;
675 elmex 1.1
676 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
677 root 1.8 return 0;
678 elmex 1.1
679 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
680     return 1;
681 elmex 1.1
682 root 1.8 /* check all the parts of ob2 - just because we can't get to
683     * its head doesn't mean we don't want to pound its feet
684     */
685     for (more = ob2->more; more != NULL; more = more->more)
686     {
687     get_rangevector (ob1, more, &rv1, 0);
688     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
689     return 1;
690 elmex 1.1 }
691 root 1.8 return 0;
692 elmex 1.1
693     }
694    
695     /* Returns 1 is monster should cast spell sp at an enemy
696     * Returns 0 if the monster should not cast this spell.
697     *
698     * Note that this function does not check to see if the monster can
699     * in fact cast the spell (sp dependencies and what not.) That is because
700     * this function is also sued to see if the monster should use spell items
701     * (rod/horn/wand/scroll).
702     * Note that there are certainly other offensive spells that could be
703     * included, but I decided to leave out the spells that may kill more
704     * monsters than players (eg, disease).
705     *
706     * This could be a lot smarter - if there are few monsters around,
707     * then disease might not be as bad. Likewise, if the monster is damaged,
708     * the right type of healing spell could be useful.
709     */
710    
711 root 1.8 static int
712     monster_should_cast_spell (object *monster, object *spell_ob)
713 elmex 1.1 {
714 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
715     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
716     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
717     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
718     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
719     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
720 elmex 1.1
721 root 1.8 return 1;
722 elmex 1.1
723 root 1.8 return 0;
724 elmex 1.1 }
725    
726    
727     #define MAX_KNOWN_SPELLS 20
728    
729     /* Returns a randomly selected spell. This logic is still
730     * less than ideal. This code also only seems to deal with
731     * wizard spells, as the check is against sp, and not grace.
732     * can mosnters know cleric spells?
733     */
734 root 1.8 object *
735     monster_choose_random_spell (object *monster)
736     {
737     object *altern[MAX_KNOWN_SPELLS];
738     object *tmp;
739     int i = 0;
740    
741     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
742     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
743     {
744     /* Check and see if it's actually a useful spell.
745     * If its a spellbook, the spell is actually the inventory item.
746     * if it is a spell, then it is just the object itself.
747     */
748     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
749     {
750     altern[i++] = tmp;
751     if (i == MAX_KNOWN_SPELLS)
752     break;
753     }
754     }
755     if (!i)
756     return NULL;
757     return altern[RANDOM () % i];
758 elmex 1.1 }
759    
760     /* This checks to see if the monster should cast a spell/ability.
761     * it returns true if the monster casts a spell, 0 if he doesn't.
762     * head is the head of the monster.
763     * part is the part of the monster we are checking against.
764     * pl is the target.
765     * dir is the direction to case.
766     * rv is the vector which describes where the enemy is.
767     */
768    
769 root 1.8 int
770     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
771     {
772     object *spell_item;
773     object *owner;
774     rv_vector rv1;
775    
776     /* If you want monsters to cast spells over friends, this spell should
777     * be removed. It probably should be in most cases, since monsters still
778     * don't care about residual effects (ie, casting a cone which may have a
779     * clear path to the player, the side aspects of the code will still hit
780     * other monsters)
781     */
782     if (!(dir = path_to_player (part, pl, 0)))
783     return 0;
784    
785 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
786 root 1.8 {
787     get_rangevector (head, owner, &rv1, 0x1);
788     if (dirdiff (dir, rv1.direction) < 2)
789     {
790     return 0; /* Might hit owner with spell */
791 root 1.4 }
792 elmex 1.1 }
793    
794 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
795 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
796 root 1.8
797     /* If the monster hasn't already chosen a spell, choose one
798     * I'm not sure if it really make sense to pre-select spells (events
799     * could be different by the time the monster goes again).
800     */
801     if (head->spellitem == NULL)
802     {
803     if ((spell_item = monster_choose_random_spell (head)) == NULL)
804     {
805     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
806     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
807     return 0;
808 root 1.4 }
809 root 1.8 if (spell_item->type == SPELLBOOK)
810     {
811     if (!spell_item->inv)
812     {
813     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
814     return 0;
815 root 1.4 }
816 root 1.8 spell_item = spell_item->inv;
817 root 1.4 }
818 elmex 1.1 }
819 root 1.8 else
820     spell_item = head->spellitem;
821 elmex 1.1
822 root 1.8 if (!spell_item)
823     return 0;
824 elmex 1.1
825 root 1.8 /* Best guess this is a defensive/healing spell */
826     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
827     dir = 0;
828    
829     /* Monster doesn't have enough spell-points */
830     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
831     return 0;
832    
833     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
834     return 0;
835 elmex 1.1
836 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
837     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
838 elmex 1.1
839 root 1.8 /* set this to null, so next time monster will choose something different */
840     head->spellitem = NULL;
841 elmex 1.1
842 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
843 elmex 1.1 }
844    
845    
846 root 1.8 int
847     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
848     {
849     object *scroll;
850     object *owner;
851     rv_vector rv1;
852    
853     /* If you want monsters to cast spells over friends, this spell should
854     * be removed. It probably should be in most cases, since monsters still
855     * don't care about residual effects (ie, casting a cone which may have a
856     * clear path to the player, the side aspects of the code will still hit
857     * other monsters)
858     */
859     if (!(dir = path_to_player (part, pl, 0)))
860     return 0;
861    
862 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
863 root 1.8 {
864     get_rangevector (head, owner, &rv1, 0x1);
865     if (dirdiff (dir, rv1.direction) < 2)
866     {
867     return 0; /* Might hit owner with spell */
868 root 1.4 }
869 elmex 1.1 }
870    
871 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
872 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
873 elmex 1.1
874 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
875     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
876     break;
877 elmex 1.1
878 root 1.8 /* Used up all his scrolls, so nothing do to */
879     if (!scroll)
880     {
881     CLEAR_FLAG (head, FLAG_READY_SCROLL);
882     return 0;
883 elmex 1.1 }
884    
885 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
886     if (scroll->inv->range == 0)
887     dir = 0;
888 elmex 1.1
889 root 1.8 apply_scroll (part, scroll, dir);
890     return 1;
891 elmex 1.1 }
892    
893     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
894     * Note that monsters do not need the skills SK_MELEE_WEAPON and
895     * SK_MISSILE_WEAPON to make those respective attacks, if we
896     * required that we would drastically increase the memory
897     * requirements of CF!!
898     *
899     * The skills we are treating here are all but those. -b.t.
900     *
901     * At the moment this is only useful for throwing, perhaps for
902     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
903 root 1.8 */
904 elmex 1.1
905 root 1.8 int
906     monster_use_skill (object *head, object *part, object *pl, int dir)
907     {
908     object *skill, *owner;
909 elmex 1.1
910 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
911     return 0;
912    
913 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
914 root 1.8 {
915     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
916    
917     if (dirdiff (dir, dir2) < 1)
918     return 0; /* Might hit owner with skill -thrown rocks for example ? */
919     }
920     if (QUERY_FLAG (head, FLAG_CONFUSED))
921 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
922 root 1.8
923     /* skill selection - monster will use the next unused skill.
924     * well...the following scenario will allow the monster to
925     * toggle between 2 skills. One day it would be nice to make
926     * more skills available to monsters.
927     */
928 elmex 1.1
929 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
930     if (skill->type == SKILL && skill != head->chosen_skill)
931     {
932     head->chosen_skill = skill;
933     break;
934     }
935 elmex 1.1
936 root 1.8 if (!skill && !head->chosen_skill)
937     {
938     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
939     CLEAR_FLAG (head, FLAG_READY_SKILL);
940     return 0;
941 elmex 1.1 }
942 root 1.8 /* use skill */
943     return do_skill (head, part, head->chosen_skill, dir, NULL);
944 elmex 1.1 }
945    
946     /* Monster will use a ranged spell attack. */
947    
948 root 1.8 int
949     monster_use_range (object *head, object *part, object *pl, int dir)
950     {
951     object *wand, *owner;
952     int at_least_one = 0;
953    
954     if (!(dir = path_to_player (part, pl, 0)))
955     return 0;
956    
957 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
958 elmex 1.1 {
959 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
960 elmex 1.1
961 root 1.8 if (dirdiff (dir, dir2) < 2)
962     return 0; /* Might hit owner with spell */
963 elmex 1.1 }
964 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
965 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
966 elmex 1.1
967 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
968     {
969     if (wand->type == WAND)
970 elmex 1.1 {
971 root 1.8 /* Found a wand, let's see if it has charges left */
972     at_least_one = 1;
973     if (wand->stats.food <= 0)
974     continue;
975 elmex 1.1
976 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
977 elmex 1.1
978 root 1.8 if (!(--wand->stats.food))
979     {
980     if (wand->arch)
981 elmex 1.1 {
982 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
983     wand->face = wand->arch->clone.face;
984 root 1.18 wand->set_speed (0);
985 elmex 1.1 }
986     }
987 root 1.8 /* Success */
988     return 1;
989     }
990     else if (wand->type == ROD || wand->type == HORN)
991     {
992     /* Found rod/horn, let's use it if possible */
993     at_least_one = 1;
994     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
995     continue;
996 elmex 1.1
997 root 1.8 /* drain charge before casting spell - can be a case where the
998     * spell destroys the monster, and rod, so if done after, results
999     * in crash.
1000     */
1001     drain_rod_charge (wand);
1002     cast_spell (head, wand, dir, wand->inv, NULL);
1003 elmex 1.1
1004 root 1.8 /* Success */
1005     return 1;
1006 elmex 1.1 }
1007 root 1.8 }
1008    
1009     if (at_least_one)
1010     return 0;
1011 elmex 1.1
1012 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1013     CLEAR_FLAG (head, FLAG_READY_RANGE);
1014     return 0;
1015     }
1016 elmex 1.1
1017 root 1.8 int
1018     monster_use_bow (object *head, object *part, object *pl, int dir)
1019     {
1020     object *owner;
1021 elmex 1.1
1022 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1023     return 0;
1024     if (QUERY_FLAG (head, FLAG_CONFUSED))
1025 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1026 elmex 1.1
1027 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1028 root 1.8 {
1029     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1030 elmex 1.1
1031 root 1.8 if (dirdiff (dir, dir2) < 1)
1032     return 0; /* Might hit owner with arrow */
1033 elmex 1.1 }
1034    
1035 root 1.8 /* in server/player.c */
1036     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1037 elmex 1.1
1038     }
1039    
1040     /* Checks if putting on 'item' will make 'who' do more
1041     * damage. This is a very simplistic check - also checking things
1042     * like speed and ac are also relevant.
1043     *
1044     * return true if item is a better object.
1045     */
1046    
1047 root 1.8 int
1048     check_good_weapon (object *who, object *item)
1049     {
1050     object *other_weap;
1051     int val = 0, i;
1052    
1053     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1054     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1055     break;
1056 elmex 1.1
1057 root 1.8 if (other_weap == NULL) /* No other weapons */
1058     return 1;
1059 elmex 1.1
1060 root 1.8 /* Rather than go through and apply the new one, and see if it is
1061     * better, just do some simple checks
1062     * Put some multipliers for things that hvae several effects,
1063     * eg, magic affects both damage and wc, so it has more weight
1064     */
1065 elmex 1.1
1066 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1067     val += (item->magic - other_weap->magic) * 3;
1068     /* Monsters don't really get benefits from things like regen rates
1069     * from items. But the bonus for their stats are very important.
1070     */
1071     for (i = 0; i < NUM_STATS; i++)
1072     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1073    
1074     if (val > 0)
1075     return 1;
1076     else
1077     return 0;
1078 elmex 1.1
1079     }
1080    
1081 root 1.8 int
1082     check_good_armour (object *who, object *item)
1083     {
1084     object *other_armour;
1085     int val = 0, i;
1086    
1087     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1088     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1089     break;
1090 elmex 1.1
1091 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1092     return 1;
1093 elmex 1.1
1094 root 1.8 /* Like above function , see which is better */
1095     val = item->stats.ac - other_armour->stats.ac;
1096     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1097     val += (item->magic - other_armour->magic) * 3;
1098    
1099     /* for the other protections, do weigh them very much in the equation -
1100     * it is the armor protection which is most important, because there is
1101     * no good way to know what the player may attack the monster with.
1102     * So if the new item has better protection than the old, give that higher
1103     * value. If the reverse, then decrease the value of this item some.
1104     */
1105     for (i = 1; i < NROFATTACKS; i++)
1106     {
1107     if (item->resist[i] > other_armour->resist[i])
1108     val++;
1109     else if (item->resist[i] < other_armour->resist[i])
1110     val--;
1111 elmex 1.1 }
1112    
1113 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1114 elmex 1.1
1115 root 1.8 if (val > 0)
1116     return 1;
1117     else
1118     return 0;
1119 elmex 1.1
1120     }
1121    
1122     /*
1123     * monster_check_pickup(): checks for items that monster can pick up.
1124     *
1125     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1126     * Each time the blob passes over some treasure, it will
1127     * grab it a.s.a.p.
1128     *
1129     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1130     * to handle this.
1131     *
1132     * This function was seen be continueing looping at one point (tmp->below
1133     * became a recursive loop. It may be better to call monster_check_apply
1134     * after we pick everything up, since that function may call others which
1135     * affect stacking on this space.
1136     */
1137    
1138 root 1.8 void
1139     monster_check_pickup (object *monster)
1140     {
1141     object *tmp, *next;
1142    
1143     for (tmp = monster->below; tmp != NULL; tmp = next)
1144     {
1145     next = tmp->below;
1146     if (monster_can_pick (monster, tmp))
1147     {
1148 root 1.13 tmp->remove ();
1149 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1150     (void) monster_check_apply (monster, tmp);
1151     }
1152     /* We could try to re-establish the cycling, of the space, but probably
1153     * not a big deal to just bail out.
1154     */
1155 root 1.11 if (next && next->destroyed ())
1156 root 1.8 return;
1157 elmex 1.1 }
1158     }
1159    
1160     /*
1161     * monster_can_pick(): If the monster is interested in picking up
1162     * the item, then return 0. Otherwise 0.
1163     * Instead of pick_up, flags for "greed", etc, should be used.
1164     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1165     */
1166    
1167 root 1.8 int
1168     monster_can_pick (object *monster, object *item)
1169     {
1170     int flag = 0;
1171     int i;
1172 elmex 1.1
1173 root 1.8 if (!can_pick (monster, item))
1174     return 0;
1175 elmex 1.1
1176 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1177     return 0;
1178 elmex 1.1
1179 root 1.8 if (monster->pick_up & 64) /* All */
1180     flag = 1;
1181 elmex 1.1
1182 root 1.8 else
1183     switch (item->type)
1184     {
1185     case MONEY:
1186     case GEM:
1187     flag = monster->pick_up & 2;
1188 root 1.4 break;
1189    
1190 root 1.8 case FOOD:
1191     flag = monster->pick_up & 4;
1192 root 1.4 break;
1193    
1194 root 1.8 case WEAPON:
1195     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1196 root 1.4 break;
1197    
1198 root 1.8 case ARMOUR:
1199     case SHIELD:
1200     case HELMET:
1201     case BOOTS:
1202     case GLOVES:
1203     case GIRDLE:
1204     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1205 root 1.4 break;
1206    
1207 root 1.8 case SKILL:
1208     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1209 root 1.4 break;
1210    
1211 root 1.8 case RING:
1212     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1213 root 1.4 break;
1214    
1215 root 1.8 case WAND:
1216     case HORN:
1217     case ROD:
1218     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1219 root 1.4 break;
1220    
1221 root 1.8 case SPELLBOOK:
1222     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1223 root 1.4 break;
1224    
1225 root 1.8 case SCROLL:
1226     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1227 root 1.4 break;
1228    
1229 root 1.8 case BOW:
1230     case ARROW:
1231     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1232 root 1.4 break;
1233 root 1.8 }
1234     /* Simplistic check - if the monster has a location to equip it, he will
1235     * pick it up. Note that this doesn't handle cases where an item may
1236     * use several locations.
1237     */
1238     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1239     {
1240     if (monster->body_info[i] && item->body_info[i])
1241     {
1242     flag = 1;
1243     break;
1244 root 1.4 }
1245 elmex 1.1 }
1246    
1247 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1248     return 1;
1249     return 0;
1250 elmex 1.1 }
1251    
1252     /*
1253     * monster_apply_below():
1254     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1255     * eager to apply things, encounters something apply-able,
1256     * then make him apply it
1257     */
1258    
1259 root 1.8 void
1260     monster_apply_below (object *monster)
1261     {
1262     object *tmp, *next;
1263 elmex 1.1
1264 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1265     {
1266     next = tmp->below;
1267     switch (tmp->type)
1268     {
1269 root 1.4 case CF_HANDLE:
1270     case TRIGGER:
1271 root 1.8 if (monster->will_apply & 1)
1272     manual_apply (monster, tmp, 0);
1273     break;
1274 root 1.4
1275     case TREASURE:
1276 root 1.8 if (monster->will_apply & 2)
1277     manual_apply (monster, tmp, 0);
1278     break;
1279 root 1.4
1280     }
1281 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1282     break;
1283 elmex 1.1 }
1284     }
1285    
1286     /*
1287     * monster_check_apply() is meant to be called after an item is
1288     * inserted in a monster.
1289     * If an item becomes outdated (monster found a better item),
1290     * a pointer to that object is returned, so it can be dropped.
1291     * (so that other monsters can pick it up and use it)
1292     * Note that as things are now, monsters never drop something -
1293     * they can pick up all that they can use.
1294     */
1295    
1296     /* Sept 96, fixed this so skills will be readied -b.t.*/
1297    
1298 root 1.8 void
1299     monster_check_apply (object *mon, object *item)
1300     {
1301 elmex 1.1
1302 root 1.8 int flag = 0;
1303 elmex 1.1
1304 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1305     {
1306     SET_FLAG (mon, FLAG_CAST_SPELL);
1307     return;
1308 elmex 1.1 }
1309    
1310 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1311     if (QUERY_FLAG (item, FLAG_APPLIED))
1312     return;
1313    
1314     /* Might be better not to do this - if the monster can fire a bow,
1315     * it is possible in his wanderings, he will find one to use. In
1316     * which case, it would be nice to have ammo for it.
1317     */
1318     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1319     {
1320     /* Check for the right kind of bow */
1321     object *bow;
1322 elmex 1.1
1323 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1324     if (bow->type == BOW && bow->race == item->race)
1325     {
1326     SET_FLAG (mon, FLAG_READY_BOW);
1327     LOG (llevMonster, "Found correct bow for arrows.\n");
1328     return; /* nothing more to do for arrows */
1329     }
1330 elmex 1.1 }
1331    
1332 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1333     flag = 1;
1334     /* Eating food gets hp back */
1335     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1336     flag = 1;
1337     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1338     {
1339     if (!item->inv)
1340     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1341     else if (monster_should_cast_spell (mon, item->inv))
1342     SET_FLAG (mon, FLAG_READY_SCROLL);
1343     /* Don't use it right now */
1344     return;
1345     }
1346     else if (item->type == WEAPON)
1347     flag = check_good_weapon (mon, item);
1348 root 1.16 else if (item->is_armor ())
1349 root 1.8 flag = check_good_armour (mon, item);
1350     /* Should do something more, like make sure this is a better item */
1351     else if (item->type == RING)
1352     flag = 1;
1353     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1354     {
1355     /* We never really 'ready' the wand/rod/horn, because that would mean the
1356     * weapon would get undone.
1357     */
1358     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1359     {
1360     SET_FLAG (mon, FLAG_READY_RANGE);
1361     SET_FLAG (item, FLAG_APPLIED);
1362     }
1363     return;
1364     }
1365     else if (item->type == BOW)
1366     {
1367     /* We never really 'ready' the bow, because that would mean the
1368     * weapon would get undone.
1369     */
1370     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1371     SET_FLAG (mon, FLAG_READY_BOW);
1372     return;
1373     }
1374     else if (item->type == SKILL)
1375     {
1376     /*
1377     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1378     * else they can't use the skill...
1379     * Skills also don't need to get applied, so return now.
1380     */
1381     SET_FLAG (mon, FLAG_READY_SKILL);
1382     return;
1383 elmex 1.1 }
1384    
1385    
1386 root 1.8 /* if we don't match one of the above types, return now.
1387     * can_apply_object will say that we can apply things like flesh,
1388     * bolts, and whatever else, because it only checks against the
1389     * body_info locations.
1390     */
1391     if (!flag)
1392     return;
1393 elmex 1.1
1394 root 1.8 /* Check to see if the monster can use this item. If not, no need
1395     * to do further processing. Note that can_apply_object already checks
1396     * for the CAN_USE flags.
1397     */
1398     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1399 elmex 1.1 return;
1400 root 1.8
1401     /* should only be applying this item, not unapplying it.
1402     * also, ignore status of curse so they can take off old armour.
1403     * monsters have some advantages after all.
1404     */
1405     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1406    
1407     return;
1408 elmex 1.1 }
1409    
1410 root 1.8 void
1411     npc_call_help (object *op)
1412     {
1413     int x, y, mflags;
1414     object *npc;
1415     sint16 sx, sy;
1416 root 1.12 maptile *m;
1417 root 1.8
1418     for (x = -3; x < 4; x++)
1419     for (y = -3; y < 4; y++)
1420     {
1421     m = op->map;
1422     sx = op->x + x;
1423     sy = op->y + y;
1424     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1425     /* If nothing alive on this space, no need to search the space. */
1426     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1427     continue;
1428    
1429 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1430 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1431     npc->enemy = op->enemy;
1432     }
1433 elmex 1.1 }
1434    
1435    
1436 root 1.8 int
1437     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1438     {
1439 elmex 1.1
1440 root 1.8 if (can_hit (part, enemy, rv))
1441     return dir;
1442     if (rv->distance < 10)
1443     return absdir (dir + 4);
1444     else if (rv->distance > 18)
1445     return dir;
1446     return 0;
1447 elmex 1.1 }
1448    
1449 root 1.8 int
1450     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1451     {
1452 elmex 1.1
1453 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1454     {
1455     ob->move_status++;
1456     return (dir);
1457 elmex 1.1 }
1458 root 1.8 else if (ob->move_status > 20)
1459     ob->move_status = 0;
1460     return absdir (dir + 4);
1461 elmex 1.1 }
1462    
1463 root 1.8 int
1464     hitrun_att (int dir, object *ob, object *enemy)
1465     {
1466     if (ob->move_status++ < 25)
1467     return dir;
1468     else if (ob->move_status < 50)
1469     return absdir (dir + 4);
1470     else
1471     ob->move_status = 0;
1472     return absdir (dir + 4);
1473 elmex 1.1 }
1474    
1475 root 1.8 int
1476     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1477     {
1478    
1479     int inrange = can_hit (part, enemy, rv);
1480 elmex 1.1
1481 root 1.8 if (ob->move_status || inrange)
1482     ob->move_status++;
1483 elmex 1.1
1484 root 1.8 if (ob->move_status == 0)
1485 elmex 1.1 return 0;
1486 root 1.8 else if (ob->move_status < 10)
1487     return dir;
1488     else if (ob->move_status < 15)
1489     return absdir (dir + 4);
1490     ob->move_status = 0;
1491     return 0;
1492 elmex 1.1 }
1493    
1494 root 1.8 int
1495     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496     {
1497 elmex 1.1
1498 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1499     * happen is that if the creatures hp percentage falls below run_away,
1500     * the creature should run away (dir+4)
1501     * I think its wrong for a creature to have a zero maxhp value, but
1502     * at least one map has this set, and whatever the map contains, the
1503     * server should try to be resilant enough to avoid the problem
1504     */
1505     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1506     return absdir (dir + 4);
1507     return dist_att (dir, ob, enemy, part, rv);
1508 elmex 1.1 }
1509    
1510 root 1.8 int
1511     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1512     {
1513     if (rv->distance < 9)
1514     return absdir (dir + 4);
1515     return 0;
1516 elmex 1.1 }
1517    
1518 root 1.8 void
1519     circ1_move (object *ob)
1520     {
1521     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1522     if (++ob->move_status > 11)
1523 elmex 1.1 ob->move_status = 0;
1524 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1525 root 1.23 (void) move_object (ob, rndm (8) + 1);
1526 elmex 1.1 }
1527    
1528 root 1.8 void
1529     circ2_move (object *ob)
1530     {
1531     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1532     if (++ob->move_status > 19)
1533 elmex 1.1 ob->move_status = 0;
1534 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1535 root 1.23 (void) move_object (ob, rndm (8) + 1);
1536 elmex 1.1 }
1537    
1538 root 1.8 void
1539     pace_movev (object *ob)
1540     {
1541 elmex 1.1 if (ob->move_status++ > 6)
1542     ob->move_status = 0;
1543     if (ob->move_status < 4)
1544 root 1.8 (void) move_object (ob, 5);
1545 elmex 1.1 else
1546 root 1.8 (void) move_object (ob, 1);
1547 elmex 1.1 }
1548    
1549 root 1.8 void
1550     pace_moveh (object *ob)
1551     {
1552 elmex 1.1 if (ob->move_status++ > 6)
1553     ob->move_status = 0;
1554     if (ob->move_status < 4)
1555 root 1.8 (void) move_object (ob, 3);
1556 elmex 1.1 else
1557 root 1.8 (void) move_object (ob, 7);
1558 elmex 1.1 }
1559    
1560 root 1.8 void
1561     pace2_movev (object *ob)
1562     {
1563     if (ob->move_status++ > 16)
1564 elmex 1.1 ob->move_status = 0;
1565 root 1.8 if (ob->move_status < 6)
1566     (void) move_object (ob, 5);
1567 elmex 1.1 else if (ob->move_status < 8)
1568     return;
1569 root 1.8 else if (ob->move_status < 13)
1570     (void) move_object (ob, 1);
1571     else
1572     return;
1573     }
1574 elmex 1.1
1575 root 1.8 void
1576     pace2_moveh (object *ob)
1577     {
1578     if (ob->move_status++ > 16)
1579 elmex 1.1 ob->move_status = 0;
1580 root 1.8 if (ob->move_status < 6)
1581     (void) move_object (ob, 3);
1582 elmex 1.1 else if (ob->move_status < 8)
1583     return;
1584 root 1.8 else if (ob->move_status < 13)
1585     (void) move_object (ob, 7);
1586     else
1587     return;
1588     }
1589 elmex 1.1
1590 root 1.8 void
1591     rand_move (object *ob)
1592     {
1593 elmex 1.1 int i;
1594 root 1.8
1595 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1596 elmex 1.1 for (i = 0; i < 5; i++)
1597 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1598 elmex 1.1 return;
1599     }
1600    
1601 root 1.8 void
1602 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1603 root 1.8 {
1604     object *tmp;
1605    
1606 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1607 root 1.8 {
1608     if (tmp->type == EARTHWALL)
1609     {
1610     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1611     return;
1612 root 1.4 }
1613 elmex 1.1 }
1614     }
1615    
1616 root 1.8 void
1617 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1618 root 1.8 {
1619     object *tmp;
1620    
1621 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1622 root 1.8 {
1623     if (tmp->type == DOOR)
1624     {
1625     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1626     return;
1627 root 1.4 }
1628 elmex 1.1 }
1629     }
1630    
1631     /* find_mon_throw_ob() - modeled on find_throw_ob
1632     * This is probably overly simplistic as it is now - We want
1633     * monsters to throw things like chairs and other pieces of
1634     * furniture, even if they are not good throwable objects.
1635     * Probably better to have the monster throw a throwable object
1636     * first, then throw any non equipped weapon.
1637     */
1638    
1639 root 1.8 object *
1640     find_mon_throw_ob (object *op)
1641     {
1642     object *tmp = NULL;
1643 elmex 1.1
1644 root 1.8 if (op->head)
1645     tmp = op->head;
1646     else
1647     tmp = op;
1648 elmex 1.1
1649 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1650     * marked item and throw it to the enemy.
1651     */
1652     for (tmp = op->inv; tmp; tmp = tmp->below)
1653     {
1654     /* Can't throw invisible objects or items that are applied */
1655     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1656     continue;
1657    
1658     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1659     break;
1660 elmex 1.1
1661     }
1662    
1663     #ifdef DEBUG_THROW
1664 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1665 elmex 1.1 #endif
1666    
1667 root 1.8 return tmp;
1668 elmex 1.1 }
1669    
1670     /* determine if we can 'detect' the enemy. Check for walls blocking the
1671     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1672     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1673     * modified by MSW to use the get_rangevector so that map tiling works
1674     * properly. I also so odd code in place that checked for x distance
1675     * OR y distance being within some range - that seemed wrong - both should
1676     * be within the valid range. MSW 2001-08-05
1677     * Returns 0 if enemy can not be detected, 1 if it is detected
1678     */
1679    
1680 root 1.8 int
1681     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1682     {
1683     int radius = MIN_MON_RADIUS, hide_discovery;
1684    
1685     /* null detection for any of these condtions always */
1686     if (!op || !enemy || !op->map || !enemy->map)
1687     return 0;
1688 elmex 1.1
1689 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1690     if (!on_same_map (op, enemy))
1691     return 0;
1692 elmex 1.1
1693 root 1.8 get_rangevector (op, enemy, rv, 0);
1694 elmex 1.1
1695 root 1.8 /* Monsters always ignore the DM */
1696     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1697     return 0;
1698 elmex 1.1
1699 root 1.8 /* simple check. Should probably put some range checks in here. */
1700     if (can_see_enemy (op, enemy))
1701     return 1;
1702 elmex 1.1
1703 root 1.8 /* The rest of this is for monsters. Players are on their own for
1704     * finding enemies!
1705     */
1706     if (op->type == PLAYER)
1707     return 0;
1708 elmex 1.1
1709 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1710     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1711     */
1712     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1713     return 0;
1714 elmex 1.1
1715 root 1.8 /* use this for invis also */
1716     hide_discovery = op->stats.Int / 5;
1717 elmex 1.1
1718 root 1.8 /* Determine Detection radii */
1719     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1720     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1721     else
1722     { /* a level/INT/Dex adjustment for hiding */
1723     object *sk_hide;
1724     int bonus = (op->level / 2) + (op->stats.Int / 5);
1725    
1726     if (enemy->type == PLAYER)
1727     {
1728     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1729     bonus -= sk_hide->level;
1730     else
1731     {
1732     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1733     make_visible (enemy);
1734     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1735 root 1.4 }
1736     }
1737 root 1.8 else /* enemy is not a player */
1738     bonus -= enemy->level;
1739    
1740     radius += bonus / 5;
1741     hide_discovery += bonus * 5;
1742     } /* else creature has modifiers for hiding */
1743    
1744     /* Radii stealth adjustment. Only if you are stealthy
1745     * will you be able to sneak up closer to creatures */
1746     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1747     radius = radius / 2, hide_discovery = hide_discovery / 3;
1748    
1749     /* Radii adjustment for enemy standing in the dark */
1750     if (op->map->darkness > 0 && !stand_in_light (enemy))
1751     {
1752     /* on dark maps body heat can help indicate location with infravision
1753     * undead don't have body heat, so no benefit detecting them.
1754     */
1755     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1756     radius += op->map->darkness / 2;
1757     else
1758     radius -= op->map->darkness / 2;
1759    
1760     /* op next to a monster (and not in complete darkness)
1761     * the monster should have a chance to see you.
1762     */
1763     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1764     radius = MIN_MON_RADIUS;
1765     } /* if on dark map */
1766 elmex 1.1
1767 root 1.8 /* Lets not worry about monsters that have incredible detection
1768     * radii, we only need to worry here about things the player can
1769     * (potentially) see. This is 13, as that is the maximum size the player
1770     * may have for their map - in that way, creatures at the edge will
1771     * do something. Note that the distance field in the
1772     * vector is real distance, so in theory this should be 18 to
1773     * find that.
1774     */
1775     if (radius > 13)
1776     radius = 13;
1777    
1778     /* Enemy in range! Now test for detection */
1779     if ((int) rv->distance <= radius)
1780     {
1781     /* ah, we are within range, detected? take cases */
1782     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1783     return 1;
1784 root 1.4
1785 root 1.8 /* hidden or low-quality invisible */
1786 root 1.23 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1787 root 1.8 {
1788     make_visible (enemy);
1789     /* inform players of new status */
1790     if (enemy->type == PLAYER && player_can_view (enemy, op))
1791     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1792     return 1; /* detected enemy */
1793     }
1794     else if (enemy->invisible)
1795     {
1796     /* Change this around - instead of negating the invisible, just
1797     * return true so that the mosnter that managed to detect you can
1798     * do something to you. Decreasing the duration of invisible
1799     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1800     * can then basically negate the spell. The spell isn't negated -
1801     * they just know where you are!
1802     */
1803 root 1.23 if ((rndm (50)) <= hide_discovery)
1804 root 1.8 {
1805     if (enemy->type == PLAYER)
1806     {
1807     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1808 root 1.4 }
1809 root 1.8 return 1;
1810 root 1.4 }
1811     }
1812 root 1.8 } /* within range */
1813 elmex 1.1
1814 root 1.8 /* Wasn't detected above, so still hidden */
1815     return 0;
1816 elmex 1.1 }
1817    
1818     /* determine if op stands in a lighted square. This is not a very
1819     * intellegent algorithm. For one thing, we ignore los here, SO it
1820     * is possible for a bright light to illuminate a player on the
1821     * other side of a wall (!).
1822     */
1823    
1824 root 1.8 int
1825     stand_in_light (object *op)
1826     {
1827     sint16 nx, ny;
1828 root 1.12 maptile *m;
1829 root 1.8
1830    
1831     if (!op)
1832     return 0;
1833     if (op->glow_radius > 0)
1834     return 1;
1835 elmex 1.1
1836 root 1.8 if (op->map)
1837     {
1838     int x, y, x1, y1;
1839 elmex 1.1
1840    
1841 root 1.4
1842 root 1.8 /* Check the spaces with the max light radius to see if any of them
1843     * have lights, and if any of them light the player enough, then return 1.
1844     */
1845     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1846     {
1847     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1848     {
1849     m = op->map;
1850     nx = x;
1851     ny = y;
1852    
1853     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1854     continue;
1855    
1856     x1 = abs (x - op->x) * abs (x - op->x);
1857     y1 = abs (y - op->y) * abs (y - op->y);
1858     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1859     return 1;
1860 root 1.4 }
1861     }
1862 elmex 1.1 }
1863 root 1.8 return 0;
1864 elmex 1.1 }
1865    
1866    
1867     /* assuming no walls/barriers, lets check to see if its *possible*
1868     * to see an enemy. Note, "detection" is different from "seeing".
1869     * See can_detect_enemy() for more details. -b.t.
1870     * return 0 if can't be seen, 1 if can be
1871     */
1872    
1873 root 1.8 int
1874     can_see_enemy (object *op, object *enemy)
1875     {
1876     object *looker = op->head ? op->head : op;
1877    
1878     /* safety */
1879     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1880     return 0;
1881 elmex 1.1
1882 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1883     * see through walls). Should we change the code elsewhere to make you
1884     * blind even if you can xray?
1885     */
1886     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1887     return 0;
1888    
1889     /* checking for invisible things */
1890     if (enemy->invisible)
1891     {
1892     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1893     * However,if you carry any source of light, then the hidden
1894     * creature is seeable (and stupid) */
1895 elmex 1.1
1896 root 1.8 if (has_carried_lights (enemy))
1897     {
1898     if (enemy->hide)
1899     {
1900     make_visible (enemy);
1901     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1902 root 1.4 }
1903 root 1.8 return 1;
1904     }
1905     else if (enemy->hide)
1906     return 0;
1907 root 1.4
1908 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1909     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1910     * and making it a conditional makes the code pretty ugly.
1911     */
1912     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1913     {
1914     if (makes_invisible_to (enemy, looker))
1915     return 0;
1916 root 1.4 }
1917 root 1.8 }
1918     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1919     if (player_can_view (looker, enemy))
1920     return 1;
1921 elmex 1.1
1922     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1923     * unless they carry a light or stand in light. Darkness doesnt
1924     * inhibit the undead per se (but we should give their archs
1925     * CAN_SEE_IN_DARK, this is just a safety
1926     * we care about the enemy maps status, not the looker.
1927     * only relevant for tiled maps, but it is possible that the
1928     * enemy is on a bright map and the looker on a dark - in that
1929     * case, the looker can still see the enemy
1930     */
1931 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1932     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1933 elmex 1.1 return 0;
1934    
1935     return 1;
1936     }