ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/monster.C
Revision: 1.37
Committed: Wed Aug 22 20:46:46 2007 UTC (16 years, 9 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.36: +21 -16 lines
Log Message:
cleanup

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 1.36 * Crossfire TRT 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 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.22 *
13 root 1.36 * 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 pippijn 1.22 *
18 root 1.36 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.34 *
21     * The authors can be reached via e-mail to <crossfire@schmorp.de>
22 pippijn 1.22 */
23 elmex 1.1
24     #include <global.h>
25 root 1.18 #include <sproto.h>
26     #include <spells.h>
27     #include <skills.h>
28 elmex 1.1
29 root 1.8 #define MIN_MON_RADIUS 3 /* minimum monster detection radius */
30 elmex 1.1
31     /* checks npc->enemy and returns that enemy if still valid,
32     * NULL otherwise.
33     * this is map tile aware.
34     * If this returns an enemy, the range vector rv should also be
35     * set to sane values.
36     */
37 root 1.8 object *
38     check_enemy (object *npc, rv_vector * rv)
39     {
40    
41     /* if this is pet, let him attack the same enemy as his owner
42     * TODO: when there is no ower enemy, try to find a target,
43     * which CAN attack the owner. */
44     if ((npc->attack_movement & HI4) == PETMOVE)
45     {
46     if (npc->owner == NULL)
47     npc->enemy = NULL;
48     else if (npc->enemy == NULL)
49     npc->enemy = npc->owner->enemy;
50     }
51    
52     /* periodically, a monster mayu change its target. Also, if the object
53     * has been destroyed, etc, clear the enemy.
54     * TODO: this should be changed, because it invokes to attack forced or
55     * attacked monsters to leave the attacker alone, before it is destroyed
56     */
57     /* i had removed the random target leave, this invokes problems with friendly
58     * objects, getting attacked and defending herself - they don't try to attack
59     * again then but perhaps get attack on and on
60     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
61     * too. */
62 elmex 1.1
63 root 1.8 if (npc->enemy)
64 elmex 1.1 {
65 root 1.8 /* I broke these if's apart to better be able to see what
66     * the grouping checks are. Code is the same.
67     */
68     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
69     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
70     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
71     npc->enemy = NULL;
72    
73     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
74     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
76     || npc->enemy == npc->owner))
77     npc->enemy = NULL;
78    
79    
80     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
81     npc->enemy = NULL;
82    
83     /* I've noticed that pets could sometimes get an arrow as the
84     * target enemy - this code below makes sure the enemy is something
85     * that should be attacked. My guess is that the arrow hits
86     * the creature/owner, and so the creature then takes that
87     * as the enemy to attack.
88     */
89 root 1.26 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
90     && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
91     && npc->enemy->type != PLAYER
92     && npc->enemy->type != GOLEM)
93 root 1.8 npc->enemy = NULL;
94 elmex 1.1
95     }
96 root 1.37
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 root 1.37
173 root 1.8 return tmp;
174     }
175    
176     /* Here is the main enemy selection.
177     * We want this: if there is an enemy, attack him until its not possible or
178     * one of both is dead.
179     * If we have no enemy and we are...
180     * a monster: try to find a player, a pet or a friendly monster
181     * a friendly: only target a monster which is targeting you first or targeting a player
182     * a neutral: fight a attacker (but there should be none), then do nothing
183     * a pet: attack player enemy or a monster
184     */
185    
186     /* pet move */
187     if ((npc->attack_movement & HI4) == PETMOVE)
188     {
189     tmp = get_pet_enemy (npc, rv);
190 root 1.9
191 root 1.8 if (tmp)
192     get_rangevector (npc, tmp, rv, 0);
193 root 1.9
194 root 1.8 return tmp;
195     }
196 elmex 1.1
197 root 1.8 /* we check our old enemy. */
198 root 1.9 if (!(tmp = check_enemy (npc, rv)))
199 elmex 1.1 {
200 root 1.8 if (attacker) /* if we have an attacker, check him */
201 elmex 1.1 {
202 root 1.9 /* TODO: thats not finished */
203     /* we don't want a fight evil vs evil or good against non evil */
204    
205     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
206     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
207     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
208     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
209     else if (on_same_map (npc, attacker)) /* thats the only thing we must know... */
210 elmex 1.1 {
211 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
212     npc->enemy = attacker;
213     return attacker; /* yes, we face our attacker! */
214 elmex 1.1 }
215     }
216 root 1.8
217     /* we have no legal enemy or attacker, so we try to target a new one */
218     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
219 elmex 1.1 {
220 root 1.8 npc->enemy = get_nearest_player (npc);
221     if (npc->enemy)
222     tmp = check_enemy (npc, rv);
223 elmex 1.1 }
224 root 1.8
225 elmex 1.1 }
226    
227 root 1.8 return tmp;
228 elmex 1.1 }
229    
230     /* Sees if this monster should wake up.
231     * Currently, this is only called from move_monster, and
232     * if enemy is set, then so should be rv.
233     * returns 1 if the monster should wake up, 0 otherwise.
234     */
235 root 1.8 int
236     check_wakeup (object *op, object *enemy, rv_vector * rv)
237     {
238     int radius = op->stats.Wis > MIN_MON_RADIUS ? op->stats.Wis : MIN_MON_RADIUS;
239 elmex 1.1
240 root 1.8 /* Trim work - if no enemy, no need to do anything below */
241     if (!enemy)
242     return 0;
243    
244     /* blinded monsters can only find nearby objects to attack */
245     if (QUERY_FLAG (op, FLAG_BLIND))
246     radius = MIN_MON_RADIUS;
247    
248     /* This covers the situation where the monster is in the dark
249     * and has an enemy. If the enemy has no carried light (or isnt
250     * glowing!) then the monster has trouble finding the enemy.
251     * Remember we already checked to see if the monster can see in
252     * the dark. */
253    
254     else if (op->map && op->map->darkness > 0 && enemy && !enemy->invisible &&
255     !stand_in_light (enemy) && (!QUERY_FLAG (op, FLAG_SEE_IN_DARK) || !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
256     {
257     int dark = radius / (op->map->darkness);
258 elmex 1.1
259 root 1.8 radius = (dark > MIN_MON_RADIUS) ? (dark + 1) : MIN_MON_RADIUS;
260     }
261     else if (!QUERY_FLAG (op, FLAG_SLEEP))
262     return 1;
263 elmex 1.1
264 root 1.8 /* enemy should already be on this map, so don't really need to check
265     * for that.
266     */
267     if (rv->distance < (unsigned int) (QUERY_FLAG (enemy, FLAG_STEALTH) ? (radius / 2) + 1 : radius))
268     {
269     CLEAR_FLAG (op, FLAG_SLEEP);
270     return 1;
271 elmex 1.1 }
272 root 1.8 return 0;
273 elmex 1.1 }
274    
275 root 1.8 int
276     move_randomly (object *op)
277     {
278     int i;
279 elmex 1.1
280 root 1.8 /* Give up to 15 chances for a monster to move randomly */
281     for (i = 0; i < 15; i++)
282     {
283 root 1.23 if (move_object (op, rndm (8) + 1))
284 root 1.8 return 1;
285 elmex 1.1 }
286 root 1.8 return 0;
287 elmex 1.1 }
288    
289     /*
290     * Move-monster returns 1 if the object has been freed, otherwise 0.
291     */
292 root 1.8 int
293     move_monster (object *op)
294     {
295     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
296     object *owner, *enemy, *part, *oph = op;
297     rv_vector rv;
298    
299     /* Monsters not on maps don't do anything. These monsters are things
300     * Like royal guards in city dwellers inventories.
301     */
302     if (!op->map)
303     return 0;
304    
305     /* for target facing, we copy this value here for fast access */
306     if (oph->head) /* force update the head - one arch one pic */
307     oph = oph->head;
308    
309     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
310     enemy = op->enemy = NULL;
311     else if ((enemy = find_enemy (op, &rv)))
312 root 1.9 /* we have an enemy, just tell him we want him dead */
313     enemy->attacked_by = op; /* our ptr */
314 root 1.8
315     /* generate hp, if applicable */
316     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
317     {
318    
319     /* last heal is in funny units. Dividing by speed puts
320     * the regeneration rate on a basis of time instead of
321     * #moves the monster makes. The scaling by 8 is
322     * to capture 8th's of a hp fraction regens
323     *
324     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
325     * overflow might produce monsters with negative hp.
326     */
327    
328     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
329     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
330     op->last_heal %= 32;
331    
332     /* So if the monster has gained enough HP that they are no longer afraid */
333     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
334     CLEAR_FLAG (op, FLAG_RUN_AWAY);
335    
336     if (op->stats.hp > op->stats.maxhp)
337     op->stats.hp = op->stats.maxhp;
338     }
339 root 1.4
340 root 1.8 /* generate sp, if applicable */
341     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
342     {
343 root 1.4
344 root 1.8 /* last_sp is in funny units. Dividing by speed puts
345     * the regeneration rate on a basis of time instead of
346     * #moves the monster makes. The scaling by 8 is
347     * to capture 8th's of a sp fraction regens
348     *
349     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
350     * overflow might produce monsters with negative sp.
351     */
352    
353     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
354     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
355     op->last_sp %= 128;
356 elmex 1.1 }
357    
358 root 1.8 /* this should probably get modified by many more values.
359     * (eg, creatures resistance to fear, level, etc. )
360     */
361 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
362 root 1.8 {
363     CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
364 elmex 1.1 }
365    
366 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
367     return QUERY_FLAG (op, FLAG_FREED);
368 elmex 1.1
369 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
370     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
371     {
372     if (!check_wakeup (op, enemy, &rv))
373     return 0;
374 root 1.2 }
375    
376 root 1.8 /* check if monster pops out of hidden spot */
377     if (op->hide)
378     do_hidden_move (op);
379 root 1.2
380 root 1.8 if (op->pick_up)
381     monster_check_pickup (op);
382 root 1.2
383 root 1.8 if (op->will_apply)
384     monster_apply_below (op); /* Check for items to apply below */
385 root 1.2
386 root 1.8 /* If we don't have an enemy, do special movement or the like */
387     if (!enemy)
388     {
389     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
390     {
391 root 1.14 op->destroy ();
392 root 1.8 return 1;
393 root 1.4 }
394 elmex 1.1
395 root 1.8 /* Probably really a bug for a creature to have both
396     * stand still and a movement type set.
397     */
398     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
399     {
400     if (op->attack_movement & HI4)
401 elmex 1.1 {
402 root 1.8 switch (op->attack_movement & HI4)
403     {
404 root 1.4 case (PETMOVE):
405 root 1.8 pet_move (op);
406     break;
407 root 1.4
408     case (CIRCLE1):
409 root 1.8 circ1_move (op);
410     break;
411 root 1.4
412     case (CIRCLE2):
413 root 1.8 circ2_move (op);
414     break;
415 root 1.4
416     case (PACEV):
417 root 1.8 pace_movev (op);
418     break;
419 root 1.4
420     case (PACEH):
421 root 1.8 pace_moveh (op);
422     break;
423 root 1.4
424     case (PACEV2):
425 root 1.8 pace2_movev (op);
426     break;
427 root 1.4
428     case (PACEH2):
429 root 1.8 pace2_moveh (op);
430     break;
431 root 1.4
432     case (RANDO):
433 root 1.8 rand_move (op);
434     break;
435 root 1.4
436     case (RANDO2):
437 root 1.8 move_randomly (op);
438     break;
439 root 1.4 }
440 root 1.8 return 0;
441     }
442     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
443     (void) move_randomly (op);
444    
445     } /* stand still */
446     return 0;
447     } /* no enemy */
448    
449     /* We have an enemy. Block immediately below is for pets */
450 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
451     && (owner = op->owner) != NULL
452     && !on_same_map (op, owner)
453     && !owner->flag [FLAG_REMOVED])
454 root 1.8 return follow_owner (op, owner);
455    
456     /* doppleganger code to change monster facing to that of the nearest
457     * player. Hmm. The code is here, but no monster in the current
458     * arch set uses it.
459     */
460     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
461     {
462     op->face = enemy->face;
463     op->name = enemy->name;
464     }
465    
466     /* Calculate range information for closest body part - this
467     * is used for the 'skill' code, which isn't that smart when
468     * it comes to figuring it out - otherwise, giants throw boulders
469     * into themselves.
470     */
471     get_rangevector (op, enemy, &rv, 0);
472    
473     /* Move the check for scared up here - if the monster was scared,
474     * we were not doing any of the logic below, so might as well save
475     * a few cpu cycles.
476     */
477     if (!QUERY_FLAG (op, FLAG_SCARED))
478     {
479     rv_vector rv1;
480    
481     /* now we test every part of an object .... this is a real ugly piece of code */
482 root 1.29 for (part = op; part; part = part->more)
483 root 1.8 {
484     get_rangevector (part, enemy, &rv1, 0x1);
485     dir = rv1.direction;
486    
487     /* hm, not sure about this part - in original was a scared flag here too
488     * but that we test above... so can be old code here
489     */
490     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
491     dir = absdir (dir + 4);
492 root 1.31
493 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
494 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
495 root 1.8
496 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
497 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
498     return 0;
499 elmex 1.1
500 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
501 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
502     return 0;
503 elmex 1.1
504 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
505 root 1.31 if (monster_use_range (op, part, enemy, dir))
506     return 0;
507    
508 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
509 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
510     return 0;
511    
512 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
513 root 1.31 if (monster_use_bow (op, part, enemy, dir))
514     return 0;
515 root 1.8 } /* for processing of all parts */
516     } /* If not scared */
517 root 1.4
518 elmex 1.1
519 root 1.8 part = rv.part;
520     dir = rv.direction;
521 elmex 1.1
522 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
523     dir = absdir (dir + 4);
524 elmex 1.1
525 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
526 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
527 elmex 1.1
528 root 1.8 pre_att_dir = dir; /* remember the original direction */
529 elmex 1.1
530 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
531     {
532     switch (op->attack_movement & LO4)
533     {
534 root 1.4 case DISTATT:
535 root 1.8 dir = dist_att (dir, op, enemy, part, &rv);
536     break;
537 root 1.4
538     case RUNATT:
539 root 1.8 dir = run_att (dir, op, enemy, part, &rv);
540     break;
541 root 1.4
542     case HITRUN:
543 root 1.8 dir = hitrun_att (dir, op, enemy);
544     break;
545 root 1.4
546     case WAITATT:
547 root 1.8 dir = wait_att (dir, op, enemy, part, &rv);
548     break;
549 root 1.4
550 root 1.8 case RUSH: /* default - monster normally moves towards player */
551 root 1.4 case ALLRUN:
552 root 1.8 break;
553 root 1.4
554     case DISTHIT:
555 root 1.8 dir = disthit_att (dir, op, enemy, part, &rv);
556     break;
557 root 1.4
558     case WAIT2:
559 root 1.8 dir = wait_att2 (dir, op, enemy, part, &rv);
560     break;
561 root 1.4
562     default:
563 root 1.8 LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
564 root 1.4 }
565 elmex 1.1 }
566    
567 root 1.8 if (!dir)
568     return 0;
569    
570     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
571     {
572     if (move_object (op, dir)) /* Can the monster move directly toward player? */
573     {
574     /* elmex: Turn our monster after it moved if it has DISTATT attack */
575     if ((op->attack_movement & LO4) == DISTATT)
576     op->direction = pre_att_dir;
577 elmex 1.1
578 root 1.8 return 0;
579     }
580    
581     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
582     {
583 elmex 1.1
584 root 1.8 /* Try move around corners if !close */
585     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
586 elmex 1.1
587 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
588     {
589     /* try different detours */
590     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
591 elmex 1.1
592 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
593 root 1.4 return 0;
594     }
595     }
596 root 1.8 } /* if monster is not standing still */
597 elmex 1.1
598 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
599     if ((op->attack_movement & LO4) == DISTATT)
600     op->direction = pre_att_dir;
601    
602     /*
603     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
604     * direction if they can't move away.
605     */
606     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
607     if (move_randomly (op))
608     return 0;
609    
610     /*
611     * Try giving the monster a new enemy - the player that is closest
612     * to it. In this way, it won't just keep trying to get to a target
613     * that is inaccessible.
614     * This could be more clever - it should go through a list of several
615     * enemies, as it is now, you could perhaps get situations where there
616     * are two players flanking the monster at close distance, but which
617     * the monster can't get to, and a third one at a far distance that
618     * the monster could get to - as it is, the monster won't look at that
619     * third one.
620     */
621     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
622     {
623     object *nearest_player = get_nearest_player (op);
624 elmex 1.1
625 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
626     {
627     op->enemy = NULL;
628     enemy = nearest_player;
629 root 1.4 }
630 elmex 1.1 }
631    
632 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
633     {
634     /* The adjustement to wc that was here before looked totally bogus -
635     * since wc can in fact get negative, that would mean by adding
636     * the current wc, the creature gets better? Instead, just
637     * add a fixed amount - nasty creatures that are runny away should
638     * still be pretty nasty.
639     */
640     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
641 elmex 1.1 {
642 root 1.8 part->stats.wc += 10;
643     (void) skill_attack (enemy, part, 0, NULL, NULL);
644     part->stats.wc -= 10;
645     }
646     else
647     (void) skill_attack (enemy, part, 0, NULL, NULL);
648     } /* if monster is in attack range */
649 elmex 1.1
650 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
651     return 1;
652 elmex 1.1
653 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
654 elmex 1.1 {
655 root 1.13 op->remove ();
656 root 1.14 op->destroy ();
657 root 1.8 return 1;
658 elmex 1.1 }
659 root 1.8 return 0;
660 elmex 1.1 }
661 root 1.5
662 root 1.8 int
663     can_hit (object *ob1, object *ob2, rv_vector * rv)
664     {
665     object *more;
666     rv_vector rv1;
667 elmex 1.1
668 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
669 root 1.8 return 0;
670 elmex 1.1
671 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
672     return 1;
673 elmex 1.1
674 root 1.8 /* check all the parts of ob2 - just because we can't get to
675     * its head doesn't mean we don't want to pound its feet
676     */
677     for (more = ob2->more; more != NULL; more = more->more)
678     {
679     get_rangevector (ob1, more, &rv1, 0);
680     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
681     return 1;
682 elmex 1.1 }
683 root 1.8 return 0;
684 elmex 1.1
685     }
686    
687     /* Returns 1 is monster should cast spell sp at an enemy
688     * Returns 0 if the monster should not cast this spell.
689     *
690     * Note that this function does not check to see if the monster can
691     * in fact cast the spell (sp dependencies and what not.) That is because
692     * this function is also sued to see if the monster should use spell items
693     * (rod/horn/wand/scroll).
694     * Note that there are certainly other offensive spells that could be
695     * included, but I decided to leave out the spells that may kill more
696     * monsters than players (eg, disease).
697     *
698     * This could be a lot smarter - if there are few monsters around,
699     * then disease might not be as bad. Likewise, if the monster is damaged,
700     * the right type of healing spell could be useful.
701     */
702    
703 root 1.8 static int
704     monster_should_cast_spell (object *monster, object *spell_ob)
705 elmex 1.1 {
706 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
707     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
708     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
709     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
710     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
711     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
712 elmex 1.1
713 root 1.8 return 1;
714 elmex 1.1
715 root 1.8 return 0;
716 elmex 1.1 }
717    
718    
719     #define MAX_KNOWN_SPELLS 20
720    
721     /* Returns a randomly selected spell. This logic is still
722     * less than ideal. This code also only seems to deal with
723     * wizard spells, as the check is against sp, and not grace.
724     * can mosnters know cleric spells?
725     */
726 root 1.8 object *
727     monster_choose_random_spell (object *monster)
728     {
729     object *altern[MAX_KNOWN_SPELLS];
730     object *tmp;
731     int i = 0;
732    
733     for (tmp = monster->inv; tmp != NULL; tmp = tmp->below)
734     if (tmp->type == SPELLBOOK || tmp->type == SPELL)
735     {
736     /* Check and see if it's actually a useful spell.
737     * If its a spellbook, the spell is actually the inventory item.
738     * if it is a spell, then it is just the object itself.
739     */
740     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
741     {
742     altern[i++] = tmp;
743     if (i == MAX_KNOWN_SPELLS)
744     break;
745     }
746     }
747     if (!i)
748     return NULL;
749     return altern[RANDOM () % i];
750 elmex 1.1 }
751    
752     /* This checks to see if the monster should cast a spell/ability.
753     * it returns true if the monster casts a spell, 0 if he doesn't.
754     * head is the head of the monster.
755     * part is the part of the monster we are checking against.
756     * pl is the target.
757     * dir is the direction to case.
758     * rv is the vector which describes where the enemy is.
759     */
760    
761 root 1.8 int
762     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
763     {
764     object *spell_item;
765     object *owner;
766     rv_vector rv1;
767    
768     /* If you want monsters to cast spells over friends, this spell should
769     * be removed. It probably should be in most cases, since monsters still
770     * don't care about residual effects (ie, casting a cone which may have a
771     * clear path to the player, the side aspects of the code will still hit
772     * other monsters)
773     */
774     if (!(dir = path_to_player (part, pl, 0)))
775     return 0;
776    
777 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
778 root 1.8 {
779     get_rangevector (head, owner, &rv1, 0x1);
780     if (dirdiff (dir, rv1.direction) < 2)
781     {
782     return 0; /* Might hit owner with spell */
783 root 1.4 }
784 elmex 1.1 }
785    
786 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
787 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
788 root 1.8
789     /* If the monster hasn't already chosen a spell, choose one
790     * I'm not sure if it really make sense to pre-select spells (events
791     * could be different by the time the monster goes again).
792     */
793     if (head->spellitem == NULL)
794     {
795     if ((spell_item = monster_choose_random_spell (head)) == NULL)
796     {
797     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
798     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
799     return 0;
800 root 1.4 }
801 root 1.8 if (spell_item->type == SPELLBOOK)
802     {
803     if (!spell_item->inv)
804     {
805     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
806     return 0;
807 root 1.4 }
808 root 1.8 spell_item = spell_item->inv;
809 root 1.4 }
810 elmex 1.1 }
811 root 1.8 else
812     spell_item = head->spellitem;
813 elmex 1.1
814 root 1.8 if (!spell_item)
815     return 0;
816 elmex 1.1
817 root 1.8 /* Best guess this is a defensive/healing spell */
818     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
819     dir = 0;
820    
821     /* Monster doesn't have enough spell-points */
822     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
823     return 0;
824    
825     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
826     return 0;
827 elmex 1.1
828 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
829     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
830 elmex 1.1
831 root 1.8 /* set this to null, so next time monster will choose something different */
832     head->spellitem = NULL;
833 elmex 1.1
834 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
835 elmex 1.1 }
836    
837    
838 root 1.8 int
839     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
840     {
841     object *scroll;
842     object *owner;
843     rv_vector rv1;
844    
845     /* If you want monsters to cast spells over friends, this spell should
846     * be removed. It probably should be in most cases, since monsters still
847     * don't care about residual effects (ie, casting a cone which may have a
848     * clear path to the player, the side aspects of the code will still hit
849     * other monsters)
850     */
851     if (!(dir = path_to_player (part, pl, 0)))
852     return 0;
853    
854 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
855 root 1.8 {
856     get_rangevector (head, owner, &rv1, 0x1);
857     if (dirdiff (dir, rv1.direction) < 2)
858     {
859     return 0; /* Might hit owner with spell */
860 root 1.4 }
861 elmex 1.1 }
862    
863 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
864 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
865 elmex 1.1
866 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
867     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
868     break;
869 elmex 1.1
870 root 1.8 /* Used up all his scrolls, so nothing do to */
871     if (!scroll)
872     {
873     CLEAR_FLAG (head, FLAG_READY_SCROLL);
874     return 0;
875 elmex 1.1 }
876    
877 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
878     if (scroll->inv->range == 0)
879     dir = 0;
880 elmex 1.1
881 root 1.8 apply_scroll (part, scroll, dir);
882     return 1;
883 elmex 1.1 }
884    
885     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
886     * Note that monsters do not need the skills SK_MELEE_WEAPON and
887     * SK_MISSILE_WEAPON to make those respective attacks, if we
888     * required that we would drastically increase the memory
889     * requirements of CF!!
890     *
891     * The skills we are treating here are all but those. -b.t.
892     *
893     * At the moment this is only useful for throwing, perhaps for
894     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
895 root 1.8 */
896     int
897     monster_use_skill (object *head, object *part, object *pl, int dir)
898     {
899     object *skill, *owner;
900 elmex 1.1
901 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
902     return 0;
903    
904 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
905 root 1.8 {
906     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
907    
908     if (dirdiff (dir, dir2) < 1)
909     return 0; /* Might hit owner with skill -thrown rocks for example ? */
910     }
911 root 1.27
912 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
913 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
914 root 1.8
915     /* skill selection - monster will use the next unused skill.
916     * well...the following scenario will allow the monster to
917     * toggle between 2 skills. One day it would be nice to make
918     * more skills available to monsters.
919     */
920 root 1.27 for (skill = head->inv; skill; skill = skill->below)
921 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
922     {
923     head->chosen_skill = skill;
924     break;
925     }
926 elmex 1.1
927 root 1.8 if (!skill && !head->chosen_skill)
928     {
929     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
930     CLEAR_FLAG (head, FLAG_READY_SKILL);
931     return 0;
932 elmex 1.1 }
933 root 1.27
934 root 1.8 /* use skill */
935     return do_skill (head, part, head->chosen_skill, dir, NULL);
936 elmex 1.1 }
937    
938     /* Monster will use a ranged spell attack. */
939 root 1.8 int
940     monster_use_range (object *head, object *part, object *pl, int dir)
941     {
942     object *wand, *owner;
943     int at_least_one = 0;
944    
945     if (!(dir = path_to_player (part, pl, 0)))
946     return 0;
947    
948 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
949 elmex 1.1 {
950 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
951 elmex 1.1
952 root 1.8 if (dirdiff (dir, dir2) < 2)
953     return 0; /* Might hit owner with spell */
954 elmex 1.1 }
955 root 1.31
956 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
957 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
958 elmex 1.1
959 root 1.27 for (wand = head->inv; wand; wand = wand->below)
960 root 1.8 {
961     if (wand->type == WAND)
962 elmex 1.1 {
963 root 1.8 /* Found a wand, let's see if it has charges left */
964     at_least_one = 1;
965     if (wand->stats.food <= 0)
966     continue;
967 elmex 1.1
968 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
969 elmex 1.1
970 root 1.8 if (!(--wand->stats.food))
971     {
972     if (wand->arch)
973 elmex 1.1 {
974 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
975 root 1.35 wand->face = wand->arch->face;
976 root 1.18 wand->set_speed (0);
977 elmex 1.1 }
978     }
979 root 1.8 /* Success */
980     return 1;
981     }
982     else if (wand->type == ROD || wand->type == HORN)
983     {
984     /* Found rod/horn, let's use it if possible */
985     at_least_one = 1;
986     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
987     continue;
988 elmex 1.1
989 root 1.8 /* drain charge before casting spell - can be a case where the
990     * spell destroys the monster, and rod, so if done after, results
991     * in crash.
992     */
993     drain_rod_charge (wand);
994     cast_spell (head, wand, dir, wand->inv, NULL);
995 elmex 1.1
996 root 1.8 /* Success */
997     return 1;
998 elmex 1.1 }
999 root 1.8 }
1000    
1001     if (at_least_one)
1002     return 0;
1003 elmex 1.1
1004 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1005 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1006     return 0;
1007     }
1008 elmex 1.1
1009 root 1.8 int
1010     monster_use_bow (object *head, object *part, object *pl, int dir)
1011     {
1012     object *owner;
1013 elmex 1.1
1014 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1015     return 0;
1016 root 1.31
1017 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1018 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1019 elmex 1.1
1020 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1021 root 1.8 {
1022     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1023 elmex 1.1
1024 root 1.8 if (dirdiff (dir, dir2) < 1)
1025     return 0; /* Might hit owner with arrow */
1026 elmex 1.1 }
1027    
1028 root 1.8 /* in server/player.c */
1029     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1030 elmex 1.1
1031     }
1032    
1033     /* Checks if putting on 'item' will make 'who' do more
1034 root 1.31 * damage. This is a very simplistic check - also checking things
1035 elmex 1.1 * like speed and ac are also relevant.
1036     *
1037     * return true if item is a better object.
1038     */
1039 root 1.8 int
1040     check_good_weapon (object *who, object *item)
1041     {
1042     object *other_weap;
1043     int val = 0, i;
1044    
1045 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1046 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1047     break;
1048 elmex 1.1
1049 root 1.31 if (!other_weap) /* No other weapons */
1050 root 1.8 return 1;
1051 elmex 1.1
1052 root 1.8 /* Rather than go through and apply the new one, and see if it is
1053     * better, just do some simple checks
1054     * Put some multipliers for things that hvae several effects,
1055     * eg, magic affects both damage and wc, so it has more weight
1056     */
1057 elmex 1.1
1058 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1059     val += (item->magic - other_weap->magic) * 3;
1060     /* Monsters don't really get benefits from things like regen rates
1061     * from items. But the bonus for their stats are very important.
1062     */
1063     for (i = 0; i < NUM_STATS; i++)
1064 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1065 root 1.8
1066     if (val > 0)
1067     return 1;
1068     else
1069     return 0;
1070 elmex 1.1 }
1071    
1072 root 1.8 int
1073     check_good_armour (object *who, object *item)
1074     {
1075     object *other_armour;
1076     int val = 0, i;
1077    
1078 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1079 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1080     break;
1081 elmex 1.1
1082 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1083     return 1;
1084 elmex 1.1
1085 root 1.8 /* Like above function , see which is better */
1086     val = item->stats.ac - other_armour->stats.ac;
1087     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1088     val += (item->magic - other_armour->magic) * 3;
1089    
1090     /* for the other protections, do weigh them very much in the equation -
1091     * it is the armor protection which is most important, because there is
1092     * no good way to know what the player may attack the monster with.
1093     * So if the new item has better protection than the old, give that higher
1094     * value. If the reverse, then decrease the value of this item some.
1095     */
1096     for (i = 1; i < NROFATTACKS; i++)
1097     {
1098     if (item->resist[i] > other_armour->resist[i])
1099     val++;
1100     else if (item->resist[i] < other_armour->resist[i])
1101     val--;
1102 elmex 1.1 }
1103    
1104 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1105 elmex 1.1
1106 root 1.8 if (val > 0)
1107     return 1;
1108     else
1109     return 0;
1110 elmex 1.1 }
1111    
1112     /*
1113     * monster_check_pickup(): checks for items that monster can pick up.
1114     *
1115     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1116     * Each time the blob passes over some treasure, it will
1117     * grab it a.s.a.p.
1118     *
1119     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1120     * to handle this.
1121     *
1122     * This function was seen be continueing looping at one point (tmp->below
1123     * became a recursive loop. It may be better to call monster_check_apply
1124     * after we pick everything up, since that function may call others which
1125     * affect stacking on this space.
1126     */
1127 root 1.8 void
1128     monster_check_pickup (object *monster)
1129     {
1130     object *tmp, *next;
1131    
1132     for (tmp = monster->below; tmp != NULL; tmp = next)
1133     {
1134     next = tmp->below;
1135     if (monster_can_pick (monster, tmp))
1136     {
1137 root 1.13 tmp->remove ();
1138 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1139     (void) monster_check_apply (monster, tmp);
1140     }
1141     /* We could try to re-establish the cycling, of the space, but probably
1142     * not a big deal to just bail out.
1143     */
1144 root 1.11 if (next && next->destroyed ())
1145 root 1.8 return;
1146 elmex 1.1 }
1147     }
1148    
1149     /*
1150     * monster_can_pick(): If the monster is interested in picking up
1151     * the item, then return 0. Otherwise 0.
1152     * Instead of pick_up, flags for "greed", etc, should be used.
1153     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1154     */
1155 root 1.8 int
1156     monster_can_pick (object *monster, object *item)
1157     {
1158     int flag = 0;
1159     int i;
1160 elmex 1.1
1161 root 1.8 if (!can_pick (monster, item))
1162     return 0;
1163 elmex 1.1
1164 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1165     return 0;
1166 elmex 1.1
1167 root 1.8 if (monster->pick_up & 64) /* All */
1168     flag = 1;
1169 elmex 1.1
1170 root 1.8 else
1171     switch (item->type)
1172     {
1173     case MONEY:
1174     case GEM:
1175     flag = monster->pick_up & 2;
1176 root 1.4 break;
1177    
1178 root 1.8 case FOOD:
1179     flag = monster->pick_up & 4;
1180 root 1.4 break;
1181    
1182 root 1.8 case WEAPON:
1183     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1184 root 1.4 break;
1185    
1186 root 1.8 case ARMOUR:
1187     case SHIELD:
1188     case HELMET:
1189     case BOOTS:
1190     case GLOVES:
1191     case GIRDLE:
1192     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1193 root 1.4 break;
1194    
1195 root 1.8 case SKILL:
1196     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1197 root 1.4 break;
1198    
1199 root 1.8 case RING:
1200     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1201 root 1.4 break;
1202    
1203 root 1.8 case WAND:
1204     case HORN:
1205     case ROD:
1206     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1207 root 1.4 break;
1208    
1209 root 1.8 case SPELLBOOK:
1210 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1211 root 1.4 break;
1212    
1213 root 1.8 case SCROLL:
1214     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1215 root 1.4 break;
1216    
1217 root 1.8 case BOW:
1218     case ARROW:
1219     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1220 root 1.4 break;
1221 root 1.8 }
1222 root 1.27
1223 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1224     * pick it up. Note that this doesn't handle cases where an item may
1225     * use several locations.
1226     */
1227     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1228     {
1229 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1230 root 1.8 {
1231     flag = 1;
1232     break;
1233 root 1.4 }
1234 elmex 1.1 }
1235    
1236 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1237     return 1;
1238     return 0;
1239 elmex 1.1 }
1240    
1241     /*
1242     * monster_apply_below():
1243     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1244     * eager to apply things, encounters something apply-able,
1245     * then make him apply it
1246     */
1247 root 1.8 void
1248     monster_apply_below (object *monster)
1249     {
1250     object *tmp, *next;
1251 elmex 1.1
1252 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1253     {
1254     next = tmp->below;
1255     switch (tmp->type)
1256     {
1257 root 1.4 case CF_HANDLE:
1258     case TRIGGER:
1259 root 1.8 if (monster->will_apply & 1)
1260     manual_apply (monster, tmp, 0);
1261     break;
1262 root 1.4
1263     case TREASURE:
1264 root 1.8 if (monster->will_apply & 2)
1265     manual_apply (monster, tmp, 0);
1266     break;
1267 root 1.4
1268     }
1269 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1270     break;
1271 elmex 1.1 }
1272     }
1273    
1274     /*
1275     * monster_check_apply() is meant to be called after an item is
1276     * inserted in a monster.
1277     * If an item becomes outdated (monster found a better item),
1278     * a pointer to that object is returned, so it can be dropped.
1279     * (so that other monsters can pick it up and use it)
1280     * Note that as things are now, monsters never drop something -
1281     * they can pick up all that they can use.
1282     */
1283     /* Sept 96, fixed this so skills will be readied -b.t.*/
1284 root 1.8 void
1285     monster_check_apply (object *mon, object *item)
1286     {
1287     int flag = 0;
1288 elmex 1.1
1289 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1290 root 1.8 {
1291     SET_FLAG (mon, FLAG_CAST_SPELL);
1292     return;
1293 elmex 1.1 }
1294    
1295 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1296     if (QUERY_FLAG (item, FLAG_APPLIED))
1297     return;
1298    
1299     /* Might be better not to do this - if the monster can fire a bow,
1300     * it is possible in his wanderings, he will find one to use. In
1301     * which case, it would be nice to have ammo for it.
1302     */
1303     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1304     {
1305     /* Check for the right kind of bow */
1306     object *bow;
1307 elmex 1.1
1308 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1309 root 1.8 if (bow->type == BOW && bow->race == item->race)
1310     {
1311     SET_FLAG (mon, FLAG_READY_BOW);
1312     LOG (llevMonster, "Found correct bow for arrows.\n");
1313     return; /* nothing more to do for arrows */
1314     }
1315 elmex 1.1 }
1316    
1317 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1318     flag = 1;
1319     /* Eating food gets hp back */
1320     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1321     flag = 1;
1322     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1323     {
1324     if (!item->inv)
1325     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1326     else if (monster_should_cast_spell (mon, item->inv))
1327     SET_FLAG (mon, FLAG_READY_SCROLL);
1328     /* Don't use it right now */
1329     return;
1330     }
1331     else if (item->type == WEAPON)
1332     flag = check_good_weapon (mon, item);
1333 root 1.16 else if (item->is_armor ())
1334 root 1.8 flag = check_good_armour (mon, item);
1335     /* Should do something more, like make sure this is a better item */
1336     else if (item->type == RING)
1337     flag = 1;
1338     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1339     {
1340     /* We never really 'ready' the wand/rod/horn, because that would mean the
1341     * weapon would get undone.
1342     */
1343     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1344     {
1345     SET_FLAG (mon, FLAG_READY_RANGE);
1346     SET_FLAG (item, FLAG_APPLIED);
1347     }
1348     return;
1349     }
1350     else if (item->type == BOW)
1351     {
1352     /* We never really 'ready' the bow, because that would mean the
1353     * weapon would get undone.
1354     */
1355     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1356     SET_FLAG (mon, FLAG_READY_BOW);
1357     return;
1358     }
1359     else if (item->type == SKILL)
1360     {
1361     /*
1362     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1363     * else they can't use the skill...
1364     * Skills also don't need to get applied, so return now.
1365     */
1366     SET_FLAG (mon, FLAG_READY_SKILL);
1367     return;
1368 elmex 1.1 }
1369    
1370 root 1.8 /* if we don't match one of the above types, return now.
1371     * can_apply_object will say that we can apply things like flesh,
1372     * bolts, and whatever else, because it only checks against the
1373     * body_info locations.
1374     */
1375     if (!flag)
1376     return;
1377 elmex 1.1
1378 root 1.8 /* Check to see if the monster can use this item. If not, no need
1379     * to do further processing. Note that can_apply_object already checks
1380     * for the CAN_USE flags.
1381     */
1382     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1383 elmex 1.1 return;
1384 root 1.8
1385     /* should only be applying this item, not unapplying it.
1386     * also, ignore status of curse so they can take off old armour.
1387     * monsters have some advantages after all.
1388     */
1389     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1390 elmex 1.1 }
1391    
1392 root 1.8 void
1393     npc_call_help (object *op)
1394     {
1395     int x, y, mflags;
1396     object *npc;
1397     sint16 sx, sy;
1398 root 1.12 maptile *m;
1399 root 1.8
1400     for (x = -3; x < 4; x++)
1401     for (y = -3; y < 4; y++)
1402     {
1403     m = op->map;
1404     sx = op->x + x;
1405     sy = op->y + y;
1406     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1407     /* If nothing alive on this space, no need to search the space. */
1408     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1409     continue;
1410    
1411 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1412 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1413     npc->enemy = op->enemy;
1414     }
1415 elmex 1.1 }
1416    
1417 root 1.8 int
1418     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1419     {
1420     if (can_hit (part, enemy, rv))
1421     return dir;
1422     if (rv->distance < 10)
1423     return absdir (dir + 4);
1424     else if (rv->distance > 18)
1425     return dir;
1426 root 1.27
1427 root 1.8 return 0;
1428 elmex 1.1 }
1429    
1430 root 1.8 int
1431     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1432     {
1433     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1434     {
1435     ob->move_status++;
1436     return (dir);
1437 elmex 1.1 }
1438 root 1.8 else if (ob->move_status > 20)
1439     ob->move_status = 0;
1440 root 1.27
1441 root 1.8 return absdir (dir + 4);
1442 elmex 1.1 }
1443    
1444 root 1.8 int
1445     hitrun_att (int dir, object *ob, object *enemy)
1446     {
1447     if (ob->move_status++ < 25)
1448     return dir;
1449     else if (ob->move_status < 50)
1450     return absdir (dir + 4);
1451     else
1452     ob->move_status = 0;
1453 root 1.27
1454 root 1.8 return absdir (dir + 4);
1455 elmex 1.1 }
1456    
1457 root 1.8 int
1458     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1459     {
1460    
1461     int inrange = can_hit (part, enemy, rv);
1462 elmex 1.1
1463 root 1.8 if (ob->move_status || inrange)
1464     ob->move_status++;
1465 elmex 1.1
1466 root 1.8 if (ob->move_status == 0)
1467 elmex 1.1 return 0;
1468 root 1.8 else if (ob->move_status < 10)
1469     return dir;
1470     else if (ob->move_status < 15)
1471     return absdir (dir + 4);
1472 root 1.27
1473 root 1.8 ob->move_status = 0;
1474     return 0;
1475 elmex 1.1 }
1476    
1477 root 1.8 int
1478     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1479     {
1480 elmex 1.1
1481 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1482     * happen is that if the creatures hp percentage falls below run_away,
1483     * the creature should run away (dir+4)
1484     * I think its wrong for a creature to have a zero maxhp value, but
1485     * at least one map has this set, and whatever the map contains, the
1486     * server should try to be resilant enough to avoid the problem
1487     */
1488     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1489     return absdir (dir + 4);
1490 root 1.27
1491 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1492 elmex 1.1 }
1493    
1494 root 1.8 int
1495     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1496     {
1497     if (rv->distance < 9)
1498     return absdir (dir + 4);
1499 root 1.27
1500 root 1.8 return 0;
1501 elmex 1.1 }
1502    
1503 root 1.8 void
1504     circ1_move (object *ob)
1505     {
1506     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1507 root 1.27
1508 root 1.8 if (++ob->move_status > 11)
1509 elmex 1.1 ob->move_status = 0;
1510 root 1.27
1511 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1512 root 1.27 move_object (ob, rndm (8) + 1);
1513 elmex 1.1 }
1514    
1515 root 1.8 void
1516     circ2_move (object *ob)
1517     {
1518     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1519 root 1.27
1520 root 1.8 if (++ob->move_status > 19)
1521 elmex 1.1 ob->move_status = 0;
1522 root 1.27
1523 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1524 root 1.27 move_object (ob, rndm (8) + 1);
1525 elmex 1.1 }
1526    
1527 root 1.8 void
1528     pace_movev (object *ob)
1529     {
1530 elmex 1.1 if (ob->move_status++ > 6)
1531     ob->move_status = 0;
1532 root 1.27
1533 elmex 1.1 if (ob->move_status < 4)
1534 root 1.27 move_object (ob, 5);
1535 elmex 1.1 else
1536 root 1.27 move_object (ob, 1);
1537 elmex 1.1 }
1538    
1539 root 1.8 void
1540     pace_moveh (object *ob)
1541     {
1542 elmex 1.1 if (ob->move_status++ > 6)
1543     ob->move_status = 0;
1544 root 1.27
1545 elmex 1.1 if (ob->move_status < 4)
1546 root 1.27 move_object (ob, 3);
1547 elmex 1.1 else
1548 root 1.27 move_object (ob, 7);
1549 elmex 1.1 }
1550    
1551 root 1.8 void
1552     pace2_movev (object *ob)
1553     {
1554     if (ob->move_status++ > 16)
1555 elmex 1.1 ob->move_status = 0;
1556 root 1.27
1557 root 1.8 if (ob->move_status < 6)
1558 root 1.27 move_object (ob, 5);
1559 elmex 1.1 else if (ob->move_status < 8)
1560     return;
1561 root 1.8 else if (ob->move_status < 13)
1562 root 1.27 move_object (ob, 1);
1563 root 1.8 else
1564     return;
1565     }
1566 elmex 1.1
1567 root 1.8 void
1568     pace2_moveh (object *ob)
1569     {
1570     if (ob->move_status++ > 16)
1571 elmex 1.1 ob->move_status = 0;
1572 root 1.27
1573 root 1.8 if (ob->move_status < 6)
1574 root 1.27 move_object (ob, 3);
1575 elmex 1.1 else if (ob->move_status < 8)
1576     return;
1577 root 1.8 else if (ob->move_status < 13)
1578 root 1.27 move_object (ob, 7);
1579 root 1.8 else
1580     return;
1581     }
1582 elmex 1.1
1583 root 1.8 void
1584     rand_move (object *ob)
1585     {
1586 elmex 1.1 int i;
1587 root 1.8
1588 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1589 elmex 1.1 for (i = 0; i < 5; i++)
1590 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1591 elmex 1.1 return;
1592     }
1593    
1594 root 1.8 void
1595 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1596 root 1.8 {
1597     object *tmp;
1598    
1599 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1600 root 1.8 {
1601     if (tmp->type == EARTHWALL)
1602     {
1603     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1604     return;
1605 root 1.4 }
1606 elmex 1.1 }
1607     }
1608    
1609 root 1.8 void
1610 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1611 root 1.8 {
1612     object *tmp;
1613    
1614 root 1.17 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1615 root 1.8 {
1616     if (tmp->type == DOOR)
1617     {
1618     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1619     return;
1620 root 1.4 }
1621 elmex 1.1 }
1622     }
1623    
1624     /* find_mon_throw_ob() - modeled on find_throw_ob
1625     * This is probably overly simplistic as it is now - We want
1626     * monsters to throw things like chairs and other pieces of
1627     * furniture, even if they are not good throwable objects.
1628     * Probably better to have the monster throw a throwable object
1629     * first, then throw any non equipped weapon.
1630     */
1631 root 1.8 object *
1632     find_mon_throw_ob (object *op)
1633     {
1634     object *tmp = NULL;
1635 elmex 1.1
1636 root 1.8 if (op->head)
1637     tmp = op->head;
1638     else
1639     tmp = op;
1640 elmex 1.1
1641 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1642     * marked item and throw it to the enemy.
1643     */
1644     for (tmp = op->inv; tmp; tmp = tmp->below)
1645     {
1646     /* Can't throw invisible objects or items that are applied */
1647     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1648     continue;
1649    
1650     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1651     break;
1652 elmex 1.1
1653     }
1654    
1655     #ifdef DEBUG_THROW
1656 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1657 elmex 1.1 #endif
1658    
1659 root 1.8 return tmp;
1660 elmex 1.1 }
1661    
1662     /* determine if we can 'detect' the enemy. Check for walls blocking the
1663     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1664     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1665     * modified by MSW to use the get_rangevector so that map tiling works
1666     * properly. I also so odd code in place that checked for x distance
1667     * OR y distance being within some range - that seemed wrong - both should
1668     * be within the valid range. MSW 2001-08-05
1669     * Returns 0 if enemy can not be detected, 1 if it is detected
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 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1712 root 1.8 else
1713     { /* a level/INT/Dex adjustment for hiding */
1714 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1715 root 1.8
1716     if (enemy->type == PLAYER)
1717     {
1718 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1719 root 1.8 bonus -= sk_hide->level;
1720     else
1721     {
1722     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1723     make_visible (enemy);
1724     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1725 root 1.4 }
1726     }
1727 root 1.8 else /* enemy is not a player */
1728     bonus -= enemy->level;
1729    
1730     radius += bonus / 5;
1731     hide_discovery += bonus * 5;
1732     } /* else creature has modifiers for hiding */
1733    
1734     /* Radii stealth adjustment. Only if you are stealthy
1735     * will you be able to sneak up closer to creatures */
1736     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1737 root 1.37 {
1738     radius /= 2;
1739     hide_discovery /= 3;
1740     }
1741 root 1.8
1742     /* Radii adjustment for enemy standing in the dark */
1743     if (op->map->darkness > 0 && !stand_in_light (enemy))
1744     {
1745     /* on dark maps body heat can help indicate location with infravision
1746     * undead don't have body heat, so no benefit detecting them.
1747     */
1748     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1749     radius += op->map->darkness / 2;
1750     else
1751     radius -= op->map->darkness / 2;
1752    
1753     /* op next to a monster (and not in complete darkness)
1754     * the monster should have a chance to see you.
1755     */
1756     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1757     radius = MIN_MON_RADIUS;
1758     } /* if on dark map */
1759 elmex 1.1
1760 root 1.8 /* Lets not worry about monsters that have incredible detection
1761     * radii, we only need to worry here about things the player can
1762     * (potentially) see. This is 13, as that is the maximum size the player
1763     * may have for their map - in that way, creatures at the edge will
1764     * do something. Note that the distance field in the
1765     * vector is real distance, so in theory this should be 18 to
1766     * find that.
1767     */
1768 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1769     // we use 25, lets see if we have the cpu time for it
1770     radius = min (25, radius);
1771 root 1.8
1772     /* Enemy in range! Now test for detection */
1773     if ((int) rv->distance <= radius)
1774     {
1775     /* ah, we are within range, detected? take cases */
1776     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1777     return 1;
1778 root 1.4
1779 root 1.8 /* hidden or low-quality invisible */
1780 root 1.37 if (enemy->hide && rv->distance <= 1 && rndm (100) <= hide_discovery)
1781 root 1.8 {
1782     make_visible (enemy);
1783 root 1.37
1784 root 1.8 /* 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 root 1.37
1788 root 1.8 return 1; /* detected enemy */
1789     }
1790     else if (enemy->invisible)
1791     {
1792     /* Change this around - instead of negating the invisible, just
1793 root 1.37 * return true so that the monster that managed to detect you can
1794     * do something to you. Decreasing the duration of invisible
1795 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1796 root 1.37 * can then basically negate the spell. The spell isn't negated -
1797 root 1.8 * they just know where you are!
1798     */
1799 root 1.37 if (rndm (50) <= hide_discovery)
1800 root 1.8 {
1801     if (enemy->type == PLAYER)
1802 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1803    
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     }