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Revision: 1.47
Committed: Thu Dec 18 02:49:22 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_73
Changes since 1.46: +95 -117 lines
Log Message:
indent

File Contents

# User Rev Content
1 elmex 1.1 /*
2 root 1.41 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.22 *
4 root 1.42 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.34 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.22 *
8 root 1.41 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.36 * 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 root 1.41 * The authors can be reached via e-mail to <support@deliantra.net>
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 root 1.47 /* Give up to 15 chances for a monster to move randomly */
279     for (int i = 0; i < 15; i++)
280     if (move_object (op, rndm (8) + 1))
281     return 1;
282 elmex 1.1
283 root 1.8 return 0;
284 elmex 1.1 }
285    
286     /*
287     * Move-monster returns 1 if the object has been freed, otherwise 0.
288     */
289 root 1.8 int
290     move_monster (object *op)
291     {
292     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
293     object *owner, *enemy, *part, *oph = op;
294     rv_vector rv;
295    
296     /* Monsters not on maps don't do anything. These monsters are things
297     * Like royal guards in city dwellers inventories.
298     */
299     if (!op->map)
300     return 0;
301    
302     /* for target facing, we copy this value here for fast access */
303     if (oph->head) /* force update the head - one arch one pic */
304     oph = oph->head;
305    
306     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
307     enemy = op->enemy = NULL;
308     else if ((enemy = find_enemy (op, &rv)))
309 root 1.9 /* we have an enemy, just tell him we want him dead */
310     enemy->attacked_by = op; /* our ptr */
311 root 1.8
312     /* generate hp, if applicable */
313     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
314     {
315     /* last heal is in funny units. Dividing by speed puts
316     * the regeneration rate on a basis of time instead of
317     * #moves the monster makes. The scaling by 8 is
318     * to capture 8th's of a hp fraction regens
319     *
320     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
321     * overflow might produce monsters with negative hp.
322     */
323    
324     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
325     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
326     op->last_heal %= 32;
327    
328     /* So if the monster has gained enough HP that they are no longer afraid */
329     if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short) (((float) op->run_away / (float) 100) * (float) op->stats.maxhp))
330     CLEAR_FLAG (op, FLAG_RUN_AWAY);
331    
332     if (op->stats.hp > op->stats.maxhp)
333     op->stats.hp = op->stats.maxhp;
334     }
335 root 1.4
336 root 1.8 /* generate sp, if applicable */
337     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
338     {
339     /* last_sp is in funny units. Dividing by speed puts
340     * the regeneration rate on a basis of time instead of
341     * #moves the monster makes. The scaling by 8 is
342     * to capture 8th's of a sp fraction regens
343     *
344     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
345     * overflow might produce monsters with negative sp.
346     */
347    
348     op->last_sp += (int) ((float) (8 * op->stats.Pow) / FABS (op->speed));
349     op->stats.sp = MIN (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
350     op->last_sp %= 128;
351 elmex 1.1 }
352    
353 root 1.8 /* this should probably get modified by many more values.
354     * (eg, creatures resistance to fear, level, etc. )
355     */
356 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
357 root 1.47 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
358 elmex 1.1
359 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
360     return QUERY_FLAG (op, FLAG_FREED);
361 elmex 1.1
362 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
363     ((op->map->darkness > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
364 root 1.47 if (!check_wakeup (op, enemy, &rv))
365     return 0;
366 root 1.2
367 root 1.8 /* check if monster pops out of hidden spot */
368 root 1.45 if (op->flag [FLAG_HIDDEN])
369 root 1.8 do_hidden_move (op);
370 root 1.2
371 root 1.8 if (op->pick_up)
372     monster_check_pickup (op);
373 root 1.2
374 root 1.8 if (op->will_apply)
375     monster_apply_below (op); /* Check for items to apply below */
376 root 1.2
377 root 1.8 /* If we don't have an enemy, do special movement or the like */
378     if (!enemy)
379     {
380     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
381     {
382 root 1.44 op->drop_and_destroy ();
383 root 1.8 return 1;
384 root 1.4 }
385 elmex 1.1
386 root 1.8 /* Probably really a bug for a creature to have both
387     * stand still and a movement type set.
388     */
389     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
390     {
391     if (op->attack_movement & HI4)
392 elmex 1.1 {
393 root 1.8 switch (op->attack_movement & HI4)
394     {
395 root 1.47 case (PETMOVE):
396     pet_move (op);
397     break;
398    
399     case (CIRCLE1):
400     circ1_move (op);
401     break;
402    
403     case (CIRCLE2):
404     circ2_move (op);
405     break;
406    
407     case (PACEV):
408     pace_movev (op);
409     break;
410    
411     case (PACEH):
412     pace_moveh (op);
413     break;
414    
415     case (PACEV2):
416     pace2_movev (op);
417     break;
418    
419     case (PACEH2):
420     pace2_moveh (op);
421     break;
422    
423     case (RANDO):
424     rand_move (op);
425     break;
426    
427     case (RANDO2):
428     move_randomly (op);
429     break;
430 root 1.4 }
431 root 1.47
432 root 1.8 return 0;
433     }
434     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
435 root 1.47 move_randomly (op);
436     } /* stand still */
437 root 1.8
438     return 0;
439     } /* no enemy */
440    
441     /* We have an enemy. Block immediately below is for pets */
442 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
443     && (owner = op->owner) != NULL
444     && !on_same_map (op, owner)
445     && !owner->flag [FLAG_REMOVED])
446 root 1.8 return follow_owner (op, owner);
447    
448     /* doppleganger code to change monster facing to that of the nearest
449     * player. Hmm. The code is here, but no monster in the current
450     * arch set uses it.
451     */
452     if ((op->race != NULL) && strcmp (op->race, "doppleganger") == 0)
453     {
454     op->face = enemy->face;
455     op->name = enemy->name;
456     }
457    
458     /* Calculate range information for closest body part - this
459     * is used for the 'skill' code, which isn't that smart when
460     * it comes to figuring it out - otherwise, giants throw boulders
461     * into themselves.
462     */
463     get_rangevector (op, enemy, &rv, 0);
464    
465     /* Move the check for scared up here - if the monster was scared,
466     * we were not doing any of the logic below, so might as well save
467     * a few cpu cycles.
468     */
469     if (!QUERY_FLAG (op, FLAG_SCARED))
470     {
471     rv_vector rv1;
472    
473     /* now we test every part of an object .... this is a real ugly piece of code */
474 root 1.29 for (part = op; part; part = part->more)
475 root 1.8 {
476     get_rangevector (part, enemy, &rv1, 0x1);
477     dir = rv1.direction;
478    
479     /* hm, not sure about this part - in original was a scared flag here too
480     * but that we test above... so can be old code here
481     */
482     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
483     dir = absdir (dir + 4);
484 root 1.31
485 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
486 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
487 root 1.8
488 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
489 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
490     return 0;
491 elmex 1.1
492 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
493 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
494     return 0;
495 elmex 1.1
496 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
497 root 1.31 if (monster_use_range (op, part, enemy, dir))
498     return 0;
499    
500 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
501 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
502     return 0;
503    
504 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
505 root 1.31 if (monster_use_bow (op, part, enemy, dir))
506     return 0;
507 root 1.8 } /* for processing of all parts */
508     } /* If not scared */
509 root 1.4
510 elmex 1.1
511 root 1.8 part = rv.part;
512     dir = rv.direction;
513 elmex 1.1
514 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
515     dir = absdir (dir + 4);
516 elmex 1.1
517 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
518 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
519 elmex 1.1
520 root 1.8 pre_att_dir = dir; /* remember the original direction */
521 elmex 1.1
522 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
523     {
524     switch (op->attack_movement & LO4)
525     {
526 root 1.47 case DISTATT:
527     dir = dist_att (dir, op, enemy, part, &rv);
528     break;
529 root 1.4
530 root 1.47 case RUNATT:
531     dir = run_att (dir, op, enemy, part, &rv);
532     break;
533 root 1.4
534 root 1.47 case HITRUN:
535     dir = hitrun_att (dir, op, enemy);
536     break;
537 root 1.4
538 root 1.47 case WAITATT:
539     dir = wait_att (dir, op, enemy, part, &rv);
540     break;
541 root 1.4
542 root 1.47 case RUSH: /* default - monster normally moves towards player */
543     case ALLRUN:
544     break;
545 root 1.4
546 root 1.47 case DISTHIT:
547     dir = disthit_att (dir, op, enemy, part, &rv);
548     break;
549 root 1.4
550 root 1.47 case WAIT2:
551     dir = wait_att2 (dir, op, enemy, part, &rv);
552     break;
553 root 1.4
554 root 1.47 default:
555     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
556 root 1.4 }
557 elmex 1.1 }
558    
559 root 1.8 if (!dir)
560     return 0;
561    
562     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
563     {
564     if (move_object (op, dir)) /* Can the monster move directly toward player? */
565     {
566     /* elmex: Turn our monster after it moved if it has DISTATT attack */
567     if ((op->attack_movement & LO4) == DISTATT)
568     op->direction = pre_att_dir;
569 elmex 1.1
570 root 1.8 return 0;
571     }
572    
573     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
574     {
575     /* Try move around corners if !close */
576     int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || RANDOM () & 1) ? 1 : 2;
577 elmex 1.1
578 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
579     {
580     /* try different detours */
581     int m = 1 - (RANDOM () & 2); /* Try left or right first? */
582 elmex 1.1
583 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
584 root 1.4 return 0;
585     }
586     }
587 root 1.8 } /* if monster is not standing still */
588 elmex 1.1
589 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
590     if ((op->attack_movement & LO4) == DISTATT)
591     op->direction = pre_att_dir;
592    
593     /*
594     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
595     * direction if they can't move away.
596     */
597     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
598     if (move_randomly (op))
599     return 0;
600    
601     /*
602     * Try giving the monster a new enemy - the player that is closest
603     * to it. In this way, it won't just keep trying to get to a target
604     * that is inaccessible.
605     * This could be more clever - it should go through a list of several
606     * enemies, as it is now, you could perhaps get situations where there
607     * are two players flanking the monster at close distance, but which
608     * the monster can't get to, and a third one at a far distance that
609     * the monster could get to - as it is, the monster won't look at that
610     * third one.
611     */
612     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
613     {
614     object *nearest_player = get_nearest_player (op);
615 elmex 1.1
616 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
617     {
618     op->enemy = NULL;
619     enemy = nearest_player;
620 root 1.4 }
621 elmex 1.1 }
622    
623 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
624     {
625     /* The adjustement to wc that was here before looked totally bogus -
626     * since wc can in fact get negative, that would mean by adding
627     * the current wc, the creature gets better? Instead, just
628     * add a fixed amount - nasty creatures that are runny away should
629     * still be pretty nasty.
630     */
631     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
632 elmex 1.1 {
633 root 1.8 part->stats.wc += 10;
634 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
635 root 1.8 part->stats.wc -= 10;
636     }
637     else
638 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
639 root 1.8 } /* if monster is in attack range */
640 elmex 1.1
641 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
642     return 1;
643 elmex 1.1
644 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
645 elmex 1.1 {
646 root 1.44 op->drop_and_destroy ();
647 root 1.8 return 1;
648 elmex 1.1 }
649 root 1.43
650 root 1.8 return 0;
651 elmex 1.1 }
652 root 1.5
653 root 1.8 int
654     can_hit (object *ob1, object *ob2, rv_vector * rv)
655     {
656     object *more;
657     rv_vector rv1;
658 elmex 1.1
659 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
660 root 1.8 return 0;
661 elmex 1.1
662 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
663     return 1;
664 elmex 1.1
665 root 1.8 /* check all the parts of ob2 - just because we can't get to
666     * its head doesn't mean we don't want to pound its feet
667     */
668     for (more = ob2->more; more != NULL; more = more->more)
669     {
670     get_rangevector (ob1, more, &rv1, 0);
671     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
672     return 1;
673 elmex 1.1 }
674 root 1.47
675 root 1.8 return 0;
676 elmex 1.1 }
677    
678     /* Returns 1 is monster should cast spell sp at an enemy
679     * Returns 0 if the monster should not cast this spell.
680     *
681     * Note that this function does not check to see if the monster can
682     * in fact cast the spell (sp dependencies and what not.) That is because
683     * this function is also sued to see if the monster should use spell items
684     * (rod/horn/wand/scroll).
685     * Note that there are certainly other offensive spells that could be
686     * included, but I decided to leave out the spells that may kill more
687     * monsters than players (eg, disease).
688     *
689     * This could be a lot smarter - if there are few monsters around,
690     * then disease might not be as bad. Likewise, if the monster is damaged,
691     * the right type of healing spell could be useful.
692     */
693    
694 root 1.8 static int
695     monster_should_cast_spell (object *monster, object *spell_ob)
696 elmex 1.1 {
697 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
698     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
699     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
700     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
701     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
702     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
703     return 1;
704 elmex 1.1
705 root 1.8 return 0;
706 elmex 1.1 }
707    
708     #define MAX_KNOWN_SPELLS 20
709    
710     /* Returns a randomly selected spell. This logic is still
711     * less than ideal. This code also only seems to deal with
712     * wizard spells, as the check is against sp, and not grace.
713     * can mosnters know cleric spells?
714     */
715 root 1.8 object *
716     monster_choose_random_spell (object *monster)
717     {
718     object *altern[MAX_KNOWN_SPELLS];
719     int i = 0;
720    
721 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
722 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
723     {
724     /* Check and see if it's actually a useful spell.
725     * If its a spellbook, the spell is actually the inventory item.
726     * if it is a spell, then it is just the object itself.
727     */
728     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
729     {
730 root 1.47 altern [i++] = tmp;
731    
732 root 1.8 if (i == MAX_KNOWN_SPELLS)
733     break;
734     }
735     }
736 root 1.47
737     return i ? altern [rndm (i)] : 0;
738 elmex 1.1 }
739    
740     /* This checks to see if the monster should cast a spell/ability.
741     * it returns true if the monster casts a spell, 0 if he doesn't.
742     * head is the head of the monster.
743     * part is the part of the monster we are checking against.
744     * pl is the target.
745     * dir is the direction to case.
746     * rv is the vector which describes where the enemy is.
747     */
748 root 1.8 int
749     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
750     {
751     object *spell_item;
752     object *owner;
753     rv_vector rv1;
754    
755     /* If you want monsters to cast spells over friends, this spell should
756     * be removed. It probably should be in most cases, since monsters still
757     * don't care about residual effects (ie, casting a cone which may have a
758     * clear path to the player, the side aspects of the code will still hit
759     * other monsters)
760     */
761     if (!(dir = path_to_player (part, pl, 0)))
762     return 0;
763    
764 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
765 root 1.8 {
766     get_rangevector (head, owner, &rv1, 0x1);
767     if (dirdiff (dir, rv1.direction) < 2)
768 root 1.47 return 0; /* Might hit owner with spell */
769 elmex 1.1 }
770    
771 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
772 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
773 root 1.8
774     /* If the monster hasn't already chosen a spell, choose one
775     * I'm not sure if it really make sense to pre-select spells (events
776     * could be different by the time the monster goes again).
777     */
778     if (head->spellitem == NULL)
779     {
780     if ((spell_item = monster_choose_random_spell (head)) == NULL)
781     {
782     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
783     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
784     return 0;
785 root 1.4 }
786 root 1.47
787 root 1.8 if (spell_item->type == SPELLBOOK)
788     {
789     if (!spell_item->inv)
790     {
791     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
792     return 0;
793 root 1.4 }
794 root 1.47
795 root 1.8 spell_item = spell_item->inv;
796 root 1.4 }
797 elmex 1.1 }
798 root 1.8 else
799     spell_item = head->spellitem;
800 elmex 1.1
801 root 1.8 if (!spell_item)
802     return 0;
803 elmex 1.1
804 root 1.8 /* Best guess this is a defensive/healing spell */
805     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
806     dir = 0;
807    
808     /* Monster doesn't have enough spell-points */
809     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
810     return 0;
811    
812     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
813     return 0;
814 elmex 1.1
815 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
816     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
817 elmex 1.1
818 root 1.8 /* set this to null, so next time monster will choose something different */
819     head->spellitem = NULL;
820 elmex 1.1
821 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
822 elmex 1.1 }
823    
824 root 1.8 int
825     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
826     {
827     object *scroll;
828     object *owner;
829     rv_vector rv1;
830    
831     /* If you want monsters to cast spells over friends, this spell should
832     * be removed. It probably should be in most cases, since monsters still
833     * don't care about residual effects (ie, casting a cone which may have a
834     * clear path to the player, the side aspects of the code will still hit
835     * other monsters)
836     */
837     if (!(dir = path_to_player (part, pl, 0)))
838     return 0;
839    
840 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
841 root 1.8 {
842     get_rangevector (head, owner, &rv1, 0x1);
843     if (dirdiff (dir, rv1.direction) < 2)
844     {
845     return 0; /* Might hit owner with spell */
846 root 1.4 }
847 elmex 1.1 }
848    
849 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
850 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
851 elmex 1.1
852 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
853     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
854     break;
855 elmex 1.1
856 root 1.8 /* Used up all his scrolls, so nothing do to */
857     if (!scroll)
858     {
859     CLEAR_FLAG (head, FLAG_READY_SCROLL);
860     return 0;
861 elmex 1.1 }
862    
863 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
864     if (scroll->inv->range == 0)
865     dir = 0;
866 elmex 1.1
867 root 1.8 apply_scroll (part, scroll, dir);
868     return 1;
869 elmex 1.1 }
870    
871     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
872     * Note that monsters do not need the skills SK_MELEE_WEAPON and
873     * SK_MISSILE_WEAPON to make those respective attacks, if we
874     * required that we would drastically increase the memory
875     * requirements of CF!!
876     *
877     * The skills we are treating here are all but those. -b.t.
878     *
879     * At the moment this is only useful for throwing, perhaps for
880     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
881 root 1.8 */
882     int
883     monster_use_skill (object *head, object *part, object *pl, int dir)
884     {
885     object *skill, *owner;
886 elmex 1.1
887 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
888     return 0;
889    
890 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
891 root 1.8 {
892     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
893    
894     if (dirdiff (dir, dir2) < 1)
895     return 0; /* Might hit owner with skill -thrown rocks for example ? */
896     }
897 root 1.27
898 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
899 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
900 root 1.8
901     /* skill selection - monster will use the next unused skill.
902     * well...the following scenario will allow the monster to
903     * toggle between 2 skills. One day it would be nice to make
904     * more skills available to monsters.
905     */
906 root 1.27 for (skill = head->inv; skill; skill = skill->below)
907 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
908     {
909     head->chosen_skill = skill;
910     break;
911     }
912 elmex 1.1
913 root 1.8 if (!skill && !head->chosen_skill)
914     {
915     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
916     CLEAR_FLAG (head, FLAG_READY_SKILL);
917     return 0;
918 elmex 1.1 }
919 root 1.27
920 root 1.8 /* use skill */
921     return do_skill (head, part, head->chosen_skill, dir, NULL);
922 elmex 1.1 }
923    
924     /* Monster will use a ranged spell attack. */
925 root 1.8 int
926     monster_use_range (object *head, object *part, object *pl, int dir)
927     {
928     object *wand, *owner;
929     int at_least_one = 0;
930    
931     if (!(dir = path_to_player (part, pl, 0)))
932     return 0;
933    
934 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
935 elmex 1.1 {
936 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
937 elmex 1.1
938 root 1.8 if (dirdiff (dir, dir2) < 2)
939     return 0; /* Might hit owner with spell */
940 elmex 1.1 }
941 root 1.31
942 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
943 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
944 elmex 1.1
945 root 1.27 for (wand = head->inv; wand; wand = wand->below)
946 root 1.8 {
947     if (wand->type == WAND)
948 elmex 1.1 {
949 root 1.8 /* Found a wand, let's see if it has charges left */
950     at_least_one = 1;
951     if (wand->stats.food <= 0)
952     continue;
953 elmex 1.1
954 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
955 elmex 1.1
956 root 1.8 if (!(--wand->stats.food))
957     {
958     if (wand->arch)
959 elmex 1.1 {
960 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
961 root 1.35 wand->face = wand->arch->face;
962 root 1.18 wand->set_speed (0);
963 elmex 1.1 }
964     }
965 root 1.8 /* Success */
966     return 1;
967     }
968     else if (wand->type == ROD || wand->type == HORN)
969     {
970     /* Found rod/horn, let's use it if possible */
971     at_least_one = 1;
972     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
973     continue;
974 elmex 1.1
975 root 1.8 /* drain charge before casting spell - can be a case where the
976     * spell destroys the monster, and rod, so if done after, results
977     * in crash.
978     */
979     drain_rod_charge (wand);
980     cast_spell (head, wand, dir, wand->inv, NULL);
981 elmex 1.1
982 root 1.8 /* Success */
983     return 1;
984 elmex 1.1 }
985 root 1.8 }
986    
987     if (at_least_one)
988     return 0;
989 elmex 1.1
990 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
991 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
992     return 0;
993     }
994 elmex 1.1
995 root 1.8 int
996     monster_use_bow (object *head, object *part, object *pl, int dir)
997     {
998     object *owner;
999 elmex 1.1
1000 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1001     return 0;
1002 root 1.31
1003 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1004 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1005 elmex 1.1
1006 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1007 root 1.8 {
1008     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1009 elmex 1.1
1010 root 1.8 if (dirdiff (dir, dir2) < 1)
1011     return 0; /* Might hit owner with arrow */
1012 elmex 1.1 }
1013    
1014 root 1.8 /* in server/player.c */
1015     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1016 elmex 1.1
1017     }
1018    
1019     /* Checks if putting on 'item' will make 'who' do more
1020 root 1.31 * damage. This is a very simplistic check - also checking things
1021 elmex 1.1 * like speed and ac are also relevant.
1022     *
1023     * return true if item is a better object.
1024     */
1025 root 1.8 int
1026     check_good_weapon (object *who, object *item)
1027     {
1028     object *other_weap;
1029     int val = 0, i;
1030    
1031 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1032 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1033     break;
1034 elmex 1.1
1035 root 1.31 if (!other_weap) /* No other weapons */
1036 root 1.8 return 1;
1037 elmex 1.1
1038 root 1.8 /* Rather than go through and apply the new one, and see if it is
1039     * better, just do some simple checks
1040     * Put some multipliers for things that hvae several effects,
1041     * eg, magic affects both damage and wc, so it has more weight
1042     */
1043 elmex 1.1
1044 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1045     val += (item->magic - other_weap->magic) * 3;
1046     /* Monsters don't really get benefits from things like regen rates
1047     * from items. But the bonus for their stats are very important.
1048     */
1049     for (i = 0; i < NUM_STATS; i++)
1050 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1051 root 1.8
1052     if (val > 0)
1053     return 1;
1054     else
1055     return 0;
1056 elmex 1.1 }
1057    
1058 root 1.8 int
1059     check_good_armour (object *who, object *item)
1060     {
1061     object *other_armour;
1062     int val = 0, i;
1063    
1064 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1065 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1066     break;
1067 elmex 1.1
1068 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1069     return 1;
1070 elmex 1.1
1071 root 1.8 /* Like above function , see which is better */
1072     val = item->stats.ac - other_armour->stats.ac;
1073     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1074     val += (item->magic - other_armour->magic) * 3;
1075    
1076     /* for the other protections, do weigh them very much in the equation -
1077     * it is the armor protection which is most important, because there is
1078     * no good way to know what the player may attack the monster with.
1079     * So if the new item has better protection than the old, give that higher
1080     * value. If the reverse, then decrease the value of this item some.
1081     */
1082     for (i = 1; i < NROFATTACKS; i++)
1083     {
1084     if (item->resist[i] > other_armour->resist[i])
1085     val++;
1086     else if (item->resist[i] < other_armour->resist[i])
1087     val--;
1088 elmex 1.1 }
1089    
1090 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1091 elmex 1.1
1092 root 1.8 if (val > 0)
1093     return 1;
1094     else
1095     return 0;
1096 elmex 1.1 }
1097    
1098     /*
1099     * monster_check_pickup(): checks for items that monster can pick up.
1100     *
1101     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1102     * Each time the blob passes over some treasure, it will
1103     * grab it a.s.a.p.
1104     *
1105     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1106     * to handle this.
1107     *
1108     * This function was seen be continueing looping at one point (tmp->below
1109     * became a recursive loop. It may be better to call monster_check_apply
1110     * after we pick everything up, since that function may call others which
1111     * affect stacking on this space.
1112     */
1113 root 1.8 void
1114     monster_check_pickup (object *monster)
1115     {
1116     object *tmp, *next;
1117    
1118     for (tmp = monster->below; tmp != NULL; tmp = next)
1119     {
1120     next = tmp->below;
1121     if (monster_can_pick (monster, tmp))
1122     {
1123 root 1.13 tmp->remove ();
1124 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1125     (void) monster_check_apply (monster, tmp);
1126     }
1127     /* We could try to re-establish the cycling, of the space, but probably
1128     * not a big deal to just bail out.
1129     */
1130 root 1.11 if (next && next->destroyed ())
1131 root 1.8 return;
1132 elmex 1.1 }
1133     }
1134    
1135     /*
1136     * monster_can_pick(): If the monster is interested in picking up
1137     * the item, then return 0. Otherwise 0.
1138     * Instead of pick_up, flags for "greed", etc, should be used.
1139     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1140     */
1141 root 1.8 int
1142     monster_can_pick (object *monster, object *item)
1143     {
1144     int flag = 0;
1145     int i;
1146 elmex 1.1
1147 root 1.8 if (!can_pick (monster, item))
1148     return 0;
1149 elmex 1.1
1150 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1151     return 0;
1152 elmex 1.1
1153 root 1.8 if (monster->pick_up & 64) /* All */
1154     flag = 1;
1155 elmex 1.1
1156 root 1.8 else
1157     switch (item->type)
1158     {
1159     case MONEY:
1160     case GEM:
1161     flag = monster->pick_up & 2;
1162 root 1.4 break;
1163    
1164 root 1.8 case FOOD:
1165     flag = monster->pick_up & 4;
1166 root 1.4 break;
1167    
1168 root 1.8 case WEAPON:
1169     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1170 root 1.4 break;
1171    
1172 root 1.8 case ARMOUR:
1173     case SHIELD:
1174     case HELMET:
1175     case BOOTS:
1176     case GLOVES:
1177     case GIRDLE:
1178     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1179 root 1.4 break;
1180    
1181 root 1.8 case SKILL:
1182     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1183 root 1.4 break;
1184    
1185 root 1.8 case RING:
1186     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1187 root 1.4 break;
1188    
1189 root 1.8 case WAND:
1190     case HORN:
1191     case ROD:
1192     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1193 root 1.4 break;
1194    
1195 root 1.8 case SPELLBOOK:
1196 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1197 root 1.4 break;
1198    
1199 root 1.8 case SCROLL:
1200     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1201 root 1.4 break;
1202    
1203 root 1.8 case BOW:
1204     case ARROW:
1205     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1206 root 1.4 break;
1207 root 1.8 }
1208 root 1.27
1209 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1210     * pick it up. Note that this doesn't handle cases where an item may
1211     * use several locations.
1212     */
1213     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1214     {
1215 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1216 root 1.8 {
1217     flag = 1;
1218     break;
1219 root 1.4 }
1220 elmex 1.1 }
1221    
1222 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1223     return 1;
1224 root 1.47
1225 root 1.8 return 0;
1226 elmex 1.1 }
1227    
1228     /*
1229     * monster_apply_below():
1230     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1231     * eager to apply things, encounters something apply-able,
1232     * then make him apply it
1233     */
1234 root 1.8 void
1235     monster_apply_below (object *monster)
1236     {
1237     object *tmp, *next;
1238 elmex 1.1
1239 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1240     {
1241     next = tmp->below;
1242     switch (tmp->type)
1243     {
1244 root 1.4 case CF_HANDLE:
1245     case TRIGGER:
1246 root 1.8 if (monster->will_apply & 1)
1247     manual_apply (monster, tmp, 0);
1248     break;
1249 root 1.4
1250     case TREASURE:
1251 root 1.8 if (monster->will_apply & 2)
1252     manual_apply (monster, tmp, 0);
1253     break;
1254 root 1.4
1255     }
1256 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1257     break;
1258 elmex 1.1 }
1259     }
1260    
1261     /*
1262     * monster_check_apply() is meant to be called after an item is
1263     * inserted in a monster.
1264     * If an item becomes outdated (monster found a better item),
1265     * a pointer to that object is returned, so it can be dropped.
1266     * (so that other monsters can pick it up and use it)
1267     * Note that as things are now, monsters never drop something -
1268     * they can pick up all that they can use.
1269     */
1270     /* Sept 96, fixed this so skills will be readied -b.t.*/
1271 root 1.8 void
1272     monster_check_apply (object *mon, object *item)
1273     {
1274     int flag = 0;
1275 elmex 1.1
1276 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1277 root 1.8 {
1278     SET_FLAG (mon, FLAG_CAST_SPELL);
1279     return;
1280 elmex 1.1 }
1281    
1282 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1283     if (QUERY_FLAG (item, FLAG_APPLIED))
1284     return;
1285    
1286     /* Might be better not to do this - if the monster can fire a bow,
1287     * it is possible in his wanderings, he will find one to use. In
1288     * which case, it would be nice to have ammo for it.
1289     */
1290     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1291     {
1292     /* Check for the right kind of bow */
1293     object *bow;
1294 elmex 1.1
1295 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1296 root 1.8 if (bow->type == BOW && bow->race == item->race)
1297     {
1298     SET_FLAG (mon, FLAG_READY_BOW);
1299     LOG (llevMonster, "Found correct bow for arrows.\n");
1300     return; /* nothing more to do for arrows */
1301     }
1302 elmex 1.1 }
1303    
1304 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1305     flag = 1;
1306     /* Eating food gets hp back */
1307     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1308     flag = 1;
1309     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1310     {
1311     if (!item->inv)
1312     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1313     else if (monster_should_cast_spell (mon, item->inv))
1314     SET_FLAG (mon, FLAG_READY_SCROLL);
1315     /* Don't use it right now */
1316     return;
1317     }
1318     else if (item->type == WEAPON)
1319     flag = check_good_weapon (mon, item);
1320 root 1.16 else if (item->is_armor ())
1321 root 1.8 flag = check_good_armour (mon, item);
1322     /* Should do something more, like make sure this is a better item */
1323     else if (item->type == RING)
1324     flag = 1;
1325     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1326     {
1327     /* We never really 'ready' the wand/rod/horn, because that would mean the
1328     * weapon would get undone.
1329     */
1330     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1331     {
1332     SET_FLAG (mon, FLAG_READY_RANGE);
1333     SET_FLAG (item, FLAG_APPLIED);
1334     }
1335     return;
1336     }
1337     else if (item->type == BOW)
1338     {
1339     /* We never really 'ready' the bow, because that would mean the
1340     * weapon would get undone.
1341     */
1342     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1343     SET_FLAG (mon, FLAG_READY_BOW);
1344     return;
1345     }
1346     else if (item->type == SKILL)
1347     {
1348     /*
1349     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1350     * else they can't use the skill...
1351     * Skills also don't need to get applied, so return now.
1352     */
1353     SET_FLAG (mon, FLAG_READY_SKILL);
1354     return;
1355 elmex 1.1 }
1356    
1357 root 1.8 /* if we don't match one of the above types, return now.
1358     * can_apply_object will say that we can apply things like flesh,
1359     * bolts, and whatever else, because it only checks against the
1360     * body_info locations.
1361     */
1362     if (!flag)
1363     return;
1364 elmex 1.1
1365 root 1.8 /* Check to see if the monster can use this item. If not, no need
1366     * to do further processing. Note that can_apply_object already checks
1367     * for the CAN_USE flags.
1368     */
1369     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1370 elmex 1.1 return;
1371 root 1.8
1372     /* should only be applying this item, not unapplying it.
1373     * also, ignore status of curse so they can take off old armour.
1374     * monsters have some advantages after all.
1375     */
1376     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1377 elmex 1.1 }
1378    
1379 root 1.8 void
1380     npc_call_help (object *op)
1381     {
1382     int x, y, mflags;
1383     object *npc;
1384     sint16 sx, sy;
1385 root 1.12 maptile *m;
1386 root 1.8
1387     for (x = -3; x < 4; x++)
1388     for (y = -3; y < 4; y++)
1389     {
1390     m = op->map;
1391     sx = op->x + x;
1392     sy = op->y + y;
1393     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1394     /* If nothing alive on this space, no need to search the space. */
1395     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1396     continue;
1397    
1398 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1399 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1400     npc->enemy = op->enemy;
1401     }
1402 elmex 1.1 }
1403    
1404 root 1.8 int
1405     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1406     {
1407     if (can_hit (part, enemy, rv))
1408     return dir;
1409 root 1.47
1410 root 1.8 if (rv->distance < 10)
1411     return absdir (dir + 4);
1412     else if (rv->distance > 18)
1413     return dir;
1414 root 1.27
1415 root 1.8 return 0;
1416 elmex 1.1 }
1417    
1418 root 1.8 int
1419     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1420     {
1421     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1422     {
1423     ob->move_status++;
1424     return (dir);
1425 elmex 1.1 }
1426 root 1.8 else if (ob->move_status > 20)
1427     ob->move_status = 0;
1428 root 1.27
1429 root 1.8 return absdir (dir + 4);
1430 elmex 1.1 }
1431    
1432 root 1.8 int
1433     hitrun_att (int dir, object *ob, object *enemy)
1434     {
1435     if (ob->move_status++ < 25)
1436     return dir;
1437     else if (ob->move_status < 50)
1438     return absdir (dir + 4);
1439     else
1440     ob->move_status = 0;
1441 root 1.27
1442 root 1.8 return absdir (dir + 4);
1443 elmex 1.1 }
1444    
1445 root 1.8 int
1446     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1447     {
1448    
1449     int inrange = can_hit (part, enemy, rv);
1450 elmex 1.1
1451 root 1.8 if (ob->move_status || inrange)
1452     ob->move_status++;
1453 elmex 1.1
1454 root 1.8 if (ob->move_status == 0)
1455 elmex 1.1 return 0;
1456 root 1.8 else if (ob->move_status < 10)
1457     return dir;
1458     else if (ob->move_status < 15)
1459     return absdir (dir + 4);
1460 root 1.27
1461 root 1.8 ob->move_status = 0;
1462     return 0;
1463 elmex 1.1 }
1464    
1465 root 1.8 int
1466     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1467     {
1468 elmex 1.1
1469 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1470     * happen is that if the creatures hp percentage falls below run_away,
1471     * the creature should run away (dir+4)
1472     * I think its wrong for a creature to have a zero maxhp value, but
1473     * at least one map has this set, and whatever the map contains, the
1474     * server should try to be resilant enough to avoid the problem
1475     */
1476     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1477     return absdir (dir + 4);
1478 root 1.27
1479 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1480 elmex 1.1 }
1481    
1482 root 1.8 int
1483     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1484     {
1485     if (rv->distance < 9)
1486     return absdir (dir + 4);
1487 root 1.27
1488 root 1.8 return 0;
1489 elmex 1.1 }
1490    
1491 root 1.8 void
1492     circ1_move (object *ob)
1493     {
1494     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1495 root 1.27
1496 root 1.8 if (++ob->move_status > 11)
1497 elmex 1.1 ob->move_status = 0;
1498 root 1.27
1499 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1500 root 1.27 move_object (ob, rndm (8) + 1);
1501 elmex 1.1 }
1502    
1503 root 1.8 void
1504     circ2_move (object *ob)
1505     {
1506     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1507 root 1.27
1508 root 1.8 if (++ob->move_status > 19)
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     pace_movev (object *ob)
1517     {
1518 elmex 1.1 if (ob->move_status++ > 6)
1519     ob->move_status = 0;
1520 root 1.27
1521 elmex 1.1 if (ob->move_status < 4)
1522 root 1.27 move_object (ob, 5);
1523 elmex 1.1 else
1524 root 1.27 move_object (ob, 1);
1525 elmex 1.1 }
1526    
1527 root 1.8 void
1528     pace_moveh (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, 3);
1535 elmex 1.1 else
1536 root 1.27 move_object (ob, 7);
1537 elmex 1.1 }
1538    
1539 root 1.8 void
1540     pace2_movev (object *ob)
1541     {
1542     if (ob->move_status++ > 16)
1543 elmex 1.1 ob->move_status = 0;
1544 root 1.27
1545 root 1.8 if (ob->move_status < 6)
1546 root 1.27 move_object (ob, 5);
1547 elmex 1.1 else if (ob->move_status < 8)
1548     return;
1549 root 1.8 else if (ob->move_status < 13)
1550 root 1.27 move_object (ob, 1);
1551 root 1.8 else
1552     return;
1553     }
1554 elmex 1.1
1555 root 1.8 void
1556     pace2_moveh (object *ob)
1557     {
1558     if (ob->move_status++ > 16)
1559 elmex 1.1 ob->move_status = 0;
1560 root 1.27
1561 root 1.8 if (ob->move_status < 6)
1562 root 1.27 move_object (ob, 3);
1563 elmex 1.1 else if (ob->move_status < 8)
1564     return;
1565 root 1.8 else if (ob->move_status < 13)
1566 root 1.27 move_object (ob, 7);
1567 root 1.8 else
1568     return;
1569     }
1570 elmex 1.1
1571 root 1.8 void
1572     rand_move (object *ob)
1573     {
1574 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1575 root 1.47 for (int i = 0; i < 5; i++)
1576 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1577 elmex 1.1 return;
1578     }
1579    
1580 root 1.8 void
1581 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1582 root 1.8 {
1583 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1584     if (tmp->type == EARTHWALL)
1585     {
1586     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1587     return;
1588     }
1589 elmex 1.1 }
1590    
1591 root 1.8 void
1592 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1593 root 1.8 {
1594 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1595     if (tmp->type == DOOR)
1596     {
1597     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1598     return;
1599     }
1600 elmex 1.1 }
1601    
1602     /* find_mon_throw_ob() - modeled on find_throw_ob
1603     * This is probably overly simplistic as it is now - We want
1604     * monsters to throw things like chairs and other pieces of
1605     * furniture, even if they are not good throwable objects.
1606     * Probably better to have the monster throw a throwable object
1607     * first, then throw any non equipped weapon.
1608     */
1609 root 1.8 object *
1610     find_mon_throw_ob (object *op)
1611     {
1612     object *tmp = NULL;
1613 elmex 1.1
1614 root 1.8 if (op->head)
1615     tmp = op->head;
1616     else
1617     tmp = op;
1618 elmex 1.1
1619 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1620     * marked item and throw it to the enemy.
1621     */
1622     for (tmp = op->inv; tmp; tmp = tmp->below)
1623     {
1624     /* Can't throw invisible objects or items that are applied */
1625     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1626     continue;
1627    
1628     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1629     break;
1630 elmex 1.1
1631     }
1632    
1633     #ifdef DEBUG_THROW
1634 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1635 elmex 1.1 #endif
1636    
1637 root 1.8 return tmp;
1638 elmex 1.1 }
1639    
1640     /* determine if we can 'detect' the enemy. Check for walls blocking the
1641     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1642     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1643     * modified by MSW to use the get_rangevector so that map tiling works
1644     * properly. I also so odd code in place that checked for x distance
1645     * OR y distance being within some range - that seemed wrong - both should
1646     * be within the valid range. MSW 2001-08-05
1647     * Returns 0 if enemy can not be detected, 1 if it is detected
1648     */
1649 root 1.8 int
1650     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1651     {
1652     int radius = MIN_MON_RADIUS, hide_discovery;
1653    
1654     /* null detection for any of these condtions always */
1655     if (!op || !enemy || !op->map || !enemy->map)
1656     return 0;
1657 elmex 1.1
1658 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1659     if (!on_same_map (op, enemy))
1660     return 0;
1661 elmex 1.1
1662 root 1.8 get_rangevector (op, enemy, rv, 0);
1663 elmex 1.1
1664 root 1.8 /* Monsters always ignore the DM */
1665 root 1.47 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1666 root 1.8 return 0;
1667 elmex 1.1
1668 root 1.8 /* simple check. Should probably put some range checks in here. */
1669     if (can_see_enemy (op, enemy))
1670     return 1;
1671 elmex 1.1
1672 root 1.8 /* The rest of this is for monsters. Players are on their own for
1673     * finding enemies!
1674     */
1675     if (op->type == PLAYER)
1676     return 0;
1677 elmex 1.1
1678 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1679     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1680     */
1681     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1682     return 0;
1683 elmex 1.1
1684 root 1.8 /* use this for invis also */
1685     hide_discovery = op->stats.Int / 5;
1686 elmex 1.1
1687 root 1.8 /* Determine Detection radii */
1688 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1689 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1690 root 1.8 else
1691     { /* a level/INT/Dex adjustment for hiding */
1692 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1693 root 1.8
1694     if (enemy->type == PLAYER)
1695     {
1696 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1697 root 1.8 bonus -= sk_hide->level;
1698     else
1699     {
1700     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1701     make_visible (enemy);
1702     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1703 root 1.4 }
1704     }
1705 root 1.8 else /* enemy is not a player */
1706     bonus -= enemy->level;
1707    
1708     radius += bonus / 5;
1709     hide_discovery += bonus * 5;
1710     } /* else creature has modifiers for hiding */
1711    
1712     /* Radii stealth adjustment. Only if you are stealthy
1713     * will you be able to sneak up closer to creatures */
1714     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1715 root 1.37 {
1716     radius /= 2;
1717     hide_discovery /= 3;
1718     }
1719 root 1.8
1720     /* Radii adjustment for enemy standing in the dark */
1721     if (op->map->darkness > 0 && !stand_in_light (enemy))
1722     {
1723     /* on dark maps body heat can help indicate location with infravision
1724     * undead don't have body heat, so no benefit detecting them.
1725     */
1726     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1727     radius += op->map->darkness / 2;
1728     else
1729     radius -= op->map->darkness / 2;
1730    
1731     /* op next to a monster (and not in complete darkness)
1732     * the monster should have a chance to see you.
1733     */
1734     if (radius < MIN_MON_RADIUS && op->map->darkness < 5 && rv->distance <= 1)
1735     radius = MIN_MON_RADIUS;
1736     } /* if on dark map */
1737 elmex 1.1
1738 root 1.8 /* Lets not worry about monsters that have incredible detection
1739     * radii, we only need to worry here about things the player can
1740     * (potentially) see. This is 13, as that is the maximum size the player
1741     * may have for their map - in that way, creatures at the edge will
1742     * do something. Note that the distance field in the
1743     * vector is real distance, so in theory this should be 18 to
1744     * find that.
1745     */
1746 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1747     // we use 25, lets see if we have the cpu time for it
1748     radius = min (25, radius);
1749 root 1.8
1750     /* Enemy in range! Now test for detection */
1751 root 1.38 if (rv->distance <= radius)
1752 root 1.8 {
1753     /* ah, we are within range, detected? take cases */
1754     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1755     return 1;
1756 root 1.4
1757 root 1.8 /* hidden or low-quality invisible */
1758 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1759 root 1.8 {
1760     make_visible (enemy);
1761 root 1.37
1762 root 1.8 /* inform players of new status */
1763     if (enemy->type == PLAYER && player_can_view (enemy, op))
1764     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1765 root 1.37
1766 root 1.8 return 1; /* detected enemy */
1767     }
1768     else if (enemy->invisible)
1769     {
1770     /* Change this around - instead of negating the invisible, just
1771 root 1.37 * return true so that the monster that managed to detect you can
1772     * do something to you. Decreasing the duration of invisible
1773 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1774 root 1.37 * can then basically negate the spell. The spell isn't negated -
1775 root 1.8 * they just know where you are!
1776     */
1777 root 1.37 if (rndm (50) <= hide_discovery)
1778 root 1.8 {
1779     if (enemy->type == PLAYER)
1780 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1781    
1782 root 1.8 return 1;
1783 root 1.4 }
1784     }
1785 root 1.8 } /* within range */
1786 elmex 1.1
1787 root 1.8 /* Wasn't detected above, so still hidden */
1788     return 0;
1789 elmex 1.1 }
1790    
1791     /* determine if op stands in a lighted square. This is not a very
1792     * intellegent algorithm. For one thing, we ignore los here, SO it
1793     * is possible for a bright light to illuminate a player on the
1794     * other side of a wall (!).
1795     */
1796 root 1.8 int
1797     stand_in_light (object *op)
1798     {
1799     if (!op)
1800     return 0;
1801 root 1.27
1802 root 1.8 if (op->glow_radius > 0)
1803     return 1;
1804 elmex 1.1
1805 root 1.8 if (op->map)
1806     {
1807     /* Check the spaces with the max light radius to see if any of them
1808     * have lights, and if any of them light the player enough, then return 1.
1809     */
1810 root 1.46 for (int x = op->x - MAX_LIGHT_RADIUS; x <= op->x + MAX_LIGHT_RADIUS; x++)
1811 root 1.8 {
1812 root 1.46 for (int y = op->y - MAX_LIGHT_RADIUS; y <= op->y + MAX_LIGHT_RADIUS; y++)
1813 root 1.8 {
1814 root 1.38 maptile *m = op->map;
1815     sint16 nx = x;
1816     sint16 ny = y;
1817    
1818     if (xy_normalise (m, nx, ny))
1819     if (idistance (x - op->x, y - op->y) < m->at (nx, ny).light)
1820     return 1;
1821 root 1.4 }
1822     }
1823 elmex 1.1 }
1824 root 1.27
1825 root 1.8 return 0;
1826 elmex 1.1 }
1827    
1828     /* assuming no walls/barriers, lets check to see if its *possible*
1829     * to see an enemy. Note, "detection" is different from "seeing".
1830     * See can_detect_enemy() for more details. -b.t.
1831     * return 0 if can't be seen, 1 if can be
1832     */
1833 root 1.8 int
1834     can_see_enemy (object *op, object *enemy)
1835     {
1836     object *looker = op->head ? op->head : op;
1837    
1838     /* safety */
1839     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1840     return 0;
1841 elmex 1.1
1842 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1843     * see through walls). Should we change the code elsewhere to make you
1844     * blind even if you can xray?
1845     */
1846     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1847     return 0;
1848    
1849     /* checking for invisible things */
1850     if (enemy->invisible)
1851     {
1852     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1853     * However,if you carry any source of light, then the hidden
1854     * creature is seeable (and stupid) */
1855 elmex 1.1
1856 root 1.8 if (has_carried_lights (enemy))
1857     {
1858 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1859 root 1.8 {
1860     make_visible (enemy);
1861     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1862 root 1.4 }
1863 root 1.39
1864 root 1.8 return 1;
1865     }
1866 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1867 root 1.8 return 0;
1868 root 1.4
1869 root 1.8 /* Invisible enemy. Break apart the check for invis undead/invis looker
1870     * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1871     * and making it a conditional makes the code pretty ugly.
1872     */
1873     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1874 root 1.39 if (makes_invisible_to (enemy, looker))
1875     return 0;
1876 root 1.8 }
1877     else if (looker->type == PLAYER) /* for players, a (possible) shortcut */
1878     if (player_can_view (looker, enemy))
1879     return 1;
1880 elmex 1.1
1881     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1882     * unless they carry a light or stand in light. Darkness doesnt
1883     * inhibit the undead per se (but we should give their archs
1884     * CAN_SEE_IN_DARK, this is just a safety
1885     * we care about the enemy maps status, not the looker.
1886     * only relevant for tiled maps, but it is possible that the
1887     * enemy is on a bright map and the looker on a dark - in that
1888     * case, the looker can still see the enemy
1889     */
1890 root 1.8 if (enemy->map->darkness > 0 && !stand_in_light (enemy)
1891     && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1892 elmex 1.1 return 0;
1893    
1894     return 1;
1895     }
1896 root 1.40