ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
Revision: 1.32
Committed: Sat May 12 18:14:48 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.31: +2 -2 lines
Log Message:
- unrelated change, replace get_attr_value/set_attr_value by a nicer to use
  stat member function. should really replace the struct values by an array.

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.28 * CrossFire, A Multiplayer game
3 pippijn 1.22 *
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 root 1.29 for (part = op; part; part = part->more)
486 root 1.8 {
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 root 1.31
496 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
497 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
498 root 1.8
499 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
500 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
501     return 0;
502 elmex 1.1
503 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
504 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
505     return 0;
506 elmex 1.1
507 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
508 root 1.31 if (monster_use_range (op, part, enemy, dir))
509     return 0;
510    
511 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
512 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
513     return 0;
514    
515 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
516 root 1.31 if (monster_use_bow (op, part, enemy, dir))
517     return 0;
518 root 1.8 } /* for processing of all parts */
519     } /* If not scared */
520 root 1.4
521 elmex 1.1
522 root 1.8 part = rv.part;
523     dir = rv.direction;
524 elmex 1.1
525 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
526     dir = absdir (dir + 4);
527 elmex 1.1
528 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
529 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
530 elmex 1.1
531 root 1.8 pre_att_dir = dir; /* remember the original direction */
532 elmex 1.1
533 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
534     {
535     switch (op->attack_movement & LO4)
536     {
537 root 1.4 case DISTATT:
538 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
539     break;
540 root 1.4
541     case RUNATT:
542 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
543     break;
544 root 1.4
545     case HITRUN:
546 root 1.8 dir = hitrun_att (dir, op, enemy);
547     break;
548 root 1.4
549     case WAITATT:
550 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
551     break;
552 root 1.4
553 root 1.8 case RUSH: /* default - monster normally moves towards player */
554 root 1.4 case ALLRUN:
555 root 1.8 break;
556 root 1.4
557     case DISTHIT:
558 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
559     break;
560 root 1.4
561     case WAIT2:
562 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
563     break;
564 root 1.4
565     default:
566 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
567 root 1.4 }
568 elmex 1.1 }
569    
570 root 1.8 if (!dir)
571     return 0;
572    
573     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
574     {
575     if (move_object (op, dir)) /* Can the monster move directly toward player? */
576     {
577     /* elmex: Turn our monster after it moved if it has DISTATT attack */
578     if ((op->attack_movement & LO4) == DISTATT)
579     op->direction = pre_att_dir;
580 elmex 1.1
581 root 1.8 return 0;
582     }
583    
584     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
585     {
586 elmex 1.1
587 root 1.8 /* Try move around corners if !close */
588     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
589 elmex 1.1
590 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
591     {
592     /* try different detours */
593     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
594 elmex 1.1
595 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
596 root 1.4 return 0;
597     }
598     }
599 root 1.8 } /* if monster is not standing still */
600 elmex 1.1
601 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
602     if ((op->attack_movement & LO4) == DISTATT)
603     op->direction = pre_att_dir;
604    
605     /*
606     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
607     * direction if they can't move away.
608     */
609     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
610     if (move_randomly (op))
611     return 0;
612    
613     /*
614     * Try giving the monster a new enemy - the player that is closest
615     * to it. In this way, it won't just keep trying to get to a target
616     * that is inaccessible.
617     * This could be more clever - it should go through a list of several
618     * enemies, as it is now, you could perhaps get situations where there
619     * are two players flanking the monster at close distance, but which
620     * the monster can't get to, and a third one at a far distance that
621     * the monster could get to - as it is, the monster won't look at that
622     * third one.
623     */
624     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
625     {
626     object *nearest_player = get_nearest_player (op);
627 elmex 1.1
628 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
629     {
630     op->enemy = NULL;
631     enemy = nearest_player;
632 root 1.4 }
633 elmex 1.1 }
634    
635 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
636     {
637     /* The adjustement to wc that was here before looked totally bogus -
638     * since wc can in fact get negative, that would mean by adding
639     * the current wc, the creature gets better? Instead, just
640     * add a fixed amount - nasty creatures that are runny away should
641     * still be pretty nasty.
642     */
643     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
644 elmex 1.1 {
645 root 1.8 part->stats.wc += 10;
646     (void) skill_attack (enemy, part, 0, NULL, NULL);
647     part->stats.wc -= 10;
648     }
649     else
650     (void) skill_attack (enemy, part, 0, NULL, NULL);
651     } /* if monster is in attack range */
652 elmex 1.1
653 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
654     return 1;
655 elmex 1.1
656 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
657 elmex 1.1 {
658 root 1.13 op->remove ();
659 root 1.14 op->destroy ();
660 root 1.8 return 1;
661 elmex 1.1 }
662 root 1.8 return 0;
663 elmex 1.1 }
664 root 1.5
665 root 1.8 int
666     can_hit (object *ob1, object *ob2, rv_vector * rv)
667     {
668     object *more;
669     rv_vector rv1;
670 elmex 1.1
671 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
672 root 1.8 return 0;
673 elmex 1.1
674 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
675     return 1;
676 elmex 1.1
677 root 1.8 /* check all the parts of ob2 - just because we can't get to
678     * its head doesn't mean we don't want to pound its feet
679     */
680     for (more = ob2->more; more != NULL; more = more->more)
681     {
682     get_rangevector (ob1, more, &rv1, 0);
683     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
684     return 1;
685 elmex 1.1 }
686 root 1.8 return 0;
687 elmex 1.1
688     }
689    
690     /* Returns 1 is monster should cast spell sp at an enemy
691     * Returns 0 if the monster should not cast this spell.
692     *
693     * Note that this function does not check to see if the monster can
694     * in fact cast the spell (sp dependencies and what not.) That is because
695     * this function is also sued to see if the monster should use spell items
696     * (rod/horn/wand/scroll).
697     * Note that there are certainly other offensive spells that could be
698     * included, but I decided to leave out the spells that may kill more
699     * monsters than players (eg, disease).
700     *
701     * This could be a lot smarter - if there are few monsters around,
702     * then disease might not be as bad. Likewise, if the monster is damaged,
703     * the right type of healing spell could be useful.
704     */
705    
706 root 1.8 static int
707     monster_should_cast_spell (object *monster, object *spell_ob)
708 elmex 1.1 {
709 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
710     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
711     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
712     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
713     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
714     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
715 elmex 1.1
716 root 1.8 return 1;
717 elmex 1.1
718 root 1.8 return 0;
719 elmex 1.1 }
720    
721    
722     #define MAX_KNOWN_SPELLS 20
723    
724     /* Returns a randomly selected spell. This logic is still
725     * less than ideal. This code also only seems to deal with
726     * wizard spells, as the check is against sp, and not grace.
727     * can mosnters know cleric spells?
728     */
729 root 1.8 object *
730     monster_choose_random_spell (object *monster)
731     {
732     object *altern[MAX_KNOWN_SPELLS];
733     object *tmp;
734     int i = 0;
735    
736     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
737     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
738     {
739     /* Check and see if it's actually a useful spell.
740     * If its a spellbook, the spell is actually the inventory item.
741     * if it is a spell, then it is just the object itself.
742     */
743     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
744     {
745     altern[i++] = tmp;
746     if (i == MAX_KNOWN_SPELLS)
747     break;
748     }
749     }
750     if (!i)
751     return NULL;
752     return altern[RANDOM () % i];
753 elmex 1.1 }
754    
755     /* This checks to see if the monster should cast a spell/ability.
756     * it returns true if the monster casts a spell, 0 if he doesn't.
757     * head is the head of the monster.
758     * part is the part of the monster we are checking against.
759     * pl is the target.
760     * dir is the direction to case.
761     * rv is the vector which describes where the enemy is.
762     */
763    
764 root 1.8 int
765     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
766     {
767     object *spell_item;
768     object *owner;
769     rv_vector rv1;
770    
771     /* If you want monsters to cast spells over friends, this spell should
772     * be removed. It probably should be in most cases, since monsters still
773     * don't care about residual effects (ie, casting a cone which may have a
774     * clear path to the player, the side aspects of the code will still hit
775     * other monsters)
776     */
777     if (!(dir = path_to_player (part, pl, 0)))
778     return 0;
779    
780 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
781 root 1.8 {
782     get_rangevector (head, owner, &rv1, 0x1);
783     if (dirdiff (dir, rv1.direction) < 2)
784     {
785     return 0; /* Might hit owner with spell */
786 root 1.4 }
787 elmex 1.1 }
788    
789 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
790 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
791 root 1.8
792     /* If the monster hasn't already chosen a spell, choose one
793     * I'm not sure if it really make sense to pre-select spells (events
794     * could be different by the time the monster goes again).
795     */
796     if (head->spellitem == NULL)
797     {
798     if ((spell_item = monster_choose_random_spell (head)) == NULL)
799     {
800     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
801     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
802     return 0;
803 root 1.4 }
804 root 1.8 if (spell_item->type == SPELLBOOK)
805     {
806     if (!spell_item->inv)
807     {
808     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
809     return 0;
810 root 1.4 }
811 root 1.8 spell_item = spell_item->inv;
812 root 1.4 }
813 elmex 1.1 }
814 root 1.8 else
815     spell_item = head->spellitem;
816 elmex 1.1
817 root 1.8 if (!spell_item)
818     return 0;
819 elmex 1.1
820 root 1.8 /* Best guess this is a defensive/healing spell */
821     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
822     dir = 0;
823    
824     /* Monster doesn't have enough spell-points */
825     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
826     return 0;
827    
828     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
829     return 0;
830 elmex 1.1
831 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
832     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
833 elmex 1.1
834 root 1.8 /* set this to null, so next time monster will choose something different */
835     head->spellitem = NULL;
836 elmex 1.1
837 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
838 elmex 1.1 }
839    
840    
841 root 1.8 int
842     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
843     {
844     object *scroll;
845     object *owner;
846     rv_vector rv1;
847    
848     /* If you want monsters to cast spells over friends, this spell should
849     * be removed. It probably should be in most cases, since monsters still
850     * don't care about residual effects (ie, casting a cone which may have a
851     * clear path to the player, the side aspects of the code will still hit
852     * other monsters)
853     */
854     if (!(dir = path_to_player (part, pl, 0)))
855     return 0;
856    
857 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
858 root 1.8 {
859     get_rangevector (head, owner, &rv1, 0x1);
860     if (dirdiff (dir, rv1.direction) < 2)
861     {
862     return 0; /* Might hit owner with spell */
863 root 1.4 }
864 elmex 1.1 }
865    
866 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
867 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
868 elmex 1.1
869 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
870     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
871     break;
872 elmex 1.1
873 root 1.8 /* Used up all his scrolls, so nothing do to */
874     if (!scroll)
875     {
876     CLEAR_FLAG (head, FLAG_READY_SCROLL);
877     return 0;
878 elmex 1.1 }
879    
880 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
881     if (scroll->inv->range == 0)
882     dir = 0;
883 elmex 1.1
884 root 1.8 apply_scroll (part, scroll, dir);
885     return 1;
886 elmex 1.1 }
887    
888     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
889     * Note that monsters do not need the skills SK_MELEE_WEAPON and
890     * SK_MISSILE_WEAPON to make those respective attacks, if we
891     * required that we would drastically increase the memory
892     * requirements of CF!!
893     *
894     * The skills we are treating here are all but those. -b.t.
895     *
896     * At the moment this is only useful for throwing, perhaps for
897     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
898 root 1.8 */
899     int
900     monster_use_skill (object *head, object *part, object *pl, int dir)
901     {
902     object *skill, *owner;
903 elmex 1.1
904 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
905     return 0;
906    
907 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
908 root 1.8 {
909     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
910    
911     if (dirdiff (dir, dir2) < 1)
912     return 0; /* Might hit owner with skill -thrown rocks for example ? */
913     }
914 root 1.27
915 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
916 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
917 root 1.8
918     /* skill selection - monster will use the next unused skill.
919     * well...the following scenario will allow the monster to
920     * toggle between 2 skills. One day it would be nice to make
921     * more skills available to monsters.
922     */
923 root 1.27 for (skill = head->inv; skill; skill = skill->below)
924 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
925     {
926     head->chosen_skill = skill;
927     break;
928     }
929 elmex 1.1
930 root 1.8 if (!skill && !head->chosen_skill)
931     {
932     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
933     CLEAR_FLAG (head, FLAG_READY_SKILL);
934     return 0;
935 elmex 1.1 }
936 root 1.27
937 root 1.8 /* use skill */
938     return do_skill (head, part, head->chosen_skill, dir, NULL);
939 elmex 1.1 }
940    
941     /* Monster will use a ranged spell attack. */
942 root 1.8 int
943     monster_use_range (object *head, object *part, object *pl, int dir)
944     {
945     object *wand, *owner;
946     int at_least_one = 0;
947    
948     if (!(dir = path_to_player (part, pl, 0)))
949     return 0;
950    
951 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
952 elmex 1.1 {
953 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
954 elmex 1.1
955 root 1.8 if (dirdiff (dir, dir2) < 2)
956     return 0; /* Might hit owner with spell */
957 elmex 1.1 }
958 root 1.31
959 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
960 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
961 elmex 1.1
962 root 1.27 for (wand = head->inv; wand; wand = wand->below)
963 root 1.8 {
964     if (wand->type == WAND)
965 elmex 1.1 {
966 root 1.8 /* Found a wand, let's see if it has charges left */
967     at_least_one = 1;
968     if (wand->stats.food <= 0)
969     continue;
970 elmex 1.1
971 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
972 elmex 1.1
973 root 1.8 if (!(--wand->stats.food))
974     {
975     if (wand->arch)
976 elmex 1.1 {
977 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
978     wand->face = wand->arch->clone.face;
979 root 1.18 wand->set_speed (0);
980 elmex 1.1 }
981     }
982 root 1.8 /* Success */
983     return 1;
984     }
985     else if (wand->type == ROD || wand->type == HORN)
986     {
987     /* Found rod/horn, let's use it if possible */
988     at_least_one = 1;
989     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
990     continue;
991 elmex 1.1
992 root 1.8 /* drain charge before casting spell - can be a case where the
993     * spell destroys the monster, and rod, so if done after, results
994     * in crash.
995     */
996     drain_rod_charge (wand);
997     cast_spell (head, wand, dir, wand->inv, NULL);
998 elmex 1.1
999 root 1.8 /* Success */
1000     return 1;
1001 elmex 1.1 }
1002 root 1.8 }
1003    
1004     if (at_least_one)
1005     return 0;
1006 elmex 1.1
1007 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1008 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1009     return 0;
1010     }
1011 elmex 1.1
1012 root 1.8 int
1013     monster_use_bow (object *head, object *part, object *pl, int dir)
1014     {
1015     object *owner;
1016 elmex 1.1
1017 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1018     return 0;
1019 root 1.31
1020 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1021 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1022 elmex 1.1
1023 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1024 root 1.8 {
1025     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1026 elmex 1.1
1027 root 1.8 if (dirdiff (dir, dir2) < 1)
1028     return 0; /* Might hit owner with arrow */
1029 elmex 1.1 }
1030    
1031 root 1.8 /* in server/player.c */
1032     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1033 elmex 1.1
1034     }
1035    
1036     /* Checks if putting on 'item' will make 'who' do more
1037 root 1.31 * damage. This is a very simplistic check - also checking things
1038 elmex 1.1 * like speed and ac are also relevant.
1039     *
1040     * return true if item is a better object.
1041     */
1042 root 1.8 int
1043     check_good_weapon (object *who, object *item)
1044     {
1045     object *other_weap;
1046     int val = 0, i;
1047    
1048 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1049 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1050     break;
1051 elmex 1.1
1052 root 1.31 if (!other_weap) /* No other weapons */
1053 root 1.8 return 1;
1054 elmex 1.1
1055 root 1.8 /* Rather than go through and apply the new one, and see if it is
1056     * better, just do some simple checks
1057     * Put some multipliers for things that hvae several effects,
1058     * eg, magic affects both damage and wc, so it has more weight
1059     */
1060 elmex 1.1
1061 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1062     val += (item->magic - other_weap->magic) * 3;
1063     /* Monsters don't really get benefits from things like regen rates
1064     * from items. But the bonus for their stats are very important.
1065     */
1066     for (i = 0; i < NUM_STATS; i++)
1067 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1068 root 1.8
1069     if (val > 0)
1070     return 1;
1071     else
1072     return 0;
1073 elmex 1.1 }
1074    
1075 root 1.8 int
1076     check_good_armour (object *who, object *item)
1077     {
1078     object *other_armour;
1079     int val = 0, i;
1080    
1081 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1082 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1083     break;
1084 elmex 1.1
1085 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1086     return 1;
1087 elmex 1.1
1088 root 1.8 /* Like above function , see which is better */
1089     val = item->stats.ac - other_armour->stats.ac;
1090     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1091     val += (item->magic - other_armour->magic) * 3;
1092    
1093     /* for the other protections, do weigh them very much in the equation -
1094     * it is the armor protection which is most important, because there is
1095     * no good way to know what the player may attack the monster with.
1096     * So if the new item has better protection than the old, give that higher
1097     * value. If the reverse, then decrease the value of this item some.
1098     */
1099     for (i = 1; i < NROFATTACKS; i++)
1100     {
1101     if (item->resist[i] > other_armour->resist[i])
1102     val++;
1103     else if (item->resist[i] < other_armour->resist[i])
1104     val--;
1105 elmex 1.1 }
1106    
1107 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1108 elmex 1.1
1109 root 1.8 if (val > 0)
1110     return 1;
1111     else
1112     return 0;
1113 elmex 1.1 }
1114    
1115     /*
1116     * monster_check_pickup(): checks for items that monster can pick up.
1117     *
1118     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1119     * Each time the blob passes over some treasure, it will
1120     * grab it a.s.a.p.
1121     *
1122     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1123     * to handle this.
1124     *
1125     * This function was seen be continueing looping at one point (tmp->below
1126     * became a recursive loop. It may be better to call monster_check_apply
1127     * after we pick everything up, since that function may call others which
1128     * affect stacking on this space.
1129     */
1130 root 1.8 void
1131     monster_check_pickup (object *monster)
1132     {
1133     object *tmp, *next;
1134    
1135     for (tmp = monster->below; tmp != NULL; tmp = next)
1136     {
1137     next = tmp->below;
1138     if (monster_can_pick (monster, tmp))
1139     {
1140 root 1.13 tmp->remove ();
1141 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1142     (void) monster_check_apply (monster, tmp);
1143     }
1144     /* We could try to re-establish the cycling, of the space, but probably
1145     * not a big deal to just bail out.
1146     */
1147 root 1.11 if (next && next->destroyed ())
1148 root 1.8 return;
1149 elmex 1.1 }
1150     }
1151    
1152     /*
1153     * monster_can_pick(): If the monster is interested in picking up
1154     * the item, then return 0. Otherwise 0.
1155     * Instead of pick_up, flags for "greed", etc, should be used.
1156     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1157     */
1158 root 1.8 int
1159     monster_can_pick (object *monster, object *item)
1160     {
1161     int flag = 0;
1162     int i;
1163 elmex 1.1
1164 root 1.8 if (!can_pick (monster, item))
1165     return 0;
1166 elmex 1.1
1167 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1168     return 0;
1169 elmex 1.1
1170 root 1.8 if (monster->pick_up & 64) /* All */
1171     flag = 1;
1172 elmex 1.1
1173 root 1.8 else
1174     switch (item->type)
1175     {
1176     case MONEY:
1177     case GEM:
1178     flag = monster->pick_up & 2;
1179 root 1.4 break;
1180    
1181 root 1.8 case FOOD:
1182     flag = monster->pick_up & 4;
1183 root 1.4 break;
1184    
1185 root 1.8 case WEAPON:
1186     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1187 root 1.4 break;
1188    
1189 root 1.8 case ARMOUR:
1190     case SHIELD:
1191     case HELMET:
1192     case BOOTS:
1193     case GLOVES:
1194     case GIRDLE:
1195     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1196 root 1.4 break;
1197    
1198 root 1.8 case SKILL:
1199     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1200 root 1.4 break;
1201    
1202 root 1.8 case RING:
1203     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1204 root 1.4 break;
1205    
1206 root 1.8 case WAND:
1207     case HORN:
1208     case ROD:
1209     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1210 root 1.4 break;
1211    
1212 root 1.8 case SPELLBOOK:
1213     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1214 root 1.4 break;
1215    
1216 root 1.8 case SCROLL:
1217     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1218 root 1.4 break;
1219    
1220 root 1.8 case BOW:
1221     case ARROW:
1222     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1223 root 1.4 break;
1224 root 1.8 }
1225 root 1.27
1226 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1227     * pick it up. Note that this doesn't handle cases where an item may
1228     * use several locations.
1229     */
1230     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1231     {
1232 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1233 root 1.8 {
1234     flag = 1;
1235     break;
1236 root 1.4 }
1237 elmex 1.1 }
1238    
1239 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1240     return 1;
1241     return 0;
1242 elmex 1.1 }
1243    
1244     /*
1245     * monster_apply_below():
1246     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1247     * eager to apply things, encounters something apply-able,
1248     * then make him apply it
1249     */
1250 root 1.8 void
1251     monster_apply_below (object *monster)
1252     {
1253     object *tmp, *next;
1254 elmex 1.1
1255 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1256     {
1257     next = tmp->below;
1258     switch (tmp->type)
1259     {
1260 root 1.4 case CF_HANDLE:
1261     case TRIGGER:
1262 root 1.8 if (monster->will_apply & 1)
1263     manual_apply (monster, tmp, 0);
1264     break;
1265 root 1.4
1266     case TREASURE:
1267 root 1.8 if (monster->will_apply & 2)
1268     manual_apply (monster, tmp, 0);
1269     break;
1270 root 1.4
1271     }
1272 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1273     break;
1274 elmex 1.1 }
1275     }
1276    
1277     /*
1278     * monster_check_apply() is meant to be called after an item is
1279     * inserted in a monster.
1280     * If an item becomes outdated (monster found a better item),
1281     * a pointer to that object is returned, so it can be dropped.
1282     * (so that other monsters can pick it up and use it)
1283     * Note that as things are now, monsters never drop something -
1284     * they can pick up all that they can use.
1285     */
1286     /* Sept 96, fixed this so skills will be readied -b.t.*/
1287 root 1.8 void
1288     monster_check_apply (object *mon, object *item)
1289     {
1290     int flag = 0;
1291 elmex 1.1
1292 root 1.27 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1293 root 1.8 {
1294     SET_FLAG (mon, FLAG_CAST_SPELL);
1295     return;
1296 elmex 1.1 }
1297    
1298 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1299     if (QUERY_FLAG (item, FLAG_APPLIED))
1300     return;
1301    
1302     /* Might be better not to do this - if the monster can fire a bow,
1303     * it is possible in his wanderings, he will find one to use. In
1304     * which case, it would be nice to have ammo for it.
1305     */
1306     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1307     {
1308     /* Check for the right kind of bow */
1309     object *bow;
1310 elmex 1.1
1311 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1312 root 1.8 if (bow->type == BOW && bow->race == item->race)
1313     {
1314     SET_FLAG (mon, FLAG_READY_BOW);
1315     LOG (llevMonster, "Found correct bow for arrows.\n");
1316     return; /* nothing more to do for arrows */
1317     }
1318 elmex 1.1 }
1319    
1320 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1321     flag = 1;
1322     /* Eating food gets hp back */
1323     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1324     flag = 1;
1325     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1326     {
1327     if (!item->inv)
1328     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1329     else if (monster_should_cast_spell (mon, item->inv))
1330     SET_FLAG (mon, FLAG_READY_SCROLL);
1331     /* Don't use it right now */
1332     return;
1333     }
1334     else if (item->type == WEAPON)
1335     flag = check_good_weapon (mon, item);
1336 root 1.16 else if (item->is_armor ())
1337 root 1.8 flag = check_good_armour (mon, item);
1338     /* Should do something more, like make sure this is a better item */
1339     else if (item->type == RING)
1340     flag = 1;
1341     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1342     {
1343     /* We never really 'ready' the wand/rod/horn, because that would mean the
1344     * weapon would get undone.
1345     */
1346     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1347     {
1348     SET_FLAG (mon, FLAG_READY_RANGE);
1349     SET_FLAG (item, FLAG_APPLIED);
1350     }
1351     return;
1352     }
1353     else if (item->type == BOW)
1354     {
1355     /* We never really 'ready' the bow, because that would mean the
1356     * weapon would get undone.
1357     */
1358     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1359     SET_FLAG (mon, FLAG_READY_BOW);
1360     return;
1361     }
1362     else if (item->type == SKILL)
1363     {
1364     /*
1365     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1366     * else they can't use the skill...
1367     * Skills also don't need to get applied, so return now.
1368     */
1369     SET_FLAG (mon, FLAG_READY_SKILL);
1370     return;
1371 elmex 1.1 }
1372    
1373 root 1.8 /* if we don't match one of the above types, return now.
1374     * can_apply_object will say that we can apply things like flesh,
1375     * bolts, and whatever else, because it only checks against the
1376     * body_info locations.
1377     */
1378     if (!flag)
1379     return;
1380 elmex 1.1
1381 root 1.8 /* Check to see if the monster can use this item. If not, no need
1382     * to do further processing. Note that can_apply_object already checks
1383     * for the CAN_USE flags.
1384     */
1385     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1386 elmex 1.1 return;
1387 root 1.8
1388     /* should only be applying this item, not unapplying it.
1389     * also, ignore status of curse so they can take off old armour.
1390     * monsters have some advantages after all.
1391     */
1392     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1393 elmex 1.1 }
1394    
1395 root 1.8 void
1396     npc_call_help (object *op)
1397     {
1398     int x, y, mflags;
1399     object *npc;
1400     sint16 sx, sy;
1401 root 1.12 maptile *m;
1402 root 1.8
1403     for (x = -3; x < 4; x++)
1404     for (y = -3; y < 4; y++)
1405     {
1406     m = op->map;
1407     sx = op->x + x;
1408     sy = op->y + y;
1409     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1410     /* If nothing alive on this space, no need to search the space. */
1411     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1412     continue;
1413    
1414 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1415 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1416     npc->enemy = op->enemy;
1417     }
1418 elmex 1.1 }
1419    
1420 root 1.8 int
1421     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1422     {
1423     if (can_hit (part, enemy, rv))
1424     return dir;
1425     if (rv->distance < 10)
1426     return absdir (dir + 4);
1427     else if (rv->distance > 18)
1428     return dir;
1429 root 1.27
1430 root 1.8 return 0;
1431 elmex 1.1 }
1432    
1433 root 1.8 int
1434     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1435     {
1436     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1437     {
1438     ob->move_status++;
1439     return (dir);
1440 elmex 1.1 }
1441 root 1.8 else if (ob->move_status > 20)
1442     ob->move_status = 0;
1443 root 1.27
1444 root 1.8 return absdir (dir + 4);
1445 elmex 1.1 }
1446    
1447 root 1.8 int
1448     hitrun_att (int dir, object *ob, object *enemy)
1449     {
1450     if (ob->move_status++ < 25)
1451     return dir;
1452     else if (ob->move_status < 50)
1453     return absdir (dir + 4);
1454     else
1455     ob->move_status = 0;
1456 root 1.27
1457 root 1.8 return absdir (dir + 4);
1458 elmex 1.1 }
1459    
1460 root 1.8 int
1461     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1462     {
1463    
1464     int inrange = can_hit (part, enemy, rv);
1465 elmex 1.1
1466 root 1.8 if (ob->move_status || inrange)
1467     ob->move_status++;
1468 elmex 1.1
1469 root 1.8 if (ob->move_status == 0)
1470 elmex 1.1 return 0;
1471 root 1.8 else if (ob->move_status < 10)
1472     return dir;
1473     else if (ob->move_status < 15)
1474     return absdir (dir + 4);
1475 root 1.27
1476 root 1.8 ob->move_status = 0;
1477     return 0;
1478 elmex 1.1 }
1479    
1480 root 1.8 int
1481     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482     {
1483 elmex 1.1
1484 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1485     * happen is that if the creatures hp percentage falls below run_away,
1486     * the creature should run away (dir+4)
1487     * I think its wrong for a creature to have a zero maxhp value, but
1488     * at least one map has this set, and whatever the map contains, the
1489     * server should try to be resilant enough to avoid the problem
1490     */
1491     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1492     return absdir (dir + 4);
1493 root 1.27
1494 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1495 elmex 1.1 }
1496    
1497 root 1.8 int
1498     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1499     {
1500     if (rv->distance < 9)
1501     return absdir (dir + 4);
1502 root 1.27
1503 root 1.8 return 0;
1504 elmex 1.1 }
1505    
1506 root 1.8 void
1507     circ1_move (object *ob)
1508     {
1509     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1510 root 1.27
1511 root 1.8 if (++ob->move_status > 11)
1512 elmex 1.1 ob->move_status = 0;
1513 root 1.27
1514 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1515 root 1.27 move_object (ob, rndm (8) + 1);
1516 elmex 1.1 }
1517    
1518 root 1.8 void
1519     circ2_move (object *ob)
1520     {
1521     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1522 root 1.27
1523 root 1.8 if (++ob->move_status > 19)
1524 elmex 1.1 ob->move_status = 0;
1525 root 1.27
1526 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1527 root 1.27 move_object (ob, rndm (8) + 1);
1528 elmex 1.1 }
1529    
1530 root 1.8 void
1531     pace_movev (object *ob)
1532     {
1533 elmex 1.1 if (ob->move_status++ > 6)
1534     ob->move_status = 0;
1535 root 1.27
1536 elmex 1.1 if (ob->move_status < 4)
1537 root 1.27 move_object (ob, 5);
1538 elmex 1.1 else
1539 root 1.27 move_object (ob, 1);
1540 elmex 1.1 }
1541    
1542 root 1.8 void
1543     pace_moveh (object *ob)
1544     {
1545 elmex 1.1 if (ob->move_status++ > 6)
1546     ob->move_status = 0;
1547 root 1.27
1548 elmex 1.1 if (ob->move_status < 4)
1549 root 1.27 move_object (ob, 3);
1550 elmex 1.1 else
1551 root 1.27 move_object (ob, 7);
1552 elmex 1.1 }
1553    
1554 root 1.8 void
1555     pace2_movev (object *ob)
1556     {
1557     if (ob->move_status++ > 16)
1558 elmex 1.1 ob->move_status = 0;
1559 root 1.27
1560 root 1.8 if (ob->move_status < 6)
1561 root 1.27 move_object (ob, 5);
1562 elmex 1.1 else if (ob->move_status < 8)
1563     return;
1564 root 1.8 else if (ob->move_status < 13)
1565 root 1.27 move_object (ob, 1);
1566 root 1.8 else
1567     return;
1568     }
1569 elmex 1.1
1570 root 1.8 void
1571     pace2_moveh (object *ob)
1572     {
1573     if (ob->move_status++ > 16)
1574 elmex 1.1 ob->move_status = 0;
1575 root 1.27
1576 root 1.8 if (ob->move_status < 6)
1577 root 1.27 move_object (ob, 3);
1578 elmex 1.1 else if (ob->move_status < 8)
1579     return;
1580 root 1.8 else if (ob->move_status < 13)
1581 root 1.27 move_object (ob, 7);
1582 root 1.8 else
1583     return;
1584     }
1585 elmex 1.1
1586 root 1.8 void
1587     rand_move (object *ob)
1588     {
1589 elmex 1.1 int i;
1590 root 1.8
1591 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1592 elmex 1.1 for (i = 0; i < 5; i++)
1593 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1594 elmex 1.1 return;
1595     }
1596    
1597 root 1.8 void
1598 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1599 root 1.8 {
1600     object *tmp;
1601    
1602 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1603 root 1.8 {
1604     if (tmp->type == EARTHWALL)
1605     {
1606     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1607     return;
1608 root 1.4 }
1609 elmex 1.1 }
1610     }
1611    
1612 root 1.8 void
1613 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1614 root 1.8 {
1615     object *tmp;
1616    
1617 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1618 root 1.8 {
1619     if (tmp->type == DOOR)
1620     {
1621     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1622     return;
1623 root 1.4 }
1624 elmex 1.1 }
1625     }
1626    
1627     /* find_mon_throw_ob() - modeled on find_throw_ob
1628     * This is probably overly simplistic as it is now - We want
1629     * monsters to throw things like chairs and other pieces of
1630     * furniture, even if they are not good throwable objects.
1631     * Probably better to have the monster throw a throwable object
1632     * first, then throw any non equipped weapon.
1633     */
1634 root 1.8 object *
1635     find_mon_throw_ob (object *op)
1636     {
1637     object *tmp = NULL;
1638 elmex 1.1
1639 root 1.8 if (op->head)
1640     tmp = op->head;
1641     else
1642     tmp = op;
1643 elmex 1.1
1644 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1645     * marked item and throw it to the enemy.
1646     */
1647     for (tmp = op->inv; tmp; tmp = tmp->below)
1648     {
1649     /* Can't throw invisible objects or items that are applied */
1650     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1651     continue;
1652    
1653     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1654     break;
1655 elmex 1.1
1656     }
1657    
1658     #ifdef DEBUG_THROW
1659 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1660 elmex 1.1 #endif
1661    
1662 root 1.8 return tmp;
1663 elmex 1.1 }
1664    
1665     /* determine if we can 'detect' the enemy. Check for walls blocking the
1666     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1667     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1668     * modified by MSW to use the get_rangevector so that map tiling works
1669     * properly. I also so odd code in place that checked for x distance
1670     * OR y distance being within some range - that seemed wrong - both should
1671     * be within the valid range. MSW 2001-08-05
1672     * Returns 0 if enemy can not be detected, 1 if it is detected
1673     */
1674    
1675 root 1.8 int
1676     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1677     {
1678     int radius = MIN_MON_RADIUS, hide_discovery;
1679    
1680     /* null detection for any of these condtions always */
1681     if (!op || !enemy || !op->map || !enemy->map)
1682     return 0;
1683 elmex 1.1
1684 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1685     if (!on_same_map (op, enemy))
1686     return 0;
1687 elmex 1.1
1688 root 1.8 get_rangevector (op, enemy, rv, 0);
1689 elmex 1.1
1690 root 1.8 /* Monsters always ignore the DM */
1691     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1692     return 0;
1693 elmex 1.1
1694 root 1.8 /* simple check. Should probably put some range checks in here. */
1695     if (can_see_enemy (op, enemy))
1696     return 1;
1697 elmex 1.1
1698 root 1.8 /* The rest of this is for monsters. Players are on their own for
1699     * finding enemies!
1700     */
1701     if (op->type == PLAYER)
1702     return 0;
1703 elmex 1.1
1704 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1705     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1706     */
1707     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1708     return 0;
1709 elmex 1.1
1710 root 1.8 /* use this for invis also */
1711     hide_discovery = op->stats.Int / 5;
1712 elmex 1.1
1713 root 1.8 /* Determine Detection radii */
1714     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1715     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1716     else
1717     { /* a level/INT/Dex adjustment for hiding */
1718     object *sk_hide;
1719     int bonus = (op->level / 2) + (op->stats.Int / 5);
1720    
1721     if (enemy->type == PLAYER)
1722     {
1723     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1724     bonus -= sk_hide->level;
1725     else
1726     {
1727     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1728     make_visible (enemy);
1729     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1730 root 1.4 }
1731     }
1732 root 1.8 else /* enemy is not a player */
1733     bonus -= enemy->level;
1734    
1735     radius += bonus / 5;
1736     hide_discovery += bonus * 5;
1737     } /* else creature has modifiers for hiding */
1738    
1739     /* Radii stealth adjustment. Only if you are stealthy
1740     * will you be able to sneak up closer to creatures */
1741     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1742     radius = radius / 2, hide_discovery = hide_discovery / 3;
1743    
1744     /* Radii adjustment for enemy standing in the dark */
1745     if (op->map->darkness > 0 && !stand_in_light (enemy))
1746     {
1747     /* on dark maps body heat can help indicate location with infravision
1748     * undead don't have body heat, so no benefit detecting them.
1749     */
1750     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1751     radius += op->map->darkness / 2;
1752     else
1753     radius -= op->map->darkness / 2;
1754    
1755     /* op next to a monster (and not in complete darkness)
1756     * the monster should have a chance to see you.
1757     */
1758     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1759     radius = MIN_MON_RADIUS;
1760     } /* if on dark map */
1761 elmex 1.1
1762 root 1.8 /* Lets not worry about monsters that have incredible detection
1763     * radii, we only need to worry here about things the player can
1764     * (potentially) see. This is 13, as that is the maximum size the player
1765     * may have for their map - in that way, creatures at the edge will
1766     * do something. Note that the distance field in the
1767     * vector is real distance, so in theory this should be 18 to
1768     * find that.
1769     */
1770     if (radius > 13)
1771     radius = 13;
1772    
1773     /* Enemy in range! Now test for detection */
1774     if ((int) rv->distance <= radius)
1775     {
1776     /* ah, we are within range, detected? take cases */
1777     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1778     return 1;
1779 root 1.4
1780 root 1.8 /* hidden or low-quality invisible */
1781 root 1.23 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1782 root 1.8 {
1783     make_visible (enemy);
1784     /* inform players of new status */
1785     if (enemy->type == PLAYER && player_can_view (enemy, op))
1786     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1787     return 1; /* detected enemy */
1788     }
1789     else if (enemy->invisible)
1790     {
1791     /* Change this around - instead of negating the invisible, just
1792     * return true so that the mosnter that managed to detect you can
1793     * do something to you. Decreasing the duration of invisible
1794     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1795     * can then basically negate the spell. The spell isn't negated -
1796     * they just know where you are!
1797     */
1798 root 1.23 if ((rndm (50)) <= hide_discovery)
1799 root 1.8 {
1800     if (enemy->type == PLAYER)
1801     {
1802     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1803 root 1.4 }
1804 root 1.8 return 1;
1805 root 1.4 }
1806     }
1807 root 1.8 } /* within range */
1808 elmex 1.1
1809 root 1.8 /* Wasn't detected above, so still hidden */
1810     return 0;
1811 elmex 1.1 }
1812    
1813     /* determine if op stands in a lighted square. This is not a very
1814     * intellegent algorithm. For one thing, we ignore los here, SO it
1815     * is possible for a bright light to illuminate a player on the
1816     * other side of a wall (!).
1817     */
1818 root 1.8 int
1819     stand_in_light (object *op)
1820     {
1821     sint16 nx, ny;
1822 root 1.12 maptile *m;
1823 root 1.8
1824     if (!op)
1825     return 0;
1826 root 1.27
1827 root 1.8 if (op->glow_radius > 0)
1828     return 1;
1829 elmex 1.1
1830 root 1.8 if (op->map)
1831     {
1832     int x, y, x1, y1;
1833 elmex 1.1
1834 root 1.8 /* Check the spaces with the max light radius to see if any of them
1835     * have lights, and if any of them light the player enough, then return 1.
1836     */
1837     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1838     {
1839     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1840     {
1841     m = op->map;
1842     nx = x;
1843     ny = y;
1844    
1845     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1846     continue;
1847    
1848     x1 = abs (x - op->x) * abs (x - op->x);
1849     y1 = abs (y - op->y) * abs (y - op->y);
1850     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1851     return 1;
1852 root 1.4 }
1853     }
1854 elmex 1.1 }
1855 root 1.27
1856 root 1.8 return 0;
1857 elmex 1.1 }
1858    
1859     /* assuming no walls/barriers, lets check to see if its *possible*
1860     * to see an enemy. Note, "detection" is different from "seeing".
1861     * See can_detect_enemy() for more details. -b.t.
1862     * return 0 if can't be seen, 1 if can be
1863     */
1864 root 1.8 int
1865     can_see_enemy (object *op, object *enemy)
1866     {
1867     object *looker = op->head ? op->head : op;
1868    
1869     /* safety */
1870     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1871     return 0;
1872 elmex 1.1
1873 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1874     * see through walls). Should we change the code elsewhere to make you
1875     * blind even if you can xray?
1876     */
1877     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1878     return 0;
1879    
1880     /* checking for invisible things */
1881     if (enemy->invisible)
1882     {
1883     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1884     * However,if you carry any source of light, then the hidden
1885     * creature is seeable (and stupid) */
1886 elmex 1.1
1887 root 1.8 if (has_carried_lights (enemy))
1888     {
1889     if (enemy->hide)
1890     {
1891     make_visible (enemy);
1892     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1893 root 1.4 }
1894 root 1.8 return 1;
1895     }
1896     else if (enemy->hide)
1897     return 0;
1898 root 1.4
1899 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1900     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1901     * and making it a conditional makes the code pretty ugly.
1902     */
1903     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1904     {
1905     if (makes_invisible_to (enemy, looker))
1906     return 0;
1907 root 1.4 }
1908 root 1.8 }
1909     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1910     if (player_can_view (looker, enemy))
1911     return 1;
1912 elmex 1.1
1913     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1914     * unless they carry a light or stand in light. Darkness doesnt
1915     * inhibit the undead per se (but we should give their archs
1916     * CAN_SEE_IN_DARK, this is just a safety
1917     * we care about the enemy maps status, not the looker.
1918     * only relevant for tiled maps, but it is possible that the
1919     * enemy is on a bright map and the looker on a dark - in that
1920     * case, the looker can still see the enemy
1921     */
1922 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1923     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1924 elmex 1.1 return 0;
1925    
1926     return 1;
1927     }