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Revision: 1.34
Committed: Mon May 28 21:28:36 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +17 -17 lines
Log Message:
update copyrights in server/*.C

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.34 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 pippijn 1.22 *
4 root 1.34 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.22 *
8 root 1.34 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.22 *
13 root 1.34 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.22 *
18 root 1.34 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.22 */
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 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
151 elmex 1.1 * our caller will find the information useful.
152     * Currently, only move_monster calls this function.
153     * Fix function so that we always make calls to get_rangevector
154     * if we have a valid target - function as not doing so in
155     * many cases.
156     */
157 root 1.8 object *
158     find_enemy (object *npc, rv_vector * rv)
159 elmex 1.1 {
160 root 1.8 object *attacker, *tmp = NULL;
161    
162     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
163 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
164 elmex 1.1
165 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
166     if (QUERY_FLAG (npc, FLAG_BERSERK))
167     {
168     tmp = find_nearest_living_creature (npc);
169 root 1.9
170 root 1.8 if (tmp)
171     get_rangevector (npc, tmp, rv, 0);
172     return tmp;
173     }
174    
175     /* Here is the main enemy selection.
176     * We want this: if there is an enemy, attack him until its not possible or
177     * one of both is dead.
178     * If we have no enemy and we are...
179     * a monster: try to find a player, a pet or a friendly monster
180     * a friendly: only target a monster which is targeting you first or targeting a player
181     * a neutral: fight a attacker (but there should be none), then do nothing
182     * a pet: attack player enemy or a monster
183     */
184    
185     /* pet move */
186     if ((npc->attack_movement & HI4) == PETMOVE)
187     {
188     tmp = get_pet_enemy (npc, rv);
189 root 1.9
190 root 1.8 if (tmp)
191     get_rangevector (npc, tmp, rv, 0);
192 root 1.9
193 root 1.8 return tmp;
194     }
195 elmex 1.1
196 root 1.8 /* we check our old enemy. */
197 root 1.9 if (!(tmp = check_enemy (npc, rv)))
198 elmex 1.1 {
199 root 1.8 if (attacker) /* if we have an attacker, check him */
200 elmex 1.1 {
201 root 1.9 /* TODO: thats not finished */
202     /* we don't want a fight evil vs evil or good against non evil */
203    
204     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
209 elmex 1.1 {
210 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211     npc->enemy = attacker;
212     return attacker; /* yes, we face our attacker! */
213 elmex 1.1 }
214     }
215 root 1.8
216     /* we have no legal enemy or attacker, so we try to target a new one */
217     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 elmex 1.1 {
219 root 1.8 npc->enemy = get_nearest_player (npc);
220     if (npc->enemy)
221     tmp = check_enemy (npc, rv);
222 elmex 1.1 }
223 root 1.8
224 elmex 1.1 }
225    
226 root 1.8 return tmp;
227 elmex 1.1 }
228    
229     /* Sees if this monster should wake up.
230     * Currently, this is only called from move_monster, and
231     * if enemy is set, then so should be rv.
232     * returns 1 if the monster should wake up, 0 otherwise.
233     */
234 root 1.8 int
235     check_wakeup (object *op, object *enemy, rv_vector * rv)
236     {
237     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
238 elmex 1.1
239 root 1.8 /* Trim work - if no enemy, no need to do anything below */
240     if (!enemy)
241     return 0;
242    
243     /* blinded monsters can only find nearby objects to attack */
244     if (QUERY_FLAG (op, FLAG_BLIND))
245     radius = MIN_MON_RADIUS;
246    
247     /* This covers the situation where the monster is in the dark
248     * and has an enemy. If the enemy has no carried light (or isnt
249     * glowing!) then the monster has trouble finding the enemy.
250     * Remember we already checked to see if the monster can see in
251     * the dark. */
252    
253     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
254     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
255     {
256     int dark = radius / (op->map->darkness);
257 elmex 1.1
258 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
259     }
260     else if (!QUERY_FLAG (op, FLAG_SLEEP))
261     return 1;
262 elmex 1.1
263 root 1.8 /* enemy should already be on this map, so don't really need to check
264     * for that.
265     */
266     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
267     {
268     CLEAR_FLAG (op, FLAG_SLEEP);
269     return 1;
270 elmex 1.1 }
271 root 1.8 return 0;
272 elmex 1.1 }
273    
274 root 1.8 int
275     move_randomly (object *op)
276     {
277     int i;
278 elmex 1.1
279 root 1.8 /* Give up to 15 chances for a monster to move randomly */
280     for (i = 0; i < 15; i++)
281     {
282 root 1.23 if (move_object (op, rndm (8) + 1))
283 root 1.8 return 1;
284 elmex 1.1 }
285 root 1.8 return 0;
286 elmex 1.1 }
287    
288     /*
289     * Move-monster returns 1 if the object has been freed, otherwise 0.
290     */
291 root 1.8 int
292     move_monster (object *op)
293     {
294     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
295     object *owner, *enemy, *part, *oph = op;
296     rv_vector rv;
297    
298     /* Monsters not on maps don't do anything. These monsters are things
299     * Like royal guards in city dwellers inventories.
300     */
301     if (!op->map)
302     return 0;
303    
304     /* for target facing, we copy this value here for fast access */
305     if (oph->head) /* force update the head - one arch one pic */
306     oph = oph->head;
307    
308     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
309     enemy = op->enemy = NULL;
310     else if ((enemy = find_enemy (op, &rv)))
311 root 1.9 /* we have an enemy, just tell him we want him dead */
312     enemy->attacked_by = op; /* our ptr */
313 root 1.8
314     /* generate hp, if applicable */
315     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
316     {
317    
318     /* last heal is in funny units. Dividing by speed puts
319     * the regeneration rate on a basis of time instead of
320     * #moves the monster makes. The scaling by 8 is
321     * to capture 8th's of a hp fraction regens
322     *
323     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
324     * overflow might produce monsters with negative hp.
325     */
326    
327     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
328     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
329     op->last_heal %= 32;
330    
331     /* So if the monster has gained enough HP that they are no longer afraid */
332     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
333     CLEAR_FLAG (op, FLAG_RUN_AWAY);
334    
335     if (op->stats.hp > op->stats.maxhp)
336     op->stats.hp = op->stats.maxhp;
337     }
338 root 1.4
339 root 1.8 /* generate sp, if applicable */
340     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
341     {
342 root 1.4
343 root 1.8 /* last_sp is in funny units. Dividing by speed puts
344     * the regeneration rate on a basis of time instead of
345     * #moves the monster makes. The scaling by 8 is
346     * to capture 8th's of a sp fraction regens
347     *
348     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
349     * overflow might produce monsters with negative sp.
350     */
351    
352     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
353     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
354     op->last_sp %= 128;
355 elmex 1.1 }
356    
357 root 1.8 /* this should probably get modified by many more values.
358     * (eg, creatures resistance to fear, level, etc. )
359     */
360 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
361 root 1.8 {
362     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
363 elmex 1.1 }
364    
365 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
366     return QUERY_FLAG (op, FLAG_FREED);
367 elmex 1.1
368 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
369     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
370     {
371     if (!check_wakeup (op, enemy, &rv))
372     return 0;
373 root 1.2 }
374    
375 root 1.8 /* check if monster pops out of hidden spot */
376     if (op->hide)
377     do_hidden_move (op);
378 root 1.2
379 root 1.8 if (op->pick_up)
380     monster_check_pickup (op);
381 root 1.2
382 root 1.8 if (op->will_apply)
383     monster_apply_below (op); /* Check for items to apply below */
384 root 1.2
385 root 1.8 /* If we don't have an enemy, do special movement or the like */
386     if (!enemy)
387     {
388     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
389     {
390 root 1.14 op->destroy ();
391 root 1.8 return 1;
392 root 1.4 }
393 elmex 1.1
394 root 1.8 /* Probably really a bug for a creature to have both
395     * stand still and a movement type set.
396     */
397     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
398     {
399     if (op->attack_movement & HI4)
400 elmex 1.1 {
401 root 1.8 switch (op->attack_movement & HI4)
402     {
403 root 1.4 case (PETMOVE):
404 root 1.8 pet_move (op);
405     break;
406 root 1.4
407     case (CIRCLE1):
408 root 1.8 circ1_move (op);
409     break;
410 root 1.4
411     case (CIRCLE2):
412 root 1.8 circ2_move (op);
413     break;
414 root 1.4
415     case (PACEV):
416 root 1.8 pace_movev (op);
417     break;
418 root 1.4
419     case (PACEH):
420 root 1.8 pace_moveh (op);
421     break;
422 root 1.4
423     case (PACEV2):
424 root 1.8 pace2_movev (op);
425     break;
426 root 1.4
427     case (PACEH2):
428 root 1.8 pace2_moveh (op);
429     break;
430 root 1.4
431     case (RANDO):
432 root 1.8 rand_move (op);
433     break;
434 root 1.4
435     case (RANDO2):
436 root 1.8 move_randomly (op);
437     break;
438 root 1.4 }
439 root 1.8 return 0;
440     }
441     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
442     (void) move_randomly (op);
443    
444     } /* stand still */
445     return 0;
446     } /* no enemy */
447    
448     /* We have an enemy. Block immediately below is for pets */
449 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
450     && (owner = op->owner) != NULL
451     && !on_same_map (op, owner)
452     && !owner->flag [FLAG_REMOVED])
453 root 1.8 return follow_owner (op, owner);
454    
455     /* doppleganger code to change monster facing to that of the nearest
456     * player. Hmm. The code is here, but no monster in the current
457     * arch set uses it.
458     */
459     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
460     {
461     op->face = enemy->face;
462     op->name = enemy->name;
463     }
464    
465     /* Calculate range information for closest body part - this
466     * is used for the 'skill' code, which isn't that smart when
467     * it comes to figuring it out - otherwise, giants throw boulders
468     * into themselves.
469     */
470     get_rangevector (op, enemy, &rv, 0);
471    
472     /* Move the check for scared up here - if the monster was scared,
473     * we were not doing any of the logic below, so might as well save
474     * a few cpu cycles.
475     */
476     if (!QUERY_FLAG (op, FLAG_SCARED))
477     {
478     rv_vector rv1;
479    
480     /* now we test every part of an object .... this is a real ugly piece of code */
481 root 1.29 for (part = op; part; part = part->more)
482 root 1.8 {
483     get_rangevector (part, enemy, &rv1, 0x1);
484     dir = rv1.direction;
485    
486     /* hm, not sure about this part - in original was a scared flag here too
487     * but that we test above... so can be old code here
488     */
489     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
490     dir = absdir (dir + 4);
491 root 1.31
492 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
493 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
494 root 1.8
495 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
496 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
497     return 0;
498 elmex 1.1
499 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
500 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
501     return 0;
502 elmex 1.1
503 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
504 root 1.31 if (monster_use_range (op, part, enemy, dir))
505     return 0;
506    
507 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
508 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
509     return 0;
510    
511 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
512 root 1.31 if (monster_use_bow (op, part, enemy, dir))
513     return 0;
514 root 1.8 } /* for processing of all parts */
515     } /* If not scared */
516 root 1.4
517 elmex 1.1
518 root 1.8 part = rv.part;
519     dir = rv.direction;
520 elmex 1.1
521 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
522     dir = absdir (dir + 4);
523 elmex 1.1
524 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
525 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
526 elmex 1.1
527 root 1.8 pre_att_dir = dir; /* remember the original direction */
528 elmex 1.1
529 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
530     {
531     switch (op->attack_movement & LO4)
532     {
533 root 1.4 case DISTATT:
534 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
535     break;
536 root 1.4
537     case RUNATT:
538 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
539     break;
540 root 1.4
541     case HITRUN:
542 root 1.8 dir = hitrun_att (dir, op, enemy);
543     break;
544 root 1.4
545     case WAITATT:
546 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
547     break;
548 root 1.4
549 root 1.8 case RUSH: /* default - monster normally moves towards player */
550 root 1.4 case ALLRUN:
551 root 1.8 break;
552 root 1.4
553     case DISTHIT:
554 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
555     break;
556 root 1.4
557     case WAIT2:
558 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
559     break;
560 root 1.4
561     default:
562 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
563 root 1.4 }
564 elmex 1.1 }
565    
566 root 1.8 if (!dir)
567     return 0;
568    
569     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
570     {
571     if (move_object (op, dir)) /* Can the monster move directly toward player? */
572     {
573     /* elmex: Turn our monster after it moved if it has DISTATT attack */
574     if ((op->attack_movement & LO4) == DISTATT)
575     op->direction = pre_att_dir;
576 elmex 1.1
577 root 1.8 return 0;
578     }
579    
580     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
581     {
582 elmex 1.1
583 root 1.8 /* Try move around corners if !close */
584     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
585 elmex 1.1
586 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
587     {
588     /* try different detours */
589     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
590 elmex 1.1
591 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
592 root 1.4 return 0;
593     }
594     }
595 root 1.8 } /* if monster is not standing still */
596 elmex 1.1
597 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
598     if ((op->attack_movement & LO4) == DISTATT)
599     op->direction = pre_att_dir;
600    
601     /*
602     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
603     * direction if they can't move away.
604     */
605     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
606     if (move_randomly (op))
607     return 0;
608    
609     /*
610     * Try giving the monster a new enemy - the player that is closest
611     * to it. In this way, it won't just keep trying to get to a target
612     * that is inaccessible.
613     * This could be more clever - it should go through a list of several
614     * enemies, as it is now, you could perhaps get situations where there
615     * are two players flanking the monster at close distance, but which
616     * the monster can't get to, and a third one at a far distance that
617     * the monster could get to - as it is, the monster won't look at that
618     * third one.
619     */
620     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
621     {
622     object *nearest_player = get_nearest_player (op);
623 elmex 1.1
624 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
625     {
626     op->enemy = NULL;
627     enemy = nearest_player;
628 root 1.4 }
629 elmex 1.1 }
630    
631 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
632     {
633     /* The adjustement to wc that was here before looked totally bogus -
634     * since wc can in fact get negative, that would mean by adding
635     * the current wc, the creature gets better? Instead, just
636     * add a fixed amount - nasty creatures that are runny away should
637     * still be pretty nasty.
638     */
639     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
640 elmex 1.1 {
641 root 1.8 part->stats.wc += 10;
642     (void) skill_attack (enemy, part, 0, NULL, NULL);
643     part->stats.wc -= 10;
644     }
645     else
646     (void) skill_attack (enemy, part, 0, NULL, NULL);
647     } /* if monster is in attack range */
648 elmex 1.1
649 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
650     return 1;
651 elmex 1.1
652 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
653 elmex 1.1 {
654 root 1.13 op->remove ();
655 root 1.14 op->destroy ();
656 root 1.8 return 1;
657 elmex 1.1 }
658 root 1.8 return 0;
659 elmex 1.1 }
660 root 1.5
661 root 1.8 int
662     can_hit (object *ob1, object *ob2, rv_vector * rv)
663     {
664     object *more;
665     rv_vector rv1;
666 elmex 1.1
667 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
668 root 1.8 return 0;
669 elmex 1.1
670 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
671     return 1;
672 elmex 1.1
673 root 1.8 /* check all the parts of ob2 - just because we can't get to
674     * its head doesn't mean we don't want to pound its feet
675     */
676     for (more = ob2->more; more != NULL; more = more->more)
677     {
678     get_rangevector (ob1, more, &rv1, 0);
679     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
680     return 1;
681 elmex 1.1 }
682 root 1.8 return 0;
683 elmex 1.1
684     }
685    
686     /* Returns 1 is monster should cast spell sp at an enemy
687     * Returns 0 if the monster should not cast this spell.
688     *
689     * Note that this function does not check to see if the monster can
690     * in fact cast the spell (sp dependencies and what not.) That is because
691     * this function is also sued to see if the monster should use spell items
692     * (rod/horn/wand/scroll).
693     * Note that there are certainly other offensive spells that could be
694     * included, but I decided to leave out the spells that may kill more
695     * monsters than players (eg, disease).
696     *
697     * This could be a lot smarter - if there are few monsters around,
698     * then disease might not be as bad. Likewise, if the monster is damaged,
699     * the right type of healing spell could be useful.
700     */
701    
702 root 1.8 static int
703     monster_should_cast_spell (object *monster, object *spell_ob)
704 elmex 1.1 {
705 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
706     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
707     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
708     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
709     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
710     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
711 elmex 1.1
712 root 1.8 return 1;
713 elmex 1.1
714 root 1.8 return 0;
715 elmex 1.1 }
716    
717    
718     #define MAX_KNOWN_SPELLS 20
719    
720     /* Returns a randomly selected spell. This logic is still
721     * less than ideal. This code also only seems to deal with
722     * wizard spells, as the check is against sp, and not grace.
723     * can mosnters know cleric spells?
724     */
725 root 1.8 object *
726     monster_choose_random_spell (object *monster)
727     {
728     object *altern[MAX_KNOWN_SPELLS];
729     object *tmp;
730     int i = 0;
731    
732     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
733     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
734     {
735     /* Check and see if it's actually a useful spell.
736     * If its a spellbook, the spell is actually the inventory item.
737     * if it is a spell, then it is just the object itself.
738     */
739     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
740     {
741     altern[i++] = tmp;
742     if (i == MAX_KNOWN_SPELLS)
743     break;
744     }
745     }
746     if (!i)
747     return NULL;
748     return altern[RANDOM () % i];
749 elmex 1.1 }
750    
751     /* This checks to see if the monster should cast a spell/ability.
752     * it returns true if the monster casts a spell, 0 if he doesn't.
753     * head is the head of the monster.
754     * part is the part of the monster we are checking against.
755     * pl is the target.
756     * dir is the direction to case.
757     * rv is the vector which describes where the enemy is.
758     */
759    
760 root 1.8 int
761     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
762     {
763     object *spell_item;
764     object *owner;
765     rv_vector rv1;
766    
767     /* If you want monsters to cast spells over friends, this spell should
768     * be removed. It probably should be in most cases, since monsters still
769     * don't care about residual effects (ie, casting a cone which may have a
770     * clear path to the player, the side aspects of the code will still hit
771     * other monsters)
772     */
773     if (!(dir = path_to_player (part, pl, 0)))
774     return 0;
775    
776 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
777 root 1.8 {
778     get_rangevector (head, owner, &rv1, 0x1);
779     if (dirdiff (dir, rv1.direction) < 2)
780     {
781     return 0; /* Might hit owner with spell */
782 root 1.4 }
783 elmex 1.1 }
784    
785 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
786 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
787 root 1.8
788     /* If the monster hasn't already chosen a spell, choose one
789     * I'm not sure if it really make sense to pre-select spells (events
790     * could be different by the time the monster goes again).
791     */
792     if (head->spellitem == NULL)
793     {
794     if ((spell_item = monster_choose_random_spell (head)) == NULL)
795     {
796     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
797     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
798     return 0;
799 root 1.4 }
800 root 1.8 if (spell_item->type == SPELLBOOK)
801     {
802     if (!spell_item->inv)
803     {
804     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
805     return 0;
806 root 1.4 }
807 root 1.8 spell_item = spell_item->inv;
808 root 1.4 }
809 elmex 1.1 }
810 root 1.8 else
811     spell_item = head->spellitem;
812 elmex 1.1
813 root 1.8 if (!spell_item)
814     return 0;
815 elmex 1.1
816 root 1.8 /* Best guess this is a defensive/healing spell */
817     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
818     dir = 0;
819    
820     /* Monster doesn't have enough spell-points */
821     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
822     return 0;
823    
824     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
825     return 0;
826 elmex 1.1
827 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
828     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
829 elmex 1.1
830 root 1.8 /* set this to null, so next time monster will choose something different */
831     head->spellitem = NULL;
832 elmex 1.1
833 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
834 elmex 1.1 }
835    
836    
837 root 1.8 int
838     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
839     {
840     object *scroll;
841     object *owner;
842     rv_vector rv1;
843    
844     /* If you want monsters to cast spells over friends, this spell should
845     * be removed. It probably should be in most cases, since monsters still
846     * don't care about residual effects (ie, casting a cone which may have a
847     * clear path to the player, the side aspects of the code will still hit
848     * other monsters)
849     */
850     if (!(dir = path_to_player (part, pl, 0)))
851     return 0;
852    
853 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
854 root 1.8 {
855     get_rangevector (head, owner, &rv1, 0x1);
856     if (dirdiff (dir, rv1.direction) < 2)
857     {
858     return 0; /* Might hit owner with spell */
859 root 1.4 }
860 elmex 1.1 }
861    
862 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
863 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
864 elmex 1.1
865 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
866     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
867     break;
868 elmex 1.1
869 root 1.8 /* Used up all his scrolls, so nothing do to */
870     if (!scroll)
871     {
872     CLEAR_FLAG (head, FLAG_READY_SCROLL);
873     return 0;
874 elmex 1.1 }
875    
876 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
877     if (scroll->inv->range == 0)
878     dir = 0;
879 elmex 1.1
880 root 1.8 apply_scroll (part, scroll, dir);
881     return 1;
882 elmex 1.1 }
883    
884     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
885     * Note that monsters do not need the skills SK_MELEE_WEAPON and
886     * SK_MISSILE_WEAPON to make those respective attacks, if we
887     * required that we would drastically increase the memory
888     * requirements of CF!!
889     *
890     * The skills we are treating here are all but those. -b.t.
891     *
892     * At the moment this is only useful for throwing, perhaps for
893     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
894 root 1.8 */
895     int
896     monster_use_skill (object *head, object *part, object *pl, int dir)
897     {
898     object *skill, *owner;
899 elmex 1.1
900 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
901     return 0;
902    
903 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
904 root 1.8 {
905     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
906    
907     if (dirdiff (dir, dir2) < 1)
908     return 0; /* Might hit owner with skill -thrown rocks for example ? */
909     }
910 root 1.27
911 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
912 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
913 root 1.8
914     /* skill selection - monster will use the next unused skill.
915     * well...the following scenario will allow the monster to
916     * toggle between 2 skills. One day it would be nice to make
917     * more skills available to monsters.
918     */
919 root 1.27 for (skill = head->inv; skill; skill = skill->below)
920 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
921     {
922     head->chosen_skill = skill;
923     break;
924     }
925 elmex 1.1
926 root 1.8 if (!skill && !head->chosen_skill)
927     {
928     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
929     CLEAR_FLAG (head, FLAG_READY_SKILL);
930     return 0;
931 elmex 1.1 }
932 root 1.27
933 root 1.8 /* use skill */
934     return do_skill (head, part, head->chosen_skill, dir, NULL);
935 elmex 1.1 }
936    
937     /* Monster will use a ranged spell attack. */
938 root 1.8 int
939     monster_use_range (object *head, object *part, object *pl, int dir)
940     {
941     object *wand, *owner;
942     int at_least_one = 0;
943    
944     if (!(dir = path_to_player (part, pl, 0)))
945     return 0;
946    
947 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
948 elmex 1.1 {
949 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
950 elmex 1.1
951 root 1.8 if (dirdiff (dir, dir2) < 2)
952     return 0; /* Might hit owner with spell */
953 elmex 1.1 }
954 root 1.31
955 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
956 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
957 elmex 1.1
958 root 1.27 for (wand = head->inv; wand; wand = wand->below)
959 root 1.8 {
960     if (wand->type == WAND)
961 elmex 1.1 {
962 root 1.8 /* Found a wand, let's see if it has charges left */
963     at_least_one = 1;
964     if (wand->stats.food <= 0)
965     continue;
966 elmex 1.1
967 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
968 elmex 1.1
969 root 1.8 if (!(--wand->stats.food))
970     {
971     if (wand->arch)
972 elmex 1.1 {
973 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
974     wand->face = wand->arch->clone.face;
975 root 1.18 wand->set_speed (0);
976 elmex 1.1 }
977     }
978 root 1.8 /* Success */
979     return 1;
980     }
981     else if (wand->type == ROD || wand->type == HORN)
982     {
983     /* Found rod/horn, let's use it if possible */
984     at_least_one = 1;
985     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
986     continue;
987 elmex 1.1
988 root 1.8 /* drain charge before casting spell - can be a case where the
989     * spell destroys the monster, and rod, so if done after, results
990     * in crash.
991     */
992     drain_rod_charge (wand);
993     cast_spell (head, wand, dir, wand->inv, NULL);
994 elmex 1.1
995 root 1.8 /* Success */
996     return 1;
997 elmex 1.1 }
998 root 1.8 }
999    
1000     if (at_least_one)
1001     return 0;
1002 elmex 1.1
1003 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1004 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1005     return 0;
1006     }
1007 elmex 1.1
1008 root 1.8 int
1009     monster_use_bow (object *head, object *part, object *pl, int dir)
1010     {
1011     object *owner;
1012 elmex 1.1
1013 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1014     return 0;
1015 root 1.31
1016 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1017 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1018 elmex 1.1
1019 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1020 root 1.8 {
1021     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1022 elmex 1.1
1023 root 1.8 if (dirdiff (dir, dir2) < 1)
1024     return 0; /* Might hit owner with arrow */
1025 elmex 1.1 }
1026    
1027 root 1.8 /* in server/player.c */
1028     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1029 elmex 1.1
1030     }
1031    
1032     /* Checks if putting on 'item' will make 'who' do more
1033 root 1.31 * damage. This is a very simplistic check - also checking things
1034 elmex 1.1 * like speed and ac are also relevant.
1035     *
1036     * return true if item is a better object.
1037     */
1038 root 1.8 int
1039     check_good_weapon (object *who, object *item)
1040     {
1041     object *other_weap;
1042     int val = 0, i;
1043    
1044 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1045 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1046     break;
1047 elmex 1.1
1048 root 1.31 if (!other_weap) /* No other weapons */
1049 root 1.8 return 1;
1050 elmex 1.1
1051 root 1.8 /* Rather than go through and apply the new one, and see if it is
1052     * better, just do some simple checks
1053     * Put some multipliers for things that hvae several effects,
1054     * eg, magic affects both damage and wc, so it has more weight
1055     */
1056 elmex 1.1
1057 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1058     val += (item->magic - other_weap->magic) * 3;
1059     /* Monsters don't really get benefits from things like regen rates
1060     * from items. But the bonus for their stats are very important.
1061     */
1062     for (i = 0; i < NUM_STATS; i++)
1063 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1064 root 1.8
1065     if (val > 0)
1066     return 1;
1067     else
1068     return 0;
1069 elmex 1.1 }
1070    
1071 root 1.8 int
1072     check_good_armour (object *who, object *item)
1073     {
1074     object *other_armour;
1075     int val = 0, i;
1076    
1077 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1078 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1079     break;
1080 elmex 1.1
1081 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1082     return 1;
1083 elmex 1.1
1084 root 1.8 /* Like above function , see which is better */
1085     val = item->stats.ac - other_armour->stats.ac;
1086     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1087     val += (item->magic - other_armour->magic) * 3;
1088    
1089     /* for the other protections, do weigh them very much in the equation -
1090     * it is the armor protection which is most important, because there is
1091     * no good way to know what the player may attack the monster with.
1092     * So if the new item has better protection than the old, give that higher
1093     * value. If the reverse, then decrease the value of this item some.
1094     */
1095     for (i = 1; i < NROFATTACKS; i++)
1096     {
1097     if (item->resist[i] > other_armour->resist[i])
1098     val++;
1099     else if (item->resist[i] < other_armour->resist[i])
1100     val--;
1101 elmex 1.1 }
1102    
1103 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1104 elmex 1.1
1105 root 1.8 if (val > 0)
1106     return 1;
1107     else
1108     return 0;
1109 elmex 1.1 }
1110    
1111     /*
1112     * monster_check_pickup(): checks for items that monster can pick up.
1113     *
1114     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1115     * Each time the blob passes over some treasure, it will
1116     * grab it a.s.a.p.
1117     *
1118     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1119     * to handle this.
1120     *
1121     * This function was seen be continueing looping at one point (tmp->below
1122     * became a recursive loop. It may be better to call monster_check_apply
1123     * after we pick everything up, since that function may call others which
1124     * affect stacking on this space.
1125     */
1126 root 1.8 void
1127     monster_check_pickup (object *monster)
1128     {
1129     object *tmp, *next;
1130    
1131     for (tmp = monster->below; tmp != NULL; tmp = next)
1132     {
1133     next = tmp->below;
1134     if (monster_can_pick (monster, tmp))
1135     {
1136 root 1.13 tmp->remove ();
1137 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1138     (void) monster_check_apply (monster, tmp);
1139     }
1140     /* We could try to re-establish the cycling, of the space, but probably
1141     * not a big deal to just bail out.
1142     */
1143 root 1.11 if (next && next->destroyed ())
1144 root 1.8 return;
1145 elmex 1.1 }
1146     }
1147    
1148     /*
1149     * monster_can_pick(): If the monster is interested in picking up
1150     * the item, then return 0. Otherwise 0.
1151     * Instead of pick_up, flags for "greed", etc, should be used.
1152     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1153     */
1154 root 1.8 int
1155     monster_can_pick (object *monster, object *item)
1156     {
1157     int flag = 0;
1158     int i;
1159 elmex 1.1
1160 root 1.8 if (!can_pick (monster, item))
1161     return 0;
1162 elmex 1.1
1163 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1164     return 0;
1165 elmex 1.1
1166 root 1.8 if (monster->pick_up & 64) /* All */
1167     flag = 1;
1168 elmex 1.1
1169 root 1.8 else
1170     switch (item->type)
1171     {
1172     case MONEY:
1173     case GEM:
1174     flag = monster->pick_up & 2;
1175 root 1.4 break;
1176    
1177 root 1.8 case FOOD:
1178     flag = monster->pick_up & 4;
1179 root 1.4 break;
1180    
1181 root 1.8 case WEAPON:
1182     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1183 root 1.4 break;
1184    
1185 root 1.8 case ARMOUR:
1186     case SHIELD:
1187     case HELMET:
1188     case BOOTS:
1189     case GLOVES:
1190     case GIRDLE:
1191     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1192 root 1.4 break;
1193    
1194 root 1.8 case SKILL:
1195     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1196 root 1.4 break;
1197    
1198 root 1.8 case RING:
1199     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1200 root 1.4 break;
1201    
1202 root 1.8 case WAND:
1203     case HORN:
1204     case ROD:
1205     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1206 root 1.4 break;
1207    
1208 root 1.8 case SPELLBOOK:
1209     flag = (monster->arch != NULL && QUERY_FLAG ((&monster->arch->clone), FLAG_CAST_SPELL));
1210 root 1.4 break;
1211    
1212 root 1.8 case SCROLL:
1213     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1214 root 1.4 break;
1215    
1216 root 1.8 case BOW:
1217     case ARROW:
1218     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1219 root 1.4 break;
1220 root 1.8 }
1221 root 1.27
1222 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1223     * pick it up. Note that this doesn't handle cases where an item may
1224     * use several locations.
1225     */
1226     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1227     {
1228 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1229 root 1.8 {
1230     flag = 1;
1231     break;
1232 root 1.4 }
1233 elmex 1.1 }
1234    
1235 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1236     return 1;
1237     return 0;
1238 elmex 1.1 }
1239    
1240     /*
1241     * monster_apply_below():
1242     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1243     * eager to apply things, encounters something apply-able,
1244     * then make him apply it
1245     */
1246 root 1.8 void
1247     monster_apply_below (object *monster)
1248     {
1249     object *tmp, *next;
1250 elmex 1.1
1251 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1252     {
1253     next = tmp->below;
1254     switch (tmp->type)
1255     {
1256 root 1.4 case CF_HANDLE:
1257     case TRIGGER:
1258 root 1.8 if (monster->will_apply & 1)
1259     manual_apply (monster, tmp, 0);
1260     break;
1261 root 1.4
1262     case TREASURE:
1263 root 1.8 if (monster->will_apply & 2)
1264     manual_apply (monster, tmp, 0);
1265     break;
1266 root 1.4
1267     }
1268 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1269     break;
1270 elmex 1.1 }
1271     }
1272    
1273     /*
1274     * monster_check_apply() is meant to be called after an item is
1275     * inserted in a monster.
1276     * If an item becomes outdated (monster found a better item),
1277     * a pointer to that object is returned, so it can be dropped.
1278     * (so that other monsters can pick it up and use it)
1279     * Note that as things are now, monsters never drop something -
1280     * they can pick up all that they can use.
1281     */
1282     /* Sept 96, fixed this so skills will be readied -b.t.*/
1283 root 1.8 void
1284     monster_check_apply (object *mon, object *item)
1285     {
1286     int flag = 0;
1287 elmex 1.1
1288 root 1.27 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG ((&mon->arch->clone), FLAG_CAST_SPELL)))
1289 root 1.8 {
1290     SET_FLAG (mon, FLAG_CAST_SPELL);
1291     return;
1292 elmex 1.1 }
1293    
1294 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1295     if (QUERY_FLAG (item, FLAG_APPLIED))
1296     return;
1297    
1298     /* Might be better not to do this - if the monster can fire a bow,
1299     * it is possible in his wanderings, he will find one to use. In
1300     * which case, it would be nice to have ammo for it.
1301     */
1302     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1303     {
1304     /* Check for the right kind of bow */
1305     object *bow;
1306 elmex 1.1
1307 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1308 root 1.8 if (bow->type == BOW && bow->race == item->race)
1309     {
1310     SET_FLAG (mon, FLAG_READY_BOW);
1311     LOG (llevMonster, "Found correct bow for arrows.\n");
1312     return; /* nothing more to do for arrows */
1313     }
1314 elmex 1.1 }
1315    
1316 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1317     flag = 1;
1318     /* Eating food gets hp back */
1319     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1320     flag = 1;
1321     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1322     {
1323     if (!item->inv)
1324     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1325     else if (monster_should_cast_spell (mon, item->inv))
1326     SET_FLAG (mon, FLAG_READY_SCROLL);
1327     /* Don't use it right now */
1328     return;
1329     }
1330     else if (item->type == WEAPON)
1331     flag = check_good_weapon (mon, item);
1332 root 1.16 else if (item->is_armor ())
1333 root 1.8 flag = check_good_armour (mon, item);
1334     /* Should do something more, like make sure this is a better item */
1335     else if (item->type == RING)
1336     flag = 1;
1337     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1338     {
1339     /* We never really 'ready' the wand/rod/horn, because that would mean the
1340     * weapon would get undone.
1341     */
1342     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1343     {
1344     SET_FLAG (mon, FLAG_READY_RANGE);
1345     SET_FLAG (item, FLAG_APPLIED);
1346     }
1347     return;
1348     }
1349     else if (item->type == BOW)
1350     {
1351     /* We never really 'ready' the bow, because that would mean the
1352     * weapon would get undone.
1353     */
1354     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1355     SET_FLAG (mon, FLAG_READY_BOW);
1356     return;
1357     }
1358     else if (item->type == SKILL)
1359     {
1360     /*
1361     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1362     * else they can't use the skill...
1363     * Skills also don't need to get applied, so return now.
1364     */
1365     SET_FLAG (mon, FLAG_READY_SKILL);
1366     return;
1367 elmex 1.1 }
1368    
1369 root 1.8 /* if we don't match one of the above types, return now.
1370     * can_apply_object will say that we can apply things like flesh,
1371     * bolts, and whatever else, because it only checks against the
1372     * body_info locations.
1373     */
1374     if (!flag)
1375     return;
1376 elmex 1.1
1377 root 1.8 /* Check to see if the monster can use this item. If not, no need
1378     * to do further processing. Note that can_apply_object already checks
1379     * for the CAN_USE flags.
1380     */
1381     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1382 elmex 1.1 return;
1383 root 1.8
1384     /* should only be applying this item, not unapplying it.
1385     * also, ignore status of curse so they can take off old armour.
1386     * monsters have some advantages after all.
1387     */
1388     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1389 elmex 1.1 }
1390    
1391 root 1.8 void
1392     npc_call_help (object *op)
1393     {
1394     int x, y, mflags;
1395     object *npc;
1396     sint16 sx, sy;
1397 root 1.12 maptile *m;
1398 root 1.8
1399     for (x = -3; x < 4; x++)
1400     for (y = -3; y < 4; y++)
1401     {
1402     m = op->map;
1403     sx = op->x + x;
1404     sy = op->y + y;
1405     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1406     /* If nothing alive on this space, no need to search the space. */
1407     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1408     continue;
1409    
1410 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1411 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1412     npc->enemy = op->enemy;
1413     }
1414 elmex 1.1 }
1415    
1416 root 1.8 int
1417     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1418     {
1419     if (can_hit (part, enemy, rv))
1420     return dir;
1421     if (rv->distance < 10)
1422     return absdir (dir + 4);
1423     else if (rv->distance > 18)
1424     return dir;
1425 root 1.27
1426 root 1.8 return 0;
1427 elmex 1.1 }
1428    
1429 root 1.8 int
1430     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1431     {
1432     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1433     {
1434     ob->move_status++;
1435     return (dir);
1436 elmex 1.1 }
1437 root 1.8 else if (ob->move_status > 20)
1438     ob->move_status = 0;
1439 root 1.27
1440 root 1.8 return absdir (dir + 4);
1441 elmex 1.1 }
1442    
1443 root 1.8 int
1444     hitrun_att (int dir, object *ob, object *enemy)
1445     {
1446     if (ob->move_status++ < 25)
1447     return dir;
1448     else if (ob->move_status < 50)
1449     return absdir (dir + 4);
1450     else
1451     ob->move_status = 0;
1452 root 1.27
1453 root 1.8 return absdir (dir + 4);
1454 elmex 1.1 }
1455    
1456 root 1.8 int
1457     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1458     {
1459    
1460     int inrange = can_hit (part, enemy, rv);
1461 elmex 1.1
1462 root 1.8 if (ob->move_status || inrange)
1463     ob->move_status++;
1464 elmex 1.1
1465 root 1.8 if (ob->move_status == 0)
1466 elmex 1.1 return 0;
1467 root 1.8 else if (ob->move_status < 10)
1468     return dir;
1469     else if (ob->move_status < 15)
1470     return absdir (dir + 4);
1471 root 1.27
1472 root 1.8 ob->move_status = 0;
1473     return 0;
1474 elmex 1.1 }
1475    
1476 root 1.8 int
1477     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1478     {
1479 elmex 1.1
1480 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1481     * happen is that if the creatures hp percentage falls below run_away,
1482     * the creature should run away (dir+4)
1483     * I think its wrong for a creature to have a zero maxhp value, but
1484     * at least one map has this set, and whatever the map contains, the
1485     * server should try to be resilant enough to avoid the problem
1486     */
1487     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1488     return absdir (dir + 4);
1489 root 1.27
1490 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1491 elmex 1.1 }
1492    
1493 root 1.8 int
1494     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1495     {
1496     if (rv->distance < 9)
1497     return absdir (dir + 4);
1498 root 1.27
1499 root 1.8 return 0;
1500 elmex 1.1 }
1501    
1502 root 1.8 void
1503     circ1_move (object *ob)
1504     {
1505     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1506 root 1.27
1507 root 1.8 if (++ob->move_status > 11)
1508 elmex 1.1 ob->move_status = 0;
1509 root 1.27
1510 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1511 root 1.27 move_object (ob, rndm (8) + 1);
1512 elmex 1.1 }
1513    
1514 root 1.8 void
1515     circ2_move (object *ob)
1516     {
1517     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1518 root 1.27
1519 root 1.8 if (++ob->move_status > 19)
1520 elmex 1.1 ob->move_status = 0;
1521 root 1.27
1522 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1523 root 1.27 move_object (ob, rndm (8) + 1);
1524 elmex 1.1 }
1525    
1526 root 1.8 void
1527     pace_movev (object *ob)
1528     {
1529 elmex 1.1 if (ob->move_status++ > 6)
1530     ob->move_status = 0;
1531 root 1.27
1532 elmex 1.1 if (ob->move_status < 4)
1533 root 1.27 move_object (ob, 5);
1534 elmex 1.1 else
1535 root 1.27 move_object (ob, 1);
1536 elmex 1.1 }
1537    
1538 root 1.8 void
1539     pace_moveh (object *ob)
1540     {
1541 elmex 1.1 if (ob->move_status++ > 6)
1542     ob->move_status = 0;
1543 root 1.27
1544 elmex 1.1 if (ob->move_status < 4)
1545 root 1.27 move_object (ob, 3);
1546 elmex 1.1 else
1547 root 1.27 move_object (ob, 7);
1548 elmex 1.1 }
1549    
1550 root 1.8 void
1551     pace2_movev (object *ob)
1552     {
1553     if (ob->move_status++ > 16)
1554 elmex 1.1 ob->move_status = 0;
1555 root 1.27
1556 root 1.8 if (ob->move_status < 6)
1557 root 1.27 move_object (ob, 5);
1558 elmex 1.1 else if (ob->move_status < 8)
1559     return;
1560 root 1.8 else if (ob->move_status < 13)
1561 root 1.27 move_object (ob, 1);
1562 root 1.8 else
1563     return;
1564     }
1565 elmex 1.1
1566 root 1.8 void
1567     pace2_moveh (object *ob)
1568     {
1569     if (ob->move_status++ > 16)
1570 elmex 1.1 ob->move_status = 0;
1571 root 1.27
1572 root 1.8 if (ob->move_status < 6)
1573 root 1.27 move_object (ob, 3);
1574 elmex 1.1 else if (ob->move_status < 8)
1575     return;
1576 root 1.8 else if (ob->move_status < 13)
1577 root 1.27 move_object (ob, 7);
1578 root 1.8 else
1579     return;
1580     }
1581 elmex 1.1
1582 root 1.8 void
1583     rand_move (object *ob)
1584     {
1585 elmex 1.1 int i;
1586 root 1.8
1587 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1588 elmex 1.1 for (i = 0; i < 5; i++)
1589 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1590 elmex 1.1 return;
1591     }
1592    
1593 root 1.8 void
1594 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1595 root 1.8 {
1596     object *tmp;
1597    
1598 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1599 root 1.8 {
1600     if (tmp->type == EARTHWALL)
1601     {
1602     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1603     return;
1604 root 1.4 }
1605 elmex 1.1 }
1606     }
1607    
1608 root 1.8 void
1609 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1610 root 1.8 {
1611     object *tmp;
1612    
1613 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1614 root 1.8 {
1615     if (tmp->type == DOOR)
1616     {
1617     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1618     return;
1619 root 1.4 }
1620 elmex 1.1 }
1621     }
1622    
1623     /* find_mon_throw_ob() - modeled on find_throw_ob
1624     * This is probably overly simplistic as it is now - We want
1625     * monsters to throw things like chairs and other pieces of
1626     * furniture, even if they are not good throwable objects.
1627     * Probably better to have the monster throw a throwable object
1628     * first, then throw any non equipped weapon.
1629     */
1630 root 1.8 object *
1631     find_mon_throw_ob (object *op)
1632     {
1633     object *tmp = NULL;
1634 elmex 1.1
1635 root 1.8 if (op->head)
1636     tmp = op->head;
1637     else
1638     tmp = op;
1639 elmex 1.1
1640 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1641     * marked item and throw it to the enemy.
1642     */
1643     for (tmp = op->inv; tmp; tmp = tmp->below)
1644     {
1645     /* Can't throw invisible objects or items that are applied */
1646     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1647     continue;
1648    
1649     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1650     break;
1651 elmex 1.1
1652     }
1653    
1654     #ifdef DEBUG_THROW
1655 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1656 elmex 1.1 #endif
1657    
1658 root 1.8 return tmp;
1659 elmex 1.1 }
1660    
1661     /* determine if we can 'detect' the enemy. Check for walls blocking the
1662     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1663     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1664     * modified by MSW to use the get_rangevector so that map tiling works
1665     * properly. I also so odd code in place that checked for x distance
1666     * OR y distance being within some range - that seemed wrong - both should
1667     * be within the valid range. MSW 2001-08-05
1668     * Returns 0 if enemy can not be detected, 1 if it is detected
1669     */
1670    
1671 root 1.8 int
1672     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1673     {
1674     int radius = MIN_MON_RADIUS, hide_discovery;
1675    
1676     /* null detection for any of these condtions always */
1677     if (!op || !enemy || !op->map || !enemy->map)
1678     return 0;
1679 elmex 1.1
1680 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1681     if (!on_same_map (op, enemy))
1682     return 0;
1683 elmex 1.1
1684 root 1.8 get_rangevector (op, enemy, rv, 0);
1685 elmex 1.1
1686 root 1.8 /* Monsters always ignore the DM */
1687     if ((op->type != PLAYER) && QUERY_FLAG (enemy, FLAG_WIZ))
1688     return 0;
1689 elmex 1.1
1690 root 1.8 /* simple check. Should probably put some range checks in here. */
1691     if (can_see_enemy (op, enemy))
1692     return 1;
1693 elmex 1.1
1694 root 1.8 /* The rest of this is for monsters. Players are on their own for
1695     * finding enemies!
1696     */
1697     if (op->type == PLAYER)
1698     return 0;
1699 elmex 1.1
1700 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1701     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1702     */
1703     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1704     return 0;
1705 elmex 1.1
1706 root 1.8 /* use this for invis also */
1707     hide_discovery = op->stats.Int / 5;
1708 elmex 1.1
1709 root 1.8 /* Determine Detection radii */
1710     if (!enemy->hide) /* to detect non-hidden (eg dark/invis enemy) */
1711     radius = (op->stats.Wis / 5) + 1 > MIN_MON_RADIUS ? (op->stats.Wis / 5) + 1 : MIN_MON_RADIUS;
1712     else
1713     { /* a level/INT/Dex adjustment for hiding */
1714     object *sk_hide;
1715     int bonus = (op->level / 2) + (op->stats.Int / 5);
1716    
1717     if (enemy->type == PLAYER)
1718     {
1719     if ((sk_hide = find_skill_by_number (enemy, SK_HIDING)))
1720     bonus -= sk_hide->level;
1721     else
1722     {
1723     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1724     make_visible (enemy);
1725     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1726 root 1.4 }
1727     }
1728 root 1.8 else /* enemy is not a player */
1729     bonus -= enemy->level;
1730    
1731     radius += bonus / 5;
1732     hide_discovery += bonus * 5;
1733     } /* else creature has modifiers for hiding */
1734    
1735     /* Radii stealth adjustment. Only if you are stealthy
1736     * will you be able to sneak up closer to creatures */
1737     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1738     radius = radius / 2, hide_discovery = hide_discovery / 3;
1739    
1740     /* Radii adjustment for enemy standing in the dark */
1741     if (op->map->darkness > 0 && !stand_in_light (enemy))
1742     {
1743     /* on dark maps body heat can help indicate location with infravision
1744     * undead don't have body heat, so no benefit detecting them.
1745     */
1746     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1747     radius += op->map->darkness / 2;
1748     else
1749     radius -= op->map->darkness / 2;
1750    
1751     /* op next to a monster (and not in complete darkness)
1752     * the monster should have a chance to see you.
1753     */
1754     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1755     radius = MIN_MON_RADIUS;
1756     } /* if on dark map */
1757 elmex 1.1
1758 root 1.8 /* Lets not worry about monsters that have incredible detection
1759     * radii, we only need to worry here about things the player can
1760     * (potentially) see. This is 13, as that is the maximum size the player
1761     * may have for their map - in that way, creatures at the edge will
1762     * do something. Note that the distance field in the
1763     * vector is real distance, so in theory this should be 18 to
1764     * find that.
1765     */
1766     if (radius > 13)
1767     radius = 13;
1768    
1769     /* Enemy in range! Now test for detection */
1770     if ((int) rv->distance <= radius)
1771     {
1772     /* ah, we are within range, detected? take cases */
1773     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1774     return 1;
1775 root 1.4
1776 root 1.8 /* hidden or low-quality invisible */
1777 root 1.23 if (enemy->hide && (rv->distance <= 1) && (rndm (100) <= hide_discovery))
1778 root 1.8 {
1779     make_visible (enemy);
1780     /* inform players of new status */
1781     if (enemy->type == PLAYER && player_can_view (enemy, op))
1782     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1783     return 1; /* detected enemy */
1784     }
1785     else if (enemy->invisible)
1786     {
1787     /* Change this around - instead of negating the invisible, just
1788     * return true so that the mosnter that managed to detect you can
1789     * do something to you. Decreasing the duration of invisible
1790     * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1791     * can then basically negate the spell. The spell isn't negated -
1792     * they just know where you are!
1793     */
1794 root 1.23 if ((rndm (50)) <= hide_discovery)
1795 root 1.8 {
1796     if (enemy->type == PLAYER)
1797     {
1798     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1799 root 1.4 }
1800 root 1.8 return 1;
1801 root 1.4 }
1802     }
1803 root 1.8 } /* within range */
1804 elmex 1.1
1805 root 1.8 /* Wasn't detected above, so still hidden */
1806     return 0;
1807 elmex 1.1 }
1808    
1809     /* determine if op stands in a lighted square. This is not a very
1810     * intellegent algorithm. For one thing, we ignore los here, SO it
1811     * is possible for a bright light to illuminate a player on the
1812     * other side of a wall (!).
1813     */
1814 root 1.8 int
1815     stand_in_light (object *op)
1816     {
1817     sint16 nx, ny;
1818 root 1.12 maptile *m;
1819 root 1.8
1820     if (!op)
1821     return 0;
1822 root 1.27
1823 root 1.8 if (op->glow_radius > 0)
1824     return 1;
1825 elmex 1.1
1826 root 1.8 if (op->map)
1827     {
1828     int x, y, x1, y1;
1829 elmex 1.1
1830 root 1.8 /* Check the spaces with the max light radius to see if any of them
1831     * have lights, and if any of them light the player enough, then return 1.
1832     */
1833     for (x = op->x - MAX_LIGHT_RADII; x <= op->x + MAX_LIGHT_RADII; x++)
1834     {
1835     for (y = op->y - MAX_LIGHT_RADII; y <= op->y + MAX_LIGHT_RADII; y++)
1836     {
1837     m = op->map;
1838     nx = x;
1839     ny = y;
1840    
1841     if (get_map_flags (m, &m, nx, ny, &nx, &ny) & P_OUT_OF_MAP)
1842     continue;
1843    
1844     x1 = abs (x - op->x) * abs (x - op->x);
1845     y1 = abs (y - op->y) * abs (y - op->y);
1846     if (isqrt (x1 + y1) < GET_MAP_LIGHT (m, nx, ny))
1847     return 1;
1848 root 1.4 }
1849     }
1850 elmex 1.1 }
1851 root 1.27
1852 root 1.8 return 0;
1853 elmex 1.1 }
1854    
1855     /* assuming no walls/barriers, lets check to see if its *possible*
1856     * to see an enemy. Note, "detection" is different from "seeing".
1857     * See can_detect_enemy() for more details. -b.t.
1858     * return 0 if can't be seen, 1 if can be
1859     */
1860 root 1.8 int
1861     can_see_enemy (object *op, object *enemy)
1862     {
1863     object *looker = op->head ? op->head : op;
1864    
1865     /* safety */
1866     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1867     return 0;
1868 elmex 1.1
1869 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1870     * see through walls). Should we change the code elsewhere to make you
1871     * blind even if you can xray?
1872     */
1873     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1874     return 0;
1875    
1876     /* checking for invisible things */
1877     if (enemy->invisible)
1878     {
1879     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880     * However,if you carry any source of light, then the hidden
1881     * creature is seeable (and stupid) */
1882 elmex 1.1
1883 root 1.8 if (has_carried_lights (enemy))
1884     {
1885     if (enemy->hide)
1886     {
1887     make_visible (enemy);
1888     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1889 root 1.4 }
1890 root 1.8 return 1;
1891     }
1892     else if (enemy->hide)
1893     return 0;
1894 root 1.4
1895 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1896     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1897     * and making it a conditional makes the code pretty ugly.
1898     */
1899     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1900     {
1901     if (makes_invisible_to (enemy, looker))
1902     return 0;
1903 root 1.4 }
1904 root 1.8 }
1905     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1906     if (player_can_view (looker, enemy))
1907     return 1;
1908 elmex 1.1
1909     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1910     * unless they carry a light or stand in light. Darkness doesnt
1911     * inhibit the undead per se (but we should give their archs
1912     * CAN_SEE_IN_DARK, this is just a safety
1913     * we care about the enemy maps status, not the looker.
1914     * only relevant for tiled maps, but it is possible that the
1915     * enemy is on a bright map and the looker on a dark - in that
1916     * case, the looker can still see the enemy
1917     */
1918 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1919     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 elmex 1.1 return 0;
1921    
1922     return 1;
1923     }