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/cvs/deliantra/server/server/monster.C
Revision: 1.26
Committed: Tue Apr 24 12:32:16 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.25: +4 -2 lines
Log Message:
server crashed this morning because a freed golem tried to follow
his owner, triggering the assertion failure.

the golem had no owner, but the owner still had him in his range slots.

I refactored a bit of the code and rearranged it to hopefully increase
chances of this not occuring again.

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 root 1.26 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
91     && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
92     && npc->enemy->type != PLAYER
93     && npc->enemy->type != GOLEM)
94 root 1.8 npc->enemy = NULL;
95 elmex 1.1
96     }
97 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
98 elmex 1.1 }
99    
100     /* Returns the nearest living creature (monster or generator).
101     * Modified to deal with tiled maps properly.
102     * Also fixed logic so that monsters in the lower directions were more
103     * likely to be skipped - instead of just skipping the 'start' number
104     * of direction, revisit them after looking at all the other spaces.
105     *
106     * Note that being this may skip some number of spaces, it will
107     * not necessarily find the nearest living creature - it basically
108     * chooses one from within a 3 space radius, and since it skips
109     * the first few directions, it could very well choose something
110     * 3 spaces away even though something directly north is closer.
111     *
112     * this function is map tile aware.
113     */
114 root 1.8 object *
115     find_nearest_living_creature (object *npc)
116     {
117     int i, mflags;
118     sint16 nx, ny;
119 root 1.12 maptile *m;
120 root 1.8 int search_arr[SIZEOFFREE];
121    
122     get_search_arr (search_arr);
123 root 1.21
124 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
125     {
126     /* modified to implement smart searching using search_arr
127     * guidance array to determine direction of search order
128     */
129     nx = npc->x + freearr_x[search_arr[i]];
130     ny = npc->y + freearr_y[search_arr[i]];
131     m = npc->map;
132    
133     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
134 root 1.21
135 root 1.8 if (mflags & P_OUT_OF_MAP)
136     continue;
137    
138     if (mflags & P_IS_ALIVE)
139     {
140 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
141     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
142 root 1.8 if (can_see_monsterP (m, nx, ny, i))
143     return tmp;
144 root 1.21 }
145 elmex 1.1 }
146 root 1.21
147     return 0;
148 elmex 1.1 }
149    
150    
151     /* Tries to find an enmy for npc. We pass the range vector since
152     * our caller will find the information useful.
153     * Currently, only move_monster calls this function.
154     * Fix function so that we always make calls to get_rangevector
155     * if we have a valid target - function as not doing so in
156     * many cases.
157     */
158    
159 root 1.8 object *
160     find_enemy (object *npc, rv_vector * rv)
161 elmex 1.1 {
162 root 1.8 object *attacker, *tmp = NULL;
163    
164     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
165 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
166 elmex 1.1
167 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
168     if (QUERY_FLAG (npc, FLAG_BERSERK))
169     {
170     tmp = find_nearest_living_creature (npc);
171 root 1.9
172 root 1.8 if (tmp)
173     get_rangevector (npc, tmp, rv, 0);
174     return tmp;
175     }
176    
177     /* Here is the main enemy selection.
178     * We want this: if there is an enemy, attack him until its not possible or
179     * one of both is dead.
180     * If we have no enemy and we are...
181     * a monster: try to find a player, a pet or a friendly monster
182     * a friendly: only target a monster which is targeting you first or targeting a player
183     * a neutral: fight a attacker (but there should be none), then do nothing
184     * a pet: attack player enemy or a monster
185     */
186    
187     /* pet move */
188     if ((npc->attack_movement & HI4) == PETMOVE)
189     {
190     tmp = get_pet_enemy (npc, rv);
191 root 1.9
192 root 1.8 if (tmp)
193     get_rangevector (npc, tmp, rv, 0);
194 root 1.9
195 root 1.8 return tmp;
196     }
197 elmex 1.1
198 root 1.8 /* we check our old enemy. */
199 root 1.9 if (!(tmp = check_enemy (npc, rv)))
200 elmex 1.1 {
201 root 1.8 if (attacker) /* if we have an attacker, check him */
202 elmex 1.1 {
203 root 1.9 /* TODO: thats not finished */
204     /* we don't want a fight evil vs evil or good against non evil */
205    
206     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
207     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
208     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
209     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
210     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
211 elmex 1.1 {
212 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
213     npc->enemy = attacker;
214     return attacker; /* yes, we face our attacker! */
215 elmex 1.1 }
216     }
217 root 1.8
218     /* we have no legal enemy or attacker, so we try to target a new one */
219     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
220 elmex 1.1 {
221 root 1.8 npc->enemy = get_nearest_player (npc);
222     if (npc->enemy)
223     tmp = check_enemy (npc, rv);
224 elmex 1.1 }
225 root 1.8
226 elmex 1.1 }
227    
228 root 1.8 return tmp;
229 elmex 1.1 }
230    
231     /* Sees if this monster should wake up.
232     * Currently, this is only called from move_monster, and
233     * if enemy is set, then so should be rv.
234     * returns 1 if the monster should wake up, 0 otherwise.
235     */
236    
237 root 1.8 int
238     check_wakeup (object *op, object *enemy, rv_vector * rv)
239     {
240     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
241 elmex 1.1
242 root 1.8 /* Trim work - if no enemy, no need to do anything below */
243     if (!enemy)
244     return 0;
245    
246     /* blinded monsters can only find nearby objects to attack */
247     if (QUERY_FLAG (op, FLAG_BLIND))
248     radius = MIN_MON_RADIUS;
249    
250     /* This covers the situation where the monster is in the dark
251     * and has an enemy. If the enemy has no carried light (or isnt
252     * glowing!) then the monster has trouble finding the enemy.
253     * Remember we already checked to see if the monster can see in
254     * the dark. */
255    
256     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
257     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
258     {
259     int dark = radius / (op->map->darkness);
260 elmex 1.1
261 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
262     }
263     else if (!QUERY_FLAG (op, FLAG_SLEEP))
264     return 1;
265 elmex 1.1
266 root 1.8 /* enemy should already be on this map, so don't really need to check
267     * for that.
268     */
269     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
270     {
271     CLEAR_FLAG (op, FLAG_SLEEP);
272     return 1;
273 elmex 1.1 }
274 root 1.8 return 0;
275 elmex 1.1 }
276    
277 root 1.8 int
278     move_randomly (object *op)
279     {
280     int i;
281 elmex 1.1
282 root 1.8 /* Give up to 15 chances for a monster to move randomly */
283     for (i = 0; i < 15; i++)
284     {
285 root 1.23 if (move_object (op, rndm (8) + 1))
286 root 1.8 return 1;
287 elmex 1.1 }
288 root 1.8 return 0;
289 elmex 1.1 }
290    
291     /*
292     * Move-monster returns 1 if the object has been freed, otherwise 0.
293     */
294    
295 root 1.8 int
296     move_monster (object *op)
297     {
298     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
299     object *owner, *enemy, *part, *oph = op;
300     rv_vector rv;
301    
302     /* Monsters not on maps don't do anything. These monsters are things
303     * Like royal guards in city dwellers inventories.
304     */
305     if (!op->map)
306     return 0;
307    
308     /* for target facing, we copy this value here for fast access */
309     if (oph->head) /* force update the head - one arch one pic */
310     oph = oph->head;
311    
312     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
313     enemy = op->enemy = NULL;
314     else if ((enemy = find_enemy (op, &rv)))
315 root 1.9 /* we have an enemy, just tell him we want him dead */
316     enemy->attacked_by = op; /* our ptr */
317 root 1.8
318     /* generate hp, if applicable */
319     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
320     {
321    
322     /* last heal is in funny units. Dividing by speed puts
323     * the regeneration rate on a basis of time instead of
324     * #moves the monster makes. The scaling by 8 is
325     * to capture 8th's of a hp fraction regens
326     *
327     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
328     * overflow might produce monsters with negative hp.
329     */
330    
331     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
332     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
333     op->last_heal %= 32;
334    
335     /* So if the monster has gained enough HP that they are no longer afraid */
336     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
337     CLEAR_FLAG (op, FLAG_RUN_AWAY);
338    
339     if (op->stats.hp > op->stats.maxhp)
340     op->stats.hp = op->stats.maxhp;
341     }
342 root 1.4
343 root 1.8 /* generate sp, if applicable */
344     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
345     {
346 root 1.4
347 root 1.8 /* last_sp is in funny units. Dividing by speed puts
348     * the regeneration rate on a basis of time instead of
349     * #moves the monster makes. The scaling by 8 is
350     * to capture 8th's of a sp fraction regens
351     *
352     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
353     * overflow might produce monsters with negative sp.
354     */
355    
356     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
357     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
358     op->last_sp %= 128;
359 elmex 1.1 }
360    
361 root 1.8 /* this should probably get modified by many more values.
362     * (eg, creatures resistance to fear, level, etc. )
363     */
364 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
365 root 1.8 {
366     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
367 elmex 1.1 }
368    
369 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
370     return QUERY_FLAG (op, FLAG_FREED);
371 elmex 1.1
372 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
373     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
374     {
375     if (!check_wakeup (op, enemy, &rv))
376     return 0;
377 root 1.2 }
378    
379 root 1.8 /* check if monster pops out of hidden spot */
380     if (op->hide)
381     do_hidden_move (op);
382 root 1.2
383 root 1.8 if (op->pick_up)
384     monster_check_pickup (op);
385 root 1.2
386 root 1.8 if (op->will_apply)
387     monster_apply_below (op); /* Check for items to apply below */
388 root 1.2
389 root 1.8 /* If we don't have an enemy, do special movement or the like */
390     if (!enemy)
391     {
392     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
393     {
394 root 1.14 op->destroy ();
395 root 1.8 return 1;
396 root 1.4 }
397 elmex 1.1
398 root 1.8 /* Probably really a bug for a creature to have both
399     * stand still and a movement type set.
400     */
401     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
402     {
403     if (op->attack_movement & HI4)
404 elmex 1.1 {
405 root 1.8 switch (op->attack_movement & HI4)
406     {
407 root 1.4 case (PETMOVE):
408 root 1.8 pet_move (op);
409     break;
410 root 1.4
411     case (CIRCLE1):
412 root 1.8 circ1_move (op);
413     break;
414 root 1.4
415     case (CIRCLE2):
416 root 1.8 circ2_move (op);
417     break;
418 root 1.4
419     case (PACEV):
420 root 1.8 pace_movev (op);
421     break;
422 root 1.4
423     case (PACEH):
424 root 1.8 pace_moveh (op);
425     break;
426 root 1.4
427     case (PACEV2):
428 root 1.8 pace2_movev (op);
429     break;
430 root 1.4
431     case (PACEH2):
432 root 1.8 pace2_moveh (op);
433     break;
434 root 1.4
435     case (RANDO):
436 root 1.8 rand_move (op);
437     break;
438 root 1.4
439     case (RANDO2):
440 root 1.8 move_randomly (op);
441     break;
442 root 1.4 }
443 root 1.8 return 0;
444     }
445     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
446     (void) move_randomly (op);
447    
448     } /* stand still */
449     return 0;
450     } /* no enemy */
451    
452     /* We have an enemy. Block immediately below is for pets */
453 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
454     && (owner = op->owner) != NULL
455     && !on_same_map (op, owner)
456     && !owner->flag [FLAG_REMOVED])
457 root 1.8 return follow_owner (op, owner);
458    
459     /* doppleganger code to change monster facing to that of the nearest
460     * player. Hmm. The code is here, but no monster in the current
461     * arch set uses it.
462     */
463     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
464     {
465     op->face = enemy->face;
466     op->name = enemy->name;
467     }
468    
469     /* Calculate range information for closest body part - this
470     * is used for the 'skill' code, which isn't that smart when
471     * it comes to figuring it out - otherwise, giants throw boulders
472     * into themselves.
473     */
474     get_rangevector (op, enemy, &rv, 0);
475    
476     /* Move the check for scared up here - if the monster was scared,
477     * we were not doing any of the logic below, so might as well save
478     * a few cpu cycles.
479     */
480     if (!QUERY_FLAG (op, FLAG_SCARED))
481     {
482     rv_vector rv1;
483    
484     /* now we test every part of an object .... this is a real ugly piece of code */
485     for (part = op; part != NULL; part = part->more)
486     {
487     get_rangevector (part, enemy, &rv1, 0x1);
488     dir = rv1.direction;
489    
490     /* hm, not sure about this part - in original was a scared flag here too
491     * but that we test above... so can be old code here
492     */
493     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
494     dir = absdir (dir + 4);
495     if (QUERY_FLAG (op, FLAG_CONFUSED))
496 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
497 root 1.8
498 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
499 root 1.8 {
500     if (monster_cast_spell (op, part, enemy, dir, &rv1))
501 root 1.4 return 0;
502     }
503 elmex 1.1
504 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
505 root 1.8 {
506     if (monster_use_scroll (op, part, enemy, dir, &rv1))
507     return 0;
508     }
509 elmex 1.1
510 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
511 root 1.8 {
512     if (monster_use_range (op, part, enemy, dir))
513     return 0;
514     }
515 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
516 root 1.8 {
517     if (monster_use_skill (op, rv.part, enemy, rv.direction))
518     return 0;
519     }
520 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
521 root 1.8 {
522     if (monster_use_bow (op, part, enemy, dir))
523     return 0;
524     }
525     } /* for processing of all parts */
526     } /* If not scared */
527 root 1.4
528 elmex 1.1
529 root 1.8 part = rv.part;
530     dir = rv.direction;
531 elmex 1.1
532 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
533     dir = absdir (dir + 4);
534 elmex 1.1
535 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
536 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
537 elmex 1.1
538 root 1.8 pre_att_dir = dir; /* remember the original direction */
539 elmex 1.1
540 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
541     {
542     switch (op->attack_movement & LO4)
543     {
544 root 1.4 case DISTATT:
545 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
546     break;
547 root 1.4
548     case RUNATT:
549 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
550     break;
551 root 1.4
552     case HITRUN:
553 root 1.8 dir = hitrun_att (dir, op, enemy);
554     break;
555 root 1.4
556     case WAITATT:
557 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
558     break;
559 root 1.4
560 root 1.8 case RUSH: /* default - monster normally moves towards player */
561 root 1.4 case ALLRUN:
562 root 1.8 break;
563 root 1.4
564     case DISTHIT:
565 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
566     break;
567 root 1.4
568     case WAIT2:
569 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
570     break;
571 root 1.4
572     default:
573 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
574 root 1.4 }
575 elmex 1.1 }
576    
577 root 1.8 if (!dir)
578     return 0;
579    
580     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
581     {
582     if (move_object (op, dir)) /* Can the monster move directly toward player? */
583     {
584     /* elmex: Turn our monster after it moved if it has DISTATT attack */
585     if ((op->attack_movement & LO4) == DISTATT)
586     op->direction = pre_att_dir;
587 elmex 1.1
588 root 1.8 return 0;
589     }
590    
591     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
592     {
593 elmex 1.1
594 root 1.8 /* Try move around corners if !close */
595     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
596 elmex 1.1
597 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
598     {
599     /* try different detours */
600     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
601 elmex 1.1
602 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
603 root 1.4 return 0;
604     }
605     }
606 root 1.8 } /* if monster is not standing still */
607 elmex 1.1
608 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
609     if ((op->attack_movement & LO4) == DISTATT)
610     op->direction = pre_att_dir;
611    
612     /*
613     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
614     * direction if they can't move away.
615     */
616     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
617     if (move_randomly (op))
618     return 0;
619    
620     /*
621     * Try giving the monster a new enemy - the player that is closest
622     * to it. In this way, it won't just keep trying to get to a target
623     * that is inaccessible.
624     * This could be more clever - it should go through a list of several
625     * enemies, as it is now, you could perhaps get situations where there
626     * are two players flanking the monster at close distance, but which
627     * the monster can't get to, and a third one at a far distance that
628     * the monster could get to - as it is, the monster won't look at that
629     * third one.
630     */
631     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
632     {
633     object *nearest_player = get_nearest_player (op);
634 elmex 1.1
635 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
636     {
637     op->enemy = NULL;
638     enemy = nearest_player;
639 root 1.4 }
640 elmex 1.1 }
641    
642 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
643     {
644     /* The adjustement to wc that was here before looked totally bogus -
645     * since wc can in fact get negative, that would mean by adding
646     * the current wc, the creature gets better? Instead, just
647     * add a fixed amount - nasty creatures that are runny away should
648     * still be pretty nasty.
649     */
650     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
651 elmex 1.1 {
652 root 1.8 part->stats.wc += 10;
653     (void) skill_attack (enemy, part, 0, NULL, NULL);
654     part->stats.wc -= 10;
655     }
656     else
657     (void) skill_attack (enemy, part, 0, NULL, NULL);
658     } /* if monster is in attack range */
659 elmex 1.1
660 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
661     return 1;
662 elmex 1.1
663 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
664 elmex 1.1 {
665 root 1.13 op->remove ();
666 root 1.14 op->destroy ();
667 root 1.8 return 1;
668 elmex 1.1 }
669 root 1.8 return 0;
670 elmex 1.1 }
671 root 1.5
672 root 1.8 int
673     can_hit (object *ob1, object *ob2, rv_vector * rv)
674     {
675     object *more;
676     rv_vector rv1;
677 elmex 1.1
678 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
679 root 1.8 return 0;
680 elmex 1.1
681 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
682     return 1;
683 elmex 1.1
684 root 1.8 /* check all the parts of ob2 - just because we can't get to
685     * its head doesn't mean we don't want to pound its feet
686     */
687     for (more = ob2->more; more != NULL; more = more->more)
688     {
689     get_rangevector (ob1, more, &rv1, 0);
690     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
691     return 1;
692 elmex 1.1 }
693 root 1.8 return 0;
694 elmex 1.1
695     }
696    
697     /* Returns 1 is monster should cast spell sp at an enemy
698     * Returns 0 if the monster should not cast this spell.
699     *
700     * Note that this function does not check to see if the monster can
701     * in fact cast the spell (sp dependencies and what not.) That is because
702     * this function is also sued to see if the monster should use spell items
703     * (rod/horn/wand/scroll).
704     * Note that there are certainly other offensive spells that could be
705     * included, but I decided to leave out the spells that may kill more
706     * monsters than players (eg, disease).
707     *
708     * This could be a lot smarter - if there are few monsters around,
709     * then disease might not be as bad. Likewise, if the monster is damaged,
710     * the right type of healing spell could be useful.
711     */
712    
713 root 1.8 static int
714     monster_should_cast_spell (object *monster, object *spell_ob)
715 elmex 1.1 {
716 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
717     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
718     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
719     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
720     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
721     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
722 elmex 1.1
723 root 1.8 return 1;
724 elmex 1.1
725 root 1.8 return 0;
726 elmex 1.1 }
727    
728    
729     #define MAX_KNOWN_SPELLS 20
730    
731     /* Returns a randomly selected spell. This logic is still
732     * less than ideal. This code also only seems to deal with
733     * wizard spells, as the check is against sp, and not grace.
734     * can mosnters know cleric spells?
735     */
736 root 1.8 object *
737     monster_choose_random_spell (object *monster)
738     {
739     object *altern[MAX_KNOWN_SPELLS];
740     object *tmp;
741     int i = 0;
742    
743     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
744     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
745     {
746     /* Check and see if it's actually a useful spell.
747     * If its a spellbook, the spell is actually the inventory item.
748     * if it is a spell, then it is just the object itself.
749     */
750     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
751     {
752     altern[i++] = tmp;
753     if (i == MAX_KNOWN_SPELLS)
754     break;
755     }
756     }
757     if (!i)
758     return NULL;
759     return altern[RANDOM () % i];
760 elmex 1.1 }
761    
762     /* This checks to see if the monster should cast a spell/ability.
763     * it returns true if the monster casts a spell, 0 if he doesn't.
764     * head is the head of the monster.
765     * part is the part of the monster we are checking against.
766     * pl is the target.
767     * dir is the direction to case.
768     * rv is the vector which describes where the enemy is.
769     */
770    
771 root 1.8 int
772     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
773     {
774     object *spell_item;
775     object *owner;
776     rv_vector rv1;
777    
778     /* If you want monsters to cast spells over friends, this spell should
779     * be removed. It probably should be in most cases, since monsters still
780     * don't care about residual effects (ie, casting a cone which may have a
781     * clear path to the player, the side aspects of the code will still hit
782     * other monsters)
783     */
784     if (!(dir = path_to_player (part, pl, 0)))
785     return 0;
786    
787 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
788 root 1.8 {
789     get_rangevector (head, owner, &rv1, 0x1);
790     if (dirdiff (dir, rv1.direction) < 2)
791     {
792     return 0; /* Might hit owner with spell */
793 root 1.4 }
794 elmex 1.1 }
795    
796 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
797 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
798 root 1.8
799     /* If the monster hasn't already chosen a spell, choose one
800     * I'm not sure if it really make sense to pre-select spells (events
801     * could be different by the time the monster goes again).
802     */
803     if (head->spellitem == NULL)
804     {
805     if ((spell_item = monster_choose_random_spell (head)) == NULL)
806     {
807     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
808     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
809     return 0;
810 root 1.4 }
811 root 1.8 if (spell_item->type == SPELLBOOK)
812     {
813     if (!spell_item->inv)
814     {
815     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
816     return 0;
817 root 1.4 }
818 root 1.8 spell_item = spell_item->inv;
819 root 1.4 }
820 elmex 1.1 }
821 root 1.8 else
822     spell_item = head->spellitem;
823 elmex 1.1
824 root 1.8 if (!spell_item)
825     return 0;
826 elmex 1.1
827 root 1.8 /* Best guess this is a defensive/healing spell */
828     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
829     dir = 0;
830    
831     /* Monster doesn't have enough spell-points */
832     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
833     return 0;
834    
835     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
836     return 0;
837 elmex 1.1
838 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
839     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
840 elmex 1.1
841 root 1.8 /* set this to null, so next time monster will choose something different */
842     head->spellitem = NULL;
843 elmex 1.1
844 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
845 elmex 1.1 }
846    
847    
848 root 1.8 int
849     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
850     {
851     object *scroll;
852     object *owner;
853     rv_vector rv1;
854    
855     /* If you want monsters to cast spells over friends, this spell should
856     * be removed. It probably should be in most cases, since monsters still
857     * don't care about residual effects (ie, casting a cone which may have a
858     * clear path to the player, the side aspects of the code will still hit
859     * other monsters)
860     */
861     if (!(dir = path_to_player (part, pl, 0)))
862     return 0;
863    
864 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
865 root 1.8 {
866     get_rangevector (head, owner, &rv1, 0x1);
867     if (dirdiff (dir, rv1.direction) < 2)
868     {
869     return 0; /* Might hit owner with spell */
870 root 1.4 }
871 elmex 1.1 }
872    
873 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
874 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
875 elmex 1.1
876 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
877     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
878     break;
879 elmex 1.1
880 root 1.8 /* Used up all his scrolls, so nothing do to */
881     if (!scroll)
882     {
883     CLEAR_FLAG (head, FLAG_READY_SCROLL);
884     return 0;
885 elmex 1.1 }
886    
887 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
888     if (scroll->inv->range == 0)
889     dir = 0;
890 elmex 1.1
891 root 1.8 apply_scroll (part, scroll, dir);
892     return 1;
893 elmex 1.1 }
894    
895     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
896     * Note that monsters do not need the skills SK_MELEE_WEAPON and
897     * SK_MISSILE_WEAPON to make those respective attacks, if we
898     * required that we would drastically increase the memory
899     * requirements of CF!!
900     *
901     * The skills we are treating here are all but those. -b.t.
902     *
903     * At the moment this is only useful for throwing, perhaps for
904     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
905 root 1.8 */
906 elmex 1.1
907 root 1.8 int
908     monster_use_skill (object *head, object *part, object *pl, int dir)
909     {
910     object *skill, *owner;
911 elmex 1.1
912 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
913     return 0;
914    
915 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
916 root 1.8 {
917     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
918    
919     if (dirdiff (dir, dir2) < 1)
920     return 0; /* Might hit owner with skill -thrown rocks for example ? */
921     }
922     if (QUERY_FLAG (head, FLAG_CONFUSED))
923 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
924 root 1.8
925     /* skill selection - monster will use the next unused skill.
926     * well...the following scenario will allow the monster to
927     * toggle between 2 skills. One day it would be nice to make
928     * more skills available to monsters.
929     */
930 elmex 1.1
931 root 1.8 for (skill = head->inv; skill != NULL; skill = skill->below)
932     if (skill->type == SKILL && skill != head->chosen_skill)
933     {
934     head->chosen_skill = skill;
935     break;
936     }
937 elmex 1.1
938 root 1.8 if (!skill && !head->chosen_skill)
939     {
940     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
941     CLEAR_FLAG (head, FLAG_READY_SKILL);
942     return 0;
943 elmex 1.1 }
944 root 1.8 /* use skill */
945     return do_skill (head, part, head->chosen_skill, dir, NULL);
946 elmex 1.1 }
947    
948     /* Monster will use a ranged spell attack. */
949    
950 root 1.8 int
951     monster_use_range (object *head, object *part, object *pl, int dir)
952     {
953     object *wand, *owner;
954     int at_least_one = 0;
955    
956     if (!(dir = path_to_player (part, pl, 0)))
957     return 0;
958    
959 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
960 elmex 1.1 {
961 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
962 elmex 1.1
963 root 1.8 if (dirdiff (dir, dir2) < 2)
964     return 0; /* Might hit owner with spell */
965 elmex 1.1 }
966 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
967 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
968 elmex 1.1
969 root 1.8 for (wand = head->inv; wand != NULL; wand = wand->below)
970     {
971     if (wand->type == WAND)
972 elmex 1.1 {
973 root 1.8 /* Found a wand, let's see if it has charges left */
974     at_least_one = 1;
975     if (wand->stats.food <= 0)
976     continue;
977 elmex 1.1
978 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
979 elmex 1.1
980 root 1.8 if (!(--wand->stats.food))
981     {
982     if (wand->arch)
983 elmex 1.1 {
984 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
985     wand->face = wand->arch->clone.face;
986 root 1.18 wand->set_speed (0);
987 elmex 1.1 }
988     }
989 root 1.8 /* Success */
990     return 1;
991     }
992     else if (wand->type == ROD || wand->type == HORN)
993     {
994     /* Found rod/horn, let's use it if possible */
995     at_least_one = 1;
996     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
997     continue;
998 elmex 1.1
999 root 1.8 /* drain charge before casting spell - can be a case where the
1000     * spell destroys the monster, and rod, so if done after, results
1001     * in crash.
1002     */
1003     drain_rod_charge (wand);
1004     cast_spell (head, wand, dir, wand->inv, NULL);
1005 elmex 1.1
1006 root 1.8 /* Success */
1007     return 1;
1008 elmex 1.1 }
1009 root 1.8 }
1010    
1011     if (at_least_one)
1012     return 0;
1013 elmex 1.1
1014 root 1.8 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANG() without wand/horn/rod.\n", &head->name, head->count);
1015     CLEAR_FLAG (head, FLAG_READY_RANGE);
1016     return 0;
1017     }
1018 elmex 1.1
1019 root 1.8 int
1020     monster_use_bow (object *head, object *part, object *pl, int dir)
1021     {
1022     object *owner;
1023 elmex 1.1
1024 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1025     return 0;
1026     if (QUERY_FLAG (head, FLAG_CONFUSED))
1027 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1028 elmex 1.1
1029 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1030 root 1.8 {
1031     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1032 elmex 1.1
1033 root 1.8 if (dirdiff (dir, dir2) < 1)
1034     return 0; /* Might hit owner with arrow */
1035 elmex 1.1 }
1036    
1037 root 1.8 /* in server/player.c */
1038     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1039 elmex 1.1
1040     }
1041    
1042     /* Checks if putting on 'item' will make 'who' do more
1043     * damage. This is a very simplistic check - also checking things
1044     * like speed and ac are also relevant.
1045     *
1046     * return true if item is a better object.
1047     */
1048    
1049 root 1.8 int
1050     check_good_weapon (object *who, object *item)
1051     {
1052     object *other_weap;
1053     int val = 0, i;
1054    
1055     for (other_weap = who->inv; other_weap != NULL; other_weap = other_weap->below)
1056     if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1057     break;
1058 elmex 1.1
1059 root 1.8 if (other_weap == NULL) /* No other weapons */
1060     return 1;
1061 elmex 1.1
1062 root 1.8 /* Rather than go through and apply the new one, and see if it is
1063     * better, just do some simple checks
1064     * Put some multipliers for things that hvae several effects,
1065     * eg, magic affects both damage and wc, so it has more weight
1066     */
1067 elmex 1.1
1068 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1069     val += (item->magic - other_weap->magic) * 3;
1070     /* Monsters don't really get benefits from things like regen rates
1071     * from items. But the bonus for their stats are very important.
1072     */
1073     for (i = 0; i < NUM_STATS; i++)
1074     val += (get_attr_value (&item->stats, i) - get_attr_value (&other_weap->stats, i)) * 2;
1075    
1076     if (val > 0)
1077     return 1;
1078     else
1079     return 0;
1080 elmex 1.1
1081     }
1082    
1083 root 1.8 int
1084     check_good_armour (object *who, object *item)
1085     {
1086     object *other_armour;
1087     int val = 0, i;
1088    
1089     for (other_armour = who->inv; other_armour != NULL; other_armour = other_armour->below)
1090     if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1091     break;
1092 elmex 1.1
1093 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1094     return 1;
1095 elmex 1.1
1096 root 1.8 /* Like above function , see which is better */
1097     val = item->stats.ac - other_armour->stats.ac;
1098     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1099     val += (item->magic - other_armour->magic) * 3;
1100    
1101     /* for the other protections, do weigh them very much in the equation -
1102     * it is the armor protection which is most important, because there is
1103     * no good way to know what the player may attack the monster with.
1104     * So if the new item has better protection than the old, give that higher
1105     * value. If the reverse, then decrease the value of this item some.
1106     */
1107     for (i = 1; i < NROFATTACKS; i++)
1108     {
1109     if (item->resist[i] > other_armour->resist[i])
1110     val++;
1111     else if (item->resist[i] < other_armour->resist[i])
1112     val--;
1113 elmex 1.1 }
1114    
1115 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1116 elmex 1.1
1117 root 1.8 if (val > 0)
1118     return 1;
1119     else
1120     return 0;
1121 elmex 1.1
1122     }
1123    
1124     /*
1125     * monster_check_pickup(): checks for items that monster can pick up.
1126     *
1127     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1128     * Each time the blob passes over some treasure, it will
1129     * grab it a.s.a.p.
1130     *
1131     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1132     * to handle this.
1133     *
1134     * This function was seen be continueing looping at one point (tmp->below
1135     * became a recursive loop. It may be better to call monster_check_apply
1136     * after we pick everything up, since that function may call others which
1137     * affect stacking on this space.
1138     */
1139    
1140 root 1.8 void
1141     monster_check_pickup (object *monster)
1142     {
1143     object *tmp, *next;
1144    
1145     for (tmp = monster->below; tmp != NULL; tmp = next)
1146     {
1147     next = tmp->below;
1148     if (monster_can_pick (monster, tmp))
1149     {
1150 root 1.13 tmp->remove ();
1151 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1152     (void) monster_check_apply (monster, tmp);
1153     }
1154     /* We could try to re-establish the cycling, of the space, but probably
1155     * not a big deal to just bail out.
1156     */
1157 root 1.11 if (next && next->destroyed ())
1158 root 1.8 return;
1159 elmex 1.1 }
1160     }
1161    
1162     /*
1163     * monster_can_pick(): If the monster is interested in picking up
1164     * the item, then return 0. Otherwise 0.
1165     * Instead of pick_up, flags for "greed", etc, should be used.
1166     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1167     */
1168    
1169 root 1.8 int
1170     monster_can_pick (object *monster, object *item)
1171     {
1172     int flag = 0;
1173     int i;
1174 elmex 1.1
1175 root 1.8 if (!can_pick (monster, item))
1176     return 0;
1177 elmex 1.1
1178 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1179     return 0;
1180 elmex 1.1
1181 root 1.8 if (monster->pick_up & 64) /* All */
1182     flag = 1;
1183 elmex 1.1
1184 root 1.8 else
1185     switch (item->type)
1186     {
1187     case MONEY:
1188     case GEM:
1189     flag = monster->pick_up & 2;
1190 root 1.4 break;
1191    
1192 root 1.8 case FOOD:
1193     flag = monster->pick_up & 4;
1194 root 1.4 break;
1195    
1196 root 1.8 case WEAPON:
1197     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1198 root 1.4 break;
1199    
1200 root 1.8 case ARMOUR:
1201     case SHIELD:
1202     case HELMET:
1203     case BOOTS:
1204     case GLOVES:
1205     case GIRDLE:
1206     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1207 root 1.4 break;
1208    
1209 root 1.8 case SKILL:
1210     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1211 root 1.4 break;
1212    
1213 root 1.8 case RING:
1214     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1215 root 1.4 break;
1216    
1217 root 1.8 case WAND:
1218     case HORN:
1219     case ROD:
1220     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1221 root 1.4 break;
1222    
1223 root 1.8 case SPELLBOOK:
1224     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1225 root 1.4 break;
1226    
1227 root 1.8 case SCROLL:
1228     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1229 root 1.4 break;
1230    
1231 root 1.8 case BOW:
1232     case ARROW:
1233     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1234 root 1.4 break;
1235 root 1.8 }
1236     /* Simplistic check - if the monster has a location to equip it, he will
1237     * pick it up. Note that this doesn't handle cases where an item may
1238     * use several locations.
1239     */
1240     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1241     {
1242     if (monster->body_info[i] && item->body_info[i])
1243     {
1244     flag = 1;
1245     break;
1246 root 1.4 }
1247 elmex 1.1 }
1248    
1249 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1250     return 1;
1251     return 0;
1252 elmex 1.1 }
1253    
1254     /*
1255     * monster_apply_below():
1256     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1257     * eager to apply things, encounters something apply-able,
1258     * then make him apply it
1259     */
1260    
1261 root 1.8 void
1262     monster_apply_below (object *monster)
1263     {
1264     object *tmp, *next;
1265 elmex 1.1
1266 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1267     {
1268     next = tmp->below;
1269     switch (tmp->type)
1270     {
1271 root 1.4 case CF_HANDLE:
1272     case TRIGGER:
1273 root 1.8 if (monster->will_apply & 1)
1274     manual_apply (monster, tmp, 0);
1275     break;
1276 root 1.4
1277     case TREASURE:
1278 root 1.8 if (monster->will_apply & 2)
1279     manual_apply (monster, tmp, 0);
1280     break;
1281 root 1.4
1282     }
1283 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1284     break;
1285 elmex 1.1 }
1286     }
1287    
1288     /*
1289     * monster_check_apply() is meant to be called after an item is
1290     * inserted in a monster.
1291     * If an item becomes outdated (monster found a better item),
1292     * a pointer to that object is returned, so it can be dropped.
1293     * (so that other monsters can pick it up and use it)
1294     * Note that as things are now, monsters never drop something -
1295     * they can pick up all that they can use.
1296     */
1297    
1298     /* Sept 96, fixed this so skills will be readied -b.t.*/
1299    
1300 root 1.8 void
1301     monster_check_apply (object *mon, object *item)
1302     {
1303 elmex 1.1
1304 root 1.8 int flag = 0;
1305 elmex 1.1
1306 root 1.8 if (item->type == SPELLBOOK && mon->arch != NULL && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1307     {
1308     SET_FLAG (mon, FLAG_CAST_SPELL);
1309     return;
1310 elmex 1.1 }
1311    
1312 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1313     if (QUERY_FLAG (item, FLAG_APPLIED))
1314     return;
1315    
1316     /* Might be better not to do this - if the monster can fire a bow,
1317     * it is possible in his wanderings, he will find one to use. In
1318     * which case, it would be nice to have ammo for it.
1319     */
1320     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1321     {
1322     /* Check for the right kind of bow */
1323     object *bow;
1324 elmex 1.1
1325 root 1.8 for (bow = mon->inv; bow != NULL; bow = bow->below)
1326     if (bow->type == BOW && bow->race == item->race)
1327     {
1328     SET_FLAG (mon, FLAG_READY_BOW);
1329     LOG (llevMonster, "Found correct bow for arrows.\n");
1330     return; /* nothing more to do for arrows */
1331     }
1332 elmex 1.1 }
1333    
1334 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1335     flag = 1;
1336     /* Eating food gets hp back */
1337     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1338     flag = 1;
1339     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1340     {
1341     if (!item->inv)
1342     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1343     else if (monster_should_cast_spell (mon, item->inv))
1344     SET_FLAG (mon, FLAG_READY_SCROLL);
1345     /* Don't use it right now */
1346     return;
1347     }
1348     else if (item->type == WEAPON)
1349     flag = check_good_weapon (mon, item);
1350 root 1.16 else if (item->is_armor ())
1351 root 1.8 flag = check_good_armour (mon, item);
1352     /* Should do something more, like make sure this is a better item */
1353     else if (item->type == RING)
1354     flag = 1;
1355     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1356     {
1357     /* We never really 'ready' the wand/rod/horn, because that would mean the
1358     * weapon would get undone.
1359     */
1360     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1361     {
1362     SET_FLAG (mon, FLAG_READY_RANGE);
1363     SET_FLAG (item, FLAG_APPLIED);
1364     }
1365     return;
1366     }
1367     else if (item->type == BOW)
1368     {
1369     /* We never really 'ready' the bow, because that would mean the
1370     * weapon would get undone.
1371     */
1372     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1373     SET_FLAG (mon, FLAG_READY_BOW);
1374     return;
1375     }
1376     else if (item->type == SKILL)
1377     {
1378     /*
1379     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1380     * else they can't use the skill...
1381     * Skills also don't need to get applied, so return now.
1382     */
1383     SET_FLAG (mon, FLAG_READY_SKILL);
1384     return;
1385 elmex 1.1 }
1386    
1387    
1388 root 1.8 /* if we don't match one of the above types, return now.
1389     * can_apply_object will say that we can apply things like flesh,
1390     * bolts, and whatever else, because it only checks against the
1391     * body_info locations.
1392     */
1393     if (!flag)
1394     return;
1395 elmex 1.1
1396 root 1.8 /* Check to see if the monster can use this item. If not, no need
1397     * to do further processing. Note that can_apply_object already checks
1398     * for the CAN_USE flags.
1399     */
1400     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1401 elmex 1.1 return;
1402 root 1.8
1403     /* should only be applying this item, not unapplying it.
1404     * also, ignore status of curse so they can take off old armour.
1405     * monsters have some advantages after all.
1406     */
1407     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1408    
1409     return;
1410 elmex 1.1 }
1411    
1412 root 1.8 void
1413     npc_call_help (object *op)
1414     {
1415     int x, y, mflags;
1416     object *npc;
1417     sint16 sx, sy;
1418 root 1.12 maptile *m;
1419 root 1.8
1420     for (x = -3; x < 4; x++)
1421     for (y = -3; y < 4; y++)
1422     {
1423     m = op->map;
1424     sx = op->x + x;
1425     sy = op->y + y;
1426     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1427     /* If nothing alive on this space, no need to search the space. */
1428     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1429     continue;
1430    
1431 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1432 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1433     npc->enemy = op->enemy;
1434     }
1435 elmex 1.1 }
1436    
1437    
1438 root 1.8 int
1439     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1440     {
1441 elmex 1.1
1442 root 1.8 if (can_hit (part, enemy, rv))
1443     return dir;
1444     if (rv->distance < 10)
1445     return absdir (dir + 4);
1446     else if (rv->distance > 18)
1447     return dir;
1448     return 0;
1449 elmex 1.1 }
1450    
1451 root 1.8 int
1452     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1453     {
1454 elmex 1.1
1455 root 1.8 if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1456     {
1457     ob->move_status++;
1458     return (dir);
1459 elmex 1.1 }
1460 root 1.8 else if (ob->move_status > 20)
1461     ob->move_status = 0;
1462     return absdir (dir + 4);
1463 elmex 1.1 }
1464    
1465 root 1.8 int
1466     hitrun_att (int dir, object *ob, object *enemy)
1467     {
1468     if (ob->move_status++ < 25)
1469     return dir;
1470     else if (ob->move_status < 50)
1471     return absdir (dir + 4);
1472     else
1473     ob->move_status = 0;
1474     return absdir (dir + 4);
1475 elmex 1.1 }
1476    
1477 root 1.8 int
1478     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479     {
1480    
1481     int inrange = can_hit (part, enemy, rv);
1482 elmex 1.1
1483 root 1.8 if (ob->move_status || inrange)
1484     ob->move_status++;
1485 elmex 1.1
1486 root 1.8 if (ob->move_status == 0)
1487 elmex 1.1 return 0;
1488 root 1.8 else if (ob->move_status < 10)
1489     return dir;
1490     else if (ob->move_status < 15)
1491     return absdir (dir + 4);
1492     ob->move_status = 0;
1493     return 0;
1494 elmex 1.1 }
1495    
1496 root 1.8 int
1497     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1498     {
1499 elmex 1.1
1500 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1501     * happen is that if the creatures hp percentage falls below run_away,
1502     * the creature should run away (dir+4)
1503     * I think its wrong for a creature to have a zero maxhp value, but
1504     * at least one map has this set, and whatever the map contains, the
1505     * server should try to be resilant enough to avoid the problem
1506     */
1507     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1508     return absdir (dir + 4);
1509     return dist_att (dir, ob, enemy, part, rv);
1510 elmex 1.1 }
1511    
1512 root 1.8 int
1513     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1514     {
1515     if (rv->distance < 9)
1516     return absdir (dir + 4);
1517     return 0;
1518 elmex 1.1 }
1519    
1520 root 1.8 void
1521     circ1_move (object *ob)
1522     {
1523     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1524     if (++ob->move_status > 11)
1525 elmex 1.1 ob->move_status = 0;
1526 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1527 root 1.23 (void) move_object (ob, rndm (8) + 1);
1528 elmex 1.1 }
1529    
1530 root 1.8 void
1531     circ2_move (object *ob)
1532     {
1533     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1534     if (++ob->move_status > 19)
1535 elmex 1.1 ob->move_status = 0;
1536 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1537 root 1.23 (void) move_object (ob, rndm (8) + 1);
1538 elmex 1.1 }
1539    
1540 root 1.8 void
1541     pace_movev (object *ob)
1542     {
1543 elmex 1.1 if (ob->move_status++ > 6)
1544     ob->move_status = 0;
1545     if (ob->move_status < 4)
1546 root 1.8 (void) move_object (ob, 5);
1547 elmex 1.1 else
1548 root 1.8 (void) move_object (ob, 1);
1549 elmex 1.1 }
1550    
1551 root 1.8 void
1552     pace_moveh (object *ob)
1553     {
1554 elmex 1.1 if (ob->move_status++ > 6)
1555     ob->move_status = 0;
1556     if (ob->move_status < 4)
1557 root 1.8 (void) move_object (ob, 3);
1558 elmex 1.1 else
1559 root 1.8 (void) move_object (ob, 7);
1560 elmex 1.1 }
1561    
1562 root 1.8 void
1563     pace2_movev (object *ob)
1564     {
1565     if (ob->move_status++ > 16)
1566 elmex 1.1 ob->move_status = 0;
1567 root 1.8 if (ob->move_status < 6)
1568     (void) move_object (ob, 5);
1569 elmex 1.1 else if (ob->move_status < 8)
1570     return;
1571 root 1.8 else if (ob->move_status < 13)
1572     (void) move_object (ob, 1);
1573     else
1574     return;
1575     }
1576 elmex 1.1
1577 root 1.8 void
1578     pace2_moveh (object *ob)
1579     {
1580     if (ob->move_status++ > 16)
1581 elmex 1.1 ob->move_status = 0;
1582 root 1.8 if (ob->move_status < 6)
1583     (void) move_object (ob, 3);
1584 elmex 1.1 else if (ob->move_status < 8)
1585     return;
1586 root 1.8 else if (ob->move_status < 13)
1587     (void) move_object (ob, 7);
1588     else
1589     return;
1590     }
1591 elmex 1.1
1592 root 1.8 void
1593     rand_move (object *ob)
1594     {
1595 elmex 1.1 int i;
1596 root 1.8
1597 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1598 elmex 1.1 for (i = 0; i < 5; i++)
1599 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1600 elmex 1.1 return;
1601     }
1602    
1603 root 1.8 void
1604 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1605 root 1.8 {
1606     object *tmp;
1607    
1608 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1609 root 1.8 {
1610     if (tmp->type == EARTHWALL)
1611     {
1612     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1613     return;
1614 root 1.4 }
1615 elmex 1.1 }
1616     }
1617    
1618 root 1.8 void
1619 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1620 root 1.8 {
1621     object *tmp;
1622    
1623 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1624 root 1.8 {
1625     if (tmp->type == DOOR)
1626     {
1627     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1628     return;
1629 root 1.4 }
1630 elmex 1.1 }
1631     }
1632    
1633     /* find_mon_throw_ob() - modeled on find_throw_ob
1634     * This is probably overly simplistic as it is now - We want
1635     * monsters to throw things like chairs and other pieces of
1636     * furniture, even if they are not good throwable objects.
1637     * Probably better to have the monster throw a throwable object
1638     * first, then throw any non equipped weapon.
1639     */
1640    
1641 root 1.8 object *
1642     find_mon_throw_ob (object *op)
1643     {
1644     object *tmp = NULL;
1645 elmex 1.1
1646 root 1.8 if (op->head)
1647     tmp = op->head;
1648     else
1649     tmp = op;
1650 elmex 1.1
1651 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1652     * marked item and throw it to the enemy.
1653     */
1654     for (tmp = op->inv; tmp; tmp = tmp->below)
1655     {
1656     /* Can't throw invisible objects or items that are applied */
1657     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1658     continue;
1659    
1660     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1661     break;
1662 elmex 1.1
1663     }
1664    
1665     #ifdef DEBUG_THROW
1666 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1667 elmex 1.1 #endif
1668    
1669 root 1.8 return tmp;
1670 elmex 1.1 }
1671    
1672     /* determine if we can 'detect' the enemy. Check for walls blocking the
1673     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1674     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1675     * modified by MSW to use the get_rangevector so that map tiling works
1676     * properly. I also so odd code in place that checked for x distance
1677     * OR y distance being within some range - that seemed wrong - both should
1678     * be within the valid range. MSW 2001-08-05
1679     * Returns 0 if enemy can not be detected, 1 if it is detected
1680     */
1681    
1682 root 1.8 int
1683     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1684     {
1685     int radius = MIN_MON_RADIUS, hide_discovery;
1686    
1687     /* null detection for any of these condtions always */
1688     if (!op || !enemy || !op->map || !enemy->map)
1689     return 0;
1690 elmex 1.1
1691 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1692     if (!on_same_map (op, enemy))
1693     return 0;
1694 elmex 1.1
1695 root 1.8 get_rangevector (op, enemy, rv, 0);
1696 elmex 1.1
1697 root 1.8 /* Monsters always ignore the DM */
1698     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1699     return 0;
1700 elmex 1.1
1701 root 1.8 /* simple check. Should probably put some range checks in here. */
1702     if (can_see_enemy (op, enemy))
1703     return 1;
1704 elmex 1.1
1705 root 1.8 /* The rest of this is for monsters. Players are on their own for
1706     * finding enemies!
1707     */
1708     if (op->type == PLAYER)
1709     return 0;
1710 elmex 1.1
1711 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1712     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1713     */
1714     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1715     return 0;
1716 elmex 1.1
1717 root 1.8 /* use this for invis also */
1718     hide_discovery = op->stats.Int / 5;
1719 elmex 1.1
1720 root 1.8 /* Determine Detection radii */
1721     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1722     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1723     else
1724     { /* a level/INT/Dex adjustment for hiding */
1725     object *sk_hide;
1726     int bonus = (op->level / 2) + (op->stats.Int / 5);
1727    
1728     if (enemy->type == PLAYER)
1729     {
1730     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1731     bonus -= sk_hide->level;
1732     else
1733     {
1734     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1735     make_visible (enemy);
1736     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1737 root 1.4 }
1738     }
1739 root 1.8 else /* enemy is not a player */
1740     bonus -= enemy->level;
1741    
1742     radius += bonus / 5;
1743     hide_discovery += bonus * 5;
1744     } /* else creature has modifiers for hiding */
1745    
1746     /* Radii stealth adjustment. Only if you are stealthy
1747     * will you be able to sneak up closer to creatures */
1748     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1749     radius = radius / 2, hide_discovery = hide_discovery / 3;
1750    
1751     /* Radii adjustment for enemy standing in the dark */
1752     if (op->map->darkness > 0 && !stand_in_light (enemy))
1753     {
1754     /* on dark maps body heat can help indicate location with infravision
1755     * undead don't have body heat, so no benefit detecting them.
1756     */
1757     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1758     radius += op->map->darkness / 2;
1759     else
1760     radius -= op->map->darkness / 2;
1761    
1762     /* op next to a monster (and not in complete darkness)
1763     * the monster should have a chance to see you.
1764     */
1765     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1766     radius = MIN_MON_RADIUS;
1767     } /* if on dark map */
1768 elmex 1.1
1769 root 1.8 /* Lets not worry about monsters that have incredible detection
1770     * radii, we only need to worry here about things the player can
1771     * (potentially) see. This is 13, as that is the maximum size the player
1772     * may have for their map - in that way, creatures at the edge will
1773     * do something. Note that the distance field in the
1774     * vector is real distance, so in theory this should be 18 to
1775     * find that.
1776     */
1777     if (radius > 13)
1778     radius = 13;
1779    
1780     /* Enemy in range! Now test for detection */
1781     if ((int) rv->distance <= radius)
1782     {
1783     /* ah, we are within range, detected? take cases */
1784     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1785     return 1;
1786 root 1.4
1787 root 1.8 /* hidden or low-quality invisible */
1788 root 1.23 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1789 root 1.8 {
1790     make_visible (enemy);
1791     /* inform players of new status */
1792     if (enemy->type == PLAYER && player_can_view (enemy, op))
1793     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1794     return 1; /* detected enemy */
1795     }
1796     else if (enemy->invisible)
1797     {
1798     /* Change this around - instead of negating the invisible, just
1799     * return true so that the mosnter that managed to detect you can
1800     * do something to you. Decreasing the duration of invisible
1801     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1802     * can then basically negate the spell. The spell isn't negated -
1803     * they just know where you are!
1804     */
1805 root 1.23 if ((rndm (50)) <= hide_discovery)
1806 root 1.8 {
1807     if (enemy->type == PLAYER)
1808     {
1809     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1810 root 1.4 }
1811 root 1.8 return 1;
1812 root 1.4 }
1813     }
1814 root 1.8 } /* within range */
1815 elmex 1.1
1816 root 1.8 /* Wasn't detected above, so still hidden */
1817     return 0;
1818 elmex 1.1 }
1819    
1820     /* determine if op stands in a lighted square. This is not a very
1821     * intellegent algorithm. For one thing, we ignore los here, SO it
1822     * is possible for a bright light to illuminate a player on the
1823     * other side of a wall (!).
1824     */
1825    
1826 root 1.8 int
1827     stand_in_light (object *op)
1828     {
1829     sint16 nx, ny;
1830 root 1.12 maptile *m;
1831 root 1.8
1832    
1833     if (!op)
1834     return 0;
1835     if (op->glow_radius > 0)
1836     return 1;
1837 elmex 1.1
1838 root 1.8 if (op->map)
1839     {
1840     int x, y, x1, y1;
1841 elmex 1.1
1842    
1843 root 1.4
1844 root 1.8 /* Check the spaces with the max light radius to see if any of them
1845     * have lights, and if any of them light the player enough, then return 1.
1846     */
1847     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1848     {
1849     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1850     {
1851     m = op->map;
1852     nx = x;
1853     ny = y;
1854    
1855     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1856     continue;
1857    
1858     x1 = abs (x - op->x) * abs (x - op->x);
1859     y1 = abs (y - op->y) * abs (y - op->y);
1860     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1861     return 1;
1862 root 1.4 }
1863     }
1864 elmex 1.1 }
1865 root 1.8 return 0;
1866 elmex 1.1 }
1867    
1868    
1869     /* assuming no walls/barriers, lets check to see if its *possible*
1870     * to see an enemy. Note, "detection" is different from "seeing".
1871     * See can_detect_enemy() for more details. -b.t.
1872     * return 0 if can't be seen, 1 if can be
1873     */
1874    
1875 root 1.8 int
1876     can_see_enemy (object *op, object *enemy)
1877     {
1878     object *looker = op->head ? op->head : op;
1879    
1880     /* safety */
1881     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1882     return 0;
1883 elmex 1.1
1884 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1885     * see through walls). Should we change the code elsewhere to make you
1886     * blind even if you can xray?
1887     */
1888     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1889     return 0;
1890    
1891     /* checking for invisible things */
1892     if (enemy->invisible)
1893     {
1894     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1895     * However,if you carry any source of light, then the hidden
1896     * creature is seeable (and stupid) */
1897 elmex 1.1
1898 root 1.8 if (has_carried_lights (enemy))
1899     {
1900     if (enemy->hide)
1901     {
1902     make_visible (enemy);
1903     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1904 root 1.4 }
1905 root 1.8 return 1;
1906     }
1907     else if (enemy->hide)
1908     return 0;
1909 root 1.4
1910 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1911     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1912     * and making it a conditional makes the code pretty ugly.
1913     */
1914     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1915     {
1916     if (makes_invisible_to (enemy, looker))
1917     return 0;
1918 root 1.4 }
1919 root 1.8 }
1920     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1921     if (player_can_view (looker, enemy))
1922     return 1;
1923 elmex 1.1
1924     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1925     * unless they carry a light or stand in light. Darkness doesnt
1926     * inhibit the undead per se (but we should give their archs
1927     * CAN_SEE_IN_DARK, this is just a safety
1928     * we care about the enemy maps status, not the looker.
1929     * only relevant for tiled maps, but it is possible that the
1930     * enemy is on a bright map and the looker on a dark - in that
1931     * case, the looker can still see the enemy
1932     */
1933 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1934     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1935 elmex 1.1 return 0;
1936    
1937     return 1;
1938     }