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Revision: 1.53
Committed: Sat Dec 27 03:18:08 2008 UTC (15 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.52: +5 -7 lines
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# 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     /* if this is pet, let him attack the same enemy as his owner
41     * TODO: when there is no ower enemy, try to find a target,
42     * which CAN attack the owner. */
43     if ((npc->attack_movement & HI4) == PETMOVE)
44     {
45     if (npc->owner == NULL)
46     npc->enemy = NULL;
47     else if (npc->enemy == NULL)
48     npc->enemy = npc->owner->enemy;
49     }
50    
51     /* periodically, a monster mayu change its target. Also, if the object
52     * has been destroyed, etc, clear the enemy.
53     * TODO: this should be changed, because it invokes to attack forced or
54     * attacked monsters to leave the attacker alone, before it is destroyed
55     */
56     /* i had removed the random target leave, this invokes problems with friendly
57     * objects, getting attacked and defending herself - they don't try to attack
58     * again then but perhaps get attack on and on
59     * If we include a aggravated flag in , we can handle evil vs evil and good vs good
60     * too. */
61 elmex 1.1
62 root 1.8 if (npc->enemy)
63 elmex 1.1 {
64 root 1.8 /* I broke these if's apart to better be able to see what
65     * the grouping checks are. Code is the same.
66     */
67     if (QUERY_FLAG (npc->enemy, FLAG_REMOVED) ||
68     QUERY_FLAG (npc->enemy, FLAG_FREED) ||
69     !on_same_map (npc, npc->enemy) || npc == npc->enemy || QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (npc->enemy, FLAG_NEUTRAL))
70     npc->enemy = NULL;
71    
72     else if (QUERY_FLAG (npc, FLAG_FRIENDLY) && ((QUERY_FLAG (npc->enemy, FLAG_FRIENDLY)
73     && !(should_arena_attack (npc, npc->owner, npc->enemy)))
74     || ((npc->enemy->type == PLAYER) && !(should_arena_attack (npc, npc->owner, npc->enemy)))
75     || npc->enemy == npc->owner))
76     npc->enemy = NULL;
77    
78    
79     else if (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (npc->enemy, FLAG_FRIENDLY) && npc->enemy->type != PLAYER))
80     npc->enemy = NULL;
81    
82     /* I've noticed that pets could sometimes get an arrow as the
83     * target enemy - this code below makes sure the enemy is something
84     * that should be attacked. My guess is that the arrow hits
85     * the creature/owner, and so the creature then takes that
86     * as the enemy to attack.
87     */
88 root 1.26 else if (!QUERY_FLAG (npc->enemy, FLAG_MONSTER)
89     && !QUERY_FLAG (npc->enemy, FLAG_GENERATOR)
90     && npc->enemy->type != PLAYER
91     && npc->enemy->type != GOLEM)
92 root 1.8 npc->enemy = NULL;
93 elmex 1.1
94     }
95 root 1.37
96 root 1.8 return can_detect_enemy (npc, npc->enemy, rv) ? npc->enemy : NULL;
97 elmex 1.1 }
98    
99     /* Returns the nearest living creature (monster or generator).
100     * Modified to deal with tiled maps properly.
101     * Also fixed logic so that monsters in the lower directions were more
102     * likely to be skipped - instead of just skipping the 'start' number
103     * of direction, revisit them after looking at all the other spaces.
104     *
105     * Note that being this may skip some number of spaces, it will
106     * not necessarily find the nearest living creature - it basically
107     * chooses one from within a 3 space radius, and since it skips
108     * the first few directions, it could very well choose something
109     * 3 spaces away even though something directly north is closer.
110     *
111     * this function is map tile aware.
112     */
113 root 1.8 object *
114     find_nearest_living_creature (object *npc)
115     {
116     int i, mflags;
117     sint16 nx, ny;
118 root 1.12 maptile *m;
119 root 1.8 int search_arr[SIZEOFFREE];
120    
121     get_search_arr (search_arr);
122 root 1.21
123 root 1.8 for (i = 0; i < SIZEOFFREE; i++)
124     {
125     /* modified to implement smart searching using search_arr
126     * guidance array to determine direction of search order
127     */
128     nx = npc->x + freearr_x[search_arr[i]];
129     ny = npc->y + freearr_y[search_arr[i]];
130     m = npc->map;
131    
132     mflags = get_map_flags (m, &m, nx, ny, &nx, &ny);
133 root 1.21
134 root 1.8 if (mflags & P_OUT_OF_MAP)
135     continue;
136    
137     if (mflags & P_IS_ALIVE)
138     {
139 root 1.21 for (object *tmp = m->at (nx, ny).top; tmp; tmp = tmp->below)
140     if (tmp->flag [FLAG_MONSTER] || tmp->flag [FLAG_GENERATOR] || tmp->type == PLAYER)
141 root 1.8 if (can_see_monsterP (m, nx, ny, i))
142     return tmp;
143 root 1.21 }
144 elmex 1.1 }
145 root 1.21
146     return 0;
147 elmex 1.1 }
148    
149 root 1.33 /* Tries to find an enemy for npc. We pass the range vector since
150 elmex 1.1 * our caller will find the information useful.
151     * Currently, only move_monster calls this function.
152     * Fix function so that we always make calls to get_rangevector
153     * if we have a valid target - function as not doing so in
154     * many cases.
155     */
156 root 1.8 object *
157     find_enemy (object *npc, rv_vector * rv)
158 elmex 1.1 {
159 root 1.8 object *attacker, *tmp = NULL;
160    
161     attacker = npc->attacked_by; /* save this for later use. This can be a attacker. */
162 root 1.9 npc->attacked_by = 0; /* always clear the attacker entry */
163 elmex 1.1
164 root 1.8 /* if we berserk, we don't care about others - we attack all we can find */
165     if (QUERY_FLAG (npc, FLAG_BERSERK))
166     {
167     tmp = find_nearest_living_creature (npc);
168 root 1.9
169 root 1.8 if (tmp)
170     get_rangevector (npc, tmp, rv, 0);
171 root 1.37
172 root 1.8 return tmp;
173     }
174    
175     /* Here is the main enemy selection.
176     * We want this: if there is an enemy, attack him until its not possible or
177     * one of both is dead.
178     * If we have no enemy and we are...
179     * a monster: try to find a player, a pet or a friendly monster
180     * a friendly: only target a monster which is targeting you first or targeting a player
181     * a neutral: fight a attacker (but there should be none), then do nothing
182     * a pet: attack player enemy or a monster
183     */
184    
185     /* pet move */
186     if ((npc->attack_movement & HI4) == PETMOVE)
187     {
188     tmp = get_pet_enemy (npc, rv);
189 root 1.9
190 root 1.8 if (tmp)
191     get_rangevector (npc, tmp, rv, 0);
192 root 1.9
193 root 1.8 return tmp;
194     }
195 elmex 1.1
196 root 1.8 /* we check our old enemy. */
197 root 1.9 if (!(tmp = check_enemy (npc, rv)))
198 elmex 1.1 {
199 root 1.8 if (attacker) /* if we have an attacker, check him */
200 elmex 1.1 {
201 pippijn 1.48 /* TODO: that's not finished */
202 root 1.9 /* we don't want a fight evil vs evil or good against non evil */
203    
204     if (QUERY_FLAG (npc, FLAG_NEUTRAL) || QUERY_FLAG (attacker, FLAG_NEUTRAL) || /* neutral */
205     (QUERY_FLAG (npc, FLAG_FRIENDLY) && QUERY_FLAG (attacker, FLAG_FRIENDLY)) ||
206     (!QUERY_FLAG (npc, FLAG_FRIENDLY) && (!QUERY_FLAG (attacker, FLAG_FRIENDLY) && attacker->type != PLAYER)))
207     CLEAR_FLAG (npc, FLAG_SLEEP); /* skip it, but lets wakeup */
208 pippijn 1.48 else if (on_same_map (npc, attacker)) /* that's the only thing we must know... */
209 elmex 1.1 {
210 root 1.9 CLEAR_FLAG (npc, FLAG_SLEEP); /* well, NOW we really should wake up! */
211     npc->enemy = attacker;
212     return attacker; /* yes, we face our attacker! */
213 elmex 1.1 }
214     }
215 root 1.8
216     /* we have no legal enemy or attacker, so we try to target a new one */
217     if (!QUERY_FLAG (npc, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (npc, FLAG_FRIENDLY) && !QUERY_FLAG (npc, FLAG_NEUTRAL))
218 elmex 1.1 {
219 root 1.8 npc->enemy = get_nearest_player (npc);
220     if (npc->enemy)
221     tmp = check_enemy (npc, rv);
222 elmex 1.1 }
223 root 1.8
224 elmex 1.1 }
225    
226 root 1.8 return tmp;
227 elmex 1.1 }
228    
229     /* Sees if this monster should wake up.
230     * Currently, this is only called from move_monster, and
231     * if enemy is set, then so should be rv.
232     * returns 1 if the monster should wake up, 0 otherwise.
233     */
234 root 1.8 int
235 root 1.50 check_wakeup (object *op, object *enemy, rv_vector *rv)
236 root 1.8 {
237     /* Trim work - if no enemy, no need to do anything below */
238     if (!enemy)
239     return 0;
240    
241 root 1.50 int radius = max (op->stats.Wis, MIN_MON_RADIUS);
242    
243     if (op->flag [FLAG_BLIND])
244     /* blinded monsters can only find nearby objects to attack */
245 root 1.8 radius = MIN_MON_RADIUS;
246 root 1.50 else if (op->map
247     && !enemy->invisible
248     && !stand_in_light (enemy)
249     && (!op->flag[FLAG_SEE_IN_DARK] || !op->flag [FLAG_SEE_INVISIBLE]))
250     /* This covers the situation where the monster is in the dark
251     * and has an enemy. If the enemy has no carried light (or isnt
252     * glowing!) then the monster has trouble finding the enemy.
253     * Remember we already checked to see if the monster can see in
254     * the dark. */
255     radius = min (radius, MIN_MON_RADIUS + MAX_DARKNESS - op->map->darklevel ());
256     else if (!op->flag [FLAG_SLEEP])
257     return 1;
258 root 1.8
259 root 1.50 if (enemy->flag [FLAG_STEALTH])
260     radius = radius / 2 + 1;
261 elmex 1.1
262 root 1.8 /* enemy should already be on this map, so don't really need to check
263     * for that.
264     */
265 root 1.50 if (rv->distance <= radius)
266 root 1.8 {
267     CLEAR_FLAG (op, FLAG_SLEEP);
268     return 1;
269 elmex 1.1 }
270 root 1.50
271 root 1.8 return 0;
272 elmex 1.1 }
273    
274 root 1.8 int
275     move_randomly (object *op)
276     {
277 root 1.47 /* Give up to 15 chances for a monster to move randomly */
278     for (int i = 0; i < 15; i++)
279     if (move_object (op, rndm (8) + 1))
280     return 1;
281 elmex 1.1
282 root 1.8 return 0;
283 elmex 1.1 }
284    
285     /*
286     * Move-monster returns 1 if the object has been freed, otherwise 0.
287     */
288 root 1.8 int
289     move_monster (object *op)
290     {
291     int dir, diff, pre_att_dir; /* elmex: pre_att_dir remembers the direction before attack movement */
292     object *owner, *enemy, *part, *oph = op;
293     rv_vector rv;
294    
295     /* Monsters not on maps don't do anything. These monsters are things
296     * Like royal guards in city dwellers inventories.
297     */
298     if (!op->map)
299     return 0;
300    
301     /* for target facing, we copy this value here for fast access */
302     if (oph->head) /* force update the head - one arch one pic */
303     oph = oph->head;
304    
305     if (QUERY_FLAG (op, FLAG_NO_ATTACK)) /* we never ever attack */
306     enemy = op->enemy = NULL;
307     else if ((enemy = find_enemy (op, &rv)))
308 root 1.9 /* we have an enemy, just tell him we want him dead */
309     enemy->attacked_by = op; /* our ptr */
310 root 1.8
311     /* generate hp, if applicable */
312     if (op->stats.Con > 0 && op->stats.hp < op->stats.maxhp)
313     {
314     /* last heal is in funny units. Dividing by speed puts
315     * the regeneration rate on a basis of time instead of
316     * #moves the monster makes. The scaling by 8 is
317     * to capture 8th's of a hp fraction regens
318     *
319     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
320     * overflow might produce monsters with negative hp.
321     */
322    
323     op->last_heal += (int) ((float) (8 * op->stats.Con) / FABS (op->speed));
324     op->stats.hp = MIN ((sint32) op->stats.hp + op->last_heal / 32, op->stats.maxhp); /* causes Con/4 hp/tick */
325     op->last_heal %= 32;
326    
327     /* So if the monster has gained enough HP that they are no longer afraid */
328 root 1.53 if (QUERY_FLAG (op, FLAG_RUN_AWAY) && op->stats.hp >= (signed short)(((float)op->run_away / 100.f) * (float)op->stats.maxhp))
329 root 1.8 CLEAR_FLAG (op, FLAG_RUN_AWAY);
330    
331     if (op->stats.hp > op->stats.maxhp)
332     op->stats.hp = op->stats.maxhp;
333     }
334 root 1.4
335 root 1.8 /* generate sp, if applicable */
336     if (op->stats.Pow > 0 && op->stats.sp < op->stats.maxsp)
337     {
338 root 1.53 /* last_sp is in funny units. Dividing by speed puts
339 root 1.8 * the regeneration rate on a basis of time instead of
340 root 1.53 * #moves the monster makes. The scaling by 8 is
341 root 1.8 * to capture 8th's of a sp fraction regens
342     *
343     * Cast to sint32 before comparing to maxhp since otherwise an (sint16)
344     * overflow might produce monsters with negative sp.
345     */
346    
347 root 1.53 op->last_sp += (int) ((float) (8 * op->stats.Pow) / fabsf (op->speed));
348     op->stats.sp = min (op->stats.sp + op->last_sp / 128, op->stats.maxsp); /* causes Pow/16 sp/tick */
349 root 1.8 op->last_sp %= 128;
350 elmex 1.1 }
351    
352 root 1.8 /* this should probably get modified by many more values.
353     * (eg, creatures resistance to fear, level, etc. )
354     */
355 root 1.23 if (QUERY_FLAG (op, FLAG_SCARED) && !(rndm (20)))
356 root 1.47 CLEAR_FLAG (op, FLAG_SCARED); /* Time to regain some "guts"... */
357 elmex 1.1
358 root 1.8 if (INVOKE_OBJECT (MONSTER_MOVE, op, ARG_OBJECT (op->enemy)))
359     return QUERY_FLAG (op, FLAG_FREED);
360 elmex 1.1
361 root 1.8 if (QUERY_FLAG (op, FLAG_SLEEP) || QUERY_FLAG (op, FLAG_BLIND) ||
362 root 1.51 ((op->map->darklevel () > 0) && !QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !QUERY_FLAG (op, FLAG_SEE_INVISIBLE)))
363 root 1.47 if (!check_wakeup (op, enemy, &rv))
364     return 0;
365 root 1.2
366 root 1.8 /* check if monster pops out of hidden spot */
367 root 1.45 if (op->flag [FLAG_HIDDEN])
368 root 1.8 do_hidden_move (op);
369 root 1.2
370 root 1.8 if (op->pick_up)
371     monster_check_pickup (op);
372 root 1.2
373 root 1.8 if (op->will_apply)
374     monster_apply_below (op); /* Check for items to apply below */
375 root 1.2
376 root 1.8 /* If we don't have an enemy, do special movement or the like */
377     if (!enemy)
378     {
379     if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
380     {
381 root 1.44 op->drop_and_destroy ();
382 root 1.8 return 1;
383 root 1.4 }
384 elmex 1.1
385 root 1.8 /* Probably really a bug for a creature to have both
386     * stand still and a movement type set.
387     */
388     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
389     {
390     if (op->attack_movement & HI4)
391 elmex 1.1 {
392 root 1.8 switch (op->attack_movement & HI4)
393     {
394 root 1.47 case (PETMOVE):
395     pet_move (op);
396     break;
397    
398     case (CIRCLE1):
399     circ1_move (op);
400     break;
401    
402     case (CIRCLE2):
403     circ2_move (op);
404     break;
405    
406     case (PACEV):
407     pace_movev (op);
408     break;
409    
410     case (PACEH):
411     pace_moveh (op);
412     break;
413    
414     case (PACEV2):
415     pace2_movev (op);
416     break;
417    
418     case (PACEH2):
419     pace2_moveh (op);
420     break;
421    
422     case (RANDO):
423     rand_move (op);
424     break;
425    
426     case (RANDO2):
427     move_randomly (op);
428     break;
429 root 1.4 }
430 root 1.47
431 root 1.8 return 0;
432     }
433     else if (QUERY_FLAG (op, FLAG_RANDOM_MOVE))
434 root 1.47 move_randomly (op);
435     } /* stand still */
436 root 1.8
437     return 0;
438     } /* no enemy */
439    
440     /* We have an enemy. Block immediately below is for pets */
441 elmex 1.25 if ((op->attack_movement & HI4) == PETMOVE
442     && (owner = op->owner) != NULL
443     && !on_same_map (op, owner)
444     && !owner->flag [FLAG_REMOVED])
445 root 1.8 return follow_owner (op, owner);
446    
447     /* doppleganger code to change monster facing to that of the nearest
448 root 1.50 * player. Hmm. The code is here, but no monster in the current
449 root 1.8 * arch set uses it.
450     */
451 root 1.50 if (op->race && strcmp (op->race, "doppleganger") == 0)
452 root 1.8 {
453     op->face = enemy->face;
454     op->name = enemy->name;
455     }
456    
457     /* Calculate range information for closest body part - this
458     * is used for the 'skill' code, which isn't that smart when
459     * it comes to figuring it out - otherwise, giants throw boulders
460     * into themselves.
461     */
462     get_rangevector (op, enemy, &rv, 0);
463    
464     /* Move the check for scared up here - if the monster was scared,
465     * we were not doing any of the logic below, so might as well save
466     * a few cpu cycles.
467     */
468     if (!QUERY_FLAG (op, FLAG_SCARED))
469     {
470     rv_vector rv1;
471    
472     /* now we test every part of an object .... this is a real ugly piece of code */
473 root 1.29 for (part = op; part; part = part->more)
474 root 1.8 {
475     get_rangevector (part, enemy, &rv1, 0x1);
476     dir = rv1.direction;
477    
478     /* hm, not sure about this part - in original was a scared flag here too
479     * but that we test above... so can be old code here
480     */
481     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
482     dir = absdir (dir + 4);
483 root 1.31
484 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
485 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
486 root 1.8
487 root 1.23 if (QUERY_FLAG (op, FLAG_CAST_SPELL) && !(rndm (3)))
488 root 1.31 if (monster_cast_spell (op, part, enemy, dir, &rv1))
489     return 0;
490 elmex 1.1
491 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SCROLL) && !(rndm (3)))
492 root 1.31 if (monster_use_scroll (op, part, enemy, dir, &rv1))
493     return 0;
494 elmex 1.1
495 root 1.23 if (QUERY_FLAG (op, FLAG_READY_RANGE) && !(rndm (3)))
496 root 1.31 if (monster_use_range (op, part, enemy, dir))
497     return 0;
498    
499 root 1.23 if (QUERY_FLAG (op, FLAG_READY_SKILL) && !(rndm (3)))
500 root 1.31 if (monster_use_skill (op, rv.part, enemy, rv.direction))
501     return 0;
502    
503 root 1.23 if (QUERY_FLAG (op, FLAG_READY_BOW) && !(rndm (2)))
504 root 1.31 if (monster_use_bow (op, part, enemy, dir))
505     return 0;
506 root 1.8 } /* for processing of all parts */
507     } /* If not scared */
508 root 1.4
509 root 1.8 part = rv.part;
510     dir = rv.direction;
511 elmex 1.1
512 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
513     dir = absdir (dir + 4);
514 elmex 1.1
515 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
516 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
517 elmex 1.1
518 root 1.8 pre_att_dir = dir; /* remember the original direction */
519 elmex 1.1
520 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
521     {
522     switch (op->attack_movement & LO4)
523     {
524 root 1.47 case DISTATT:
525     dir = dist_att (dir, op, enemy, part, &rv);
526     break;
527 root 1.4
528 root 1.47 case RUNATT:
529     dir = run_att (dir, op, enemy, part, &rv);
530     break;
531 root 1.4
532 root 1.47 case HITRUN:
533     dir = hitrun_att (dir, op, enemy);
534     break;
535 root 1.4
536 root 1.47 case WAITATT:
537     dir = wait_att (dir, op, enemy, part, &rv);
538     break;
539 root 1.4
540 root 1.47 case RUSH: /* default - monster normally moves towards player */
541     case ALLRUN:
542     break;
543 root 1.4
544 root 1.47 case DISTHIT:
545     dir = disthit_att (dir, op, enemy, part, &rv);
546     break;
547 root 1.4
548 root 1.47 case WAIT2:
549     dir = wait_att2 (dir, op, enemy, part, &rv);
550     break;
551 root 1.4
552 root 1.47 default:
553     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
554 root 1.4 }
555 elmex 1.1 }
556    
557 root 1.8 if (!dir)
558     return 0;
559    
560     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
561     {
562     if (move_object (op, dir)) /* Can the monster move directly toward player? */
563     {
564     /* elmex: Turn our monster after it moved if it has DISTATT attack */
565     if ((op->attack_movement & LO4) == DISTATT)
566     op->direction = pre_att_dir;
567 elmex 1.1
568 root 1.8 return 0;
569     }
570    
571     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
572     {
573     /* Try move around corners if !close */
574 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
575 elmex 1.1
576 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
577     {
578     /* try different detours */
579 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
580 elmex 1.1
581 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
582 root 1.4 return 0;
583     }
584     }
585 root 1.8 } /* if monster is not standing still */
586 elmex 1.1
587 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
588     if ((op->attack_movement & LO4) == DISTATT)
589     op->direction = pre_att_dir;
590    
591     /*
592     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
593     * direction if they can't move away.
594     */
595     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
596     if (move_randomly (op))
597     return 0;
598    
599     /*
600     * Try giving the monster a new enemy - the player that is closest
601     * to it. In this way, it won't just keep trying to get to a target
602     * that is inaccessible.
603     * This could be more clever - it should go through a list of several
604     * enemies, as it is now, you could perhaps get situations where there
605     * are two players flanking the monster at close distance, but which
606     * the monster can't get to, and a third one at a far distance that
607     * the monster could get to - as it is, the monster won't look at that
608     * third one.
609     */
610     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
611     {
612     object *nearest_player = get_nearest_player (op);
613 elmex 1.1
614 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
615     {
616 root 1.50 op->enemy = 0;
617 root 1.8 enemy = nearest_player;
618 root 1.4 }
619 elmex 1.1 }
620    
621 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
622     {
623     /* The adjustement to wc that was here before looked totally bogus -
624     * since wc can in fact get negative, that would mean by adding
625     * the current wc, the creature gets better? Instead, just
626     * add a fixed amount - nasty creatures that are runny away should
627     * still be pretty nasty.
628     */
629     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
630 elmex 1.1 {
631 root 1.8 part->stats.wc += 10;
632 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
633 root 1.8 part->stats.wc -= 10;
634     }
635     else
636 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
637 root 1.8 } /* if monster is in attack range */
638 elmex 1.1
639 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
640     return 1;
641 elmex 1.1
642 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
643 elmex 1.1 {
644 root 1.44 op->drop_and_destroy ();
645 root 1.8 return 1;
646 elmex 1.1 }
647 root 1.43
648 root 1.8 return 0;
649 elmex 1.1 }
650 root 1.5
651 root 1.8 int
652     can_hit (object *ob1, object *ob2, rv_vector * rv)
653     {
654     object *more;
655     rv_vector rv1;
656 elmex 1.1
657 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
658 root 1.8 return 0;
659 elmex 1.1
660 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
661     return 1;
662 elmex 1.1
663 root 1.8 /* check all the parts of ob2 - just because we can't get to
664     * its head doesn't mean we don't want to pound its feet
665     */
666     for (more = ob2->more; more != NULL; more = more->more)
667     {
668     get_rangevector (ob1, more, &rv1, 0);
669     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
670     return 1;
671 elmex 1.1 }
672 root 1.47
673 root 1.8 return 0;
674 elmex 1.1 }
675    
676     /* Returns 1 is monster should cast spell sp at an enemy
677     * Returns 0 if the monster should not cast this spell.
678     *
679     * Note that this function does not check to see if the monster can
680     * in fact cast the spell (sp dependencies and what not.) That is because
681     * this function is also sued to see if the monster should use spell items
682     * (rod/horn/wand/scroll).
683     * Note that there are certainly other offensive spells that could be
684     * included, but I decided to leave out the spells that may kill more
685     * monsters than players (eg, disease).
686     *
687     * This could be a lot smarter - if there are few monsters around,
688     * then disease might not be as bad. Likewise, if the monster is damaged,
689     * the right type of healing spell could be useful.
690     */
691    
692 root 1.8 static int
693     monster_should_cast_spell (object *monster, object *spell_ob)
694 elmex 1.1 {
695 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
696     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
697     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
698     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
699     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
700     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
701     return 1;
702 elmex 1.1
703 root 1.8 return 0;
704 elmex 1.1 }
705    
706     #define MAX_KNOWN_SPELLS 20
707    
708     /* Returns a randomly selected spell. This logic is still
709     * less than ideal. This code also only seems to deal with
710     * wizard spells, as the check is against sp, and not grace.
711     * can mosnters know cleric spells?
712     */
713 root 1.8 object *
714     monster_choose_random_spell (object *monster)
715     {
716     object *altern[MAX_KNOWN_SPELLS];
717     int i = 0;
718    
719 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
720 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
721     {
722     /* Check and see if it's actually a useful spell.
723     * If its a spellbook, the spell is actually the inventory item.
724     * if it is a spell, then it is just the object itself.
725     */
726     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
727     {
728 root 1.47 altern [i++] = tmp;
729    
730 root 1.8 if (i == MAX_KNOWN_SPELLS)
731     break;
732     }
733     }
734 root 1.47
735     return i ? altern [rndm (i)] : 0;
736 elmex 1.1 }
737    
738     /* This checks to see if the monster should cast a spell/ability.
739     * it returns true if the monster casts a spell, 0 if he doesn't.
740     * head is the head of the monster.
741     * part is the part of the monster we are checking against.
742     * pl is the target.
743     * dir is the direction to case.
744     * rv is the vector which describes where the enemy is.
745     */
746 root 1.8 int
747     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
748     {
749     object *spell_item;
750     object *owner;
751     rv_vector rv1;
752    
753     /* If you want monsters to cast spells over friends, this spell should
754     * be removed. It probably should be in most cases, since monsters still
755     * don't care about residual effects (ie, casting a cone which may have a
756     * clear path to the player, the side aspects of the code will still hit
757     * other monsters)
758     */
759     if (!(dir = path_to_player (part, pl, 0)))
760     return 0;
761    
762 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
763 root 1.8 {
764     get_rangevector (head, owner, &rv1, 0x1);
765     if (dirdiff (dir, rv1.direction) < 2)
766 root 1.47 return 0; /* Might hit owner with spell */
767 elmex 1.1 }
768    
769 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
770 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
771 root 1.8
772     /* If the monster hasn't already chosen a spell, choose one
773     * I'm not sure if it really make sense to pre-select spells (events
774     * could be different by the time the monster goes again).
775     */
776     if (head->spellitem == NULL)
777     {
778     if ((spell_item = monster_choose_random_spell (head)) == NULL)
779     {
780     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
781     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
782     return 0;
783 root 1.4 }
784 root 1.47
785 root 1.8 if (spell_item->type == SPELLBOOK)
786     {
787     if (!spell_item->inv)
788     {
789     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
790     return 0;
791 root 1.4 }
792 root 1.47
793 root 1.8 spell_item = spell_item->inv;
794 root 1.4 }
795 elmex 1.1 }
796 root 1.8 else
797     spell_item = head->spellitem;
798 elmex 1.1
799 root 1.8 if (!spell_item)
800     return 0;
801 elmex 1.1
802 root 1.8 /* Best guess this is a defensive/healing spell */
803     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
804     dir = 0;
805    
806     /* Monster doesn't have enough spell-points */
807     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
808     return 0;
809    
810     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
811     return 0;
812 elmex 1.1
813 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
814     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
815 elmex 1.1
816 root 1.8 /* set this to null, so next time monster will choose something different */
817     head->spellitem = NULL;
818 elmex 1.1
819 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
820 elmex 1.1 }
821    
822 root 1.8 int
823     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
824     {
825     object *scroll;
826     object *owner;
827     rv_vector rv1;
828    
829     /* If you want monsters to cast spells over friends, this spell should
830     * be removed. It probably should be in most cases, since monsters still
831     * don't care about residual effects (ie, casting a cone which may have a
832     * clear path to the player, the side aspects of the code will still hit
833     * other monsters)
834     */
835     if (!(dir = path_to_player (part, pl, 0)))
836     return 0;
837    
838 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
839 root 1.8 {
840     get_rangevector (head, owner, &rv1, 0x1);
841     if (dirdiff (dir, rv1.direction) < 2)
842     {
843     return 0; /* Might hit owner with spell */
844 root 1.4 }
845 elmex 1.1 }
846    
847 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
848 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
849 elmex 1.1
850 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
851     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
852     break;
853 elmex 1.1
854 root 1.8 /* Used up all his scrolls, so nothing do to */
855     if (!scroll)
856     {
857     CLEAR_FLAG (head, FLAG_READY_SCROLL);
858     return 0;
859 elmex 1.1 }
860    
861 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
862     if (scroll->inv->range == 0)
863     dir = 0;
864 elmex 1.1
865 root 1.8 apply_scroll (part, scroll, dir);
866     return 1;
867 elmex 1.1 }
868    
869     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
870     * Note that monsters do not need the skills SK_MELEE_WEAPON and
871     * SK_MISSILE_WEAPON to make those respective attacks, if we
872     * required that we would drastically increase the memory
873     * requirements of CF!!
874     *
875     * The skills we are treating here are all but those. -b.t.
876     *
877     * At the moment this is only useful for throwing, perhaps for
878     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
879 root 1.8 */
880     int
881     monster_use_skill (object *head, object *part, object *pl, int dir)
882     {
883     object *skill, *owner;
884 elmex 1.1
885 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
886     return 0;
887    
888 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
889 root 1.8 {
890     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
891    
892     if (dirdiff (dir, dir2) < 1)
893     return 0; /* Might hit owner with skill -thrown rocks for example ? */
894     }
895 root 1.27
896 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
897 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
898 root 1.8
899     /* skill selection - monster will use the next unused skill.
900     * well...the following scenario will allow the monster to
901     * toggle between 2 skills. One day it would be nice to make
902     * more skills available to monsters.
903     */
904 root 1.27 for (skill = head->inv; skill; skill = skill->below)
905 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
906     {
907     head->chosen_skill = skill;
908     break;
909     }
910 elmex 1.1
911 root 1.8 if (!skill && !head->chosen_skill)
912     {
913     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
914     CLEAR_FLAG (head, FLAG_READY_SKILL);
915     return 0;
916 elmex 1.1 }
917 root 1.27
918 root 1.8 /* use skill */
919     return do_skill (head, part, head->chosen_skill, dir, NULL);
920 elmex 1.1 }
921    
922     /* Monster will use a ranged spell attack. */
923 root 1.8 int
924     monster_use_range (object *head, object *part, object *pl, int dir)
925     {
926     object *wand, *owner;
927     int at_least_one = 0;
928    
929     if (!(dir = path_to_player (part, pl, 0)))
930     return 0;
931    
932 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
933 elmex 1.1 {
934 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
935 elmex 1.1
936 root 1.8 if (dirdiff (dir, dir2) < 2)
937     return 0; /* Might hit owner with spell */
938 elmex 1.1 }
939 root 1.31
940 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
941 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
942 elmex 1.1
943 root 1.27 for (wand = head->inv; wand; wand = wand->below)
944 root 1.8 {
945     if (wand->type == WAND)
946 elmex 1.1 {
947 root 1.8 /* Found a wand, let's see if it has charges left */
948     at_least_one = 1;
949     if (wand->stats.food <= 0)
950     continue;
951 elmex 1.1
952 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
953 elmex 1.1
954 root 1.8 if (!(--wand->stats.food))
955     {
956     if (wand->arch)
957 elmex 1.1 {
958 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
959 root 1.35 wand->face = wand->arch->face;
960 root 1.18 wand->set_speed (0);
961 elmex 1.1 }
962     }
963 root 1.8 /* Success */
964     return 1;
965     }
966     else if (wand->type == ROD || wand->type == HORN)
967     {
968     /* Found rod/horn, let's use it if possible */
969     at_least_one = 1;
970     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
971     continue;
972 elmex 1.1
973 root 1.8 /* drain charge before casting spell - can be a case where the
974     * spell destroys the monster, and rod, so if done after, results
975     * in crash.
976     */
977     drain_rod_charge (wand);
978     cast_spell (head, wand, dir, wand->inv, NULL);
979 elmex 1.1
980 root 1.8 /* Success */
981     return 1;
982 elmex 1.1 }
983 root 1.8 }
984    
985     if (at_least_one)
986     return 0;
987 elmex 1.1
988 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
989 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
990     return 0;
991     }
992 elmex 1.1
993 root 1.8 int
994     monster_use_bow (object *head, object *part, object *pl, int dir)
995     {
996     object *owner;
997 elmex 1.1
998 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
999     return 0;
1000 root 1.31
1001 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1002 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1003 elmex 1.1
1004 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1005 root 1.8 {
1006     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1007 elmex 1.1
1008 root 1.8 if (dirdiff (dir, dir2) < 1)
1009     return 0; /* Might hit owner with arrow */
1010 elmex 1.1 }
1011    
1012 root 1.8 /* in server/player.c */
1013     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1014 elmex 1.1
1015     }
1016    
1017     /* Checks if putting on 'item' will make 'who' do more
1018 root 1.31 * damage. This is a very simplistic check - also checking things
1019 elmex 1.1 * like speed and ac are also relevant.
1020     *
1021     * return true if item is a better object.
1022     */
1023 root 1.8 int
1024     check_good_weapon (object *who, object *item)
1025     {
1026     object *other_weap;
1027     int val = 0, i;
1028    
1029 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1030 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1031     break;
1032 elmex 1.1
1033 root 1.31 if (!other_weap) /* No other weapons */
1034 root 1.8 return 1;
1035 elmex 1.1
1036 root 1.8 /* Rather than go through and apply the new one, and see if it is
1037     * better, just do some simple checks
1038     * Put some multipliers for things that hvae several effects,
1039     * eg, magic affects both damage and wc, so it has more weight
1040     */
1041 elmex 1.1
1042 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1043     val += (item->magic - other_weap->magic) * 3;
1044     /* Monsters don't really get benefits from things like regen rates
1045     * from items. But the bonus for their stats are very important.
1046     */
1047     for (i = 0; i < NUM_STATS; i++)
1048 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1049 root 1.8
1050     if (val > 0)
1051     return 1;
1052     else
1053     return 0;
1054 elmex 1.1 }
1055    
1056 root 1.8 int
1057     check_good_armour (object *who, object *item)
1058     {
1059     object *other_armour;
1060     int val = 0, i;
1061    
1062 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1063 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1064     break;
1065 elmex 1.1
1066 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1067     return 1;
1068 elmex 1.1
1069 root 1.8 /* Like above function , see which is better */
1070     val = item->stats.ac - other_armour->stats.ac;
1071     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1072     val += (item->magic - other_armour->magic) * 3;
1073    
1074     /* for the other protections, do weigh them very much in the equation -
1075     * it is the armor protection which is most important, because there is
1076     * no good way to know what the player may attack the monster with.
1077     * So if the new item has better protection than the old, give that higher
1078     * value. If the reverse, then decrease the value of this item some.
1079     */
1080     for (i = 1; i < NROFATTACKS; i++)
1081     {
1082     if (item->resist[i] > other_armour->resist[i])
1083     val++;
1084     else if (item->resist[i] < other_armour->resist[i])
1085     val--;
1086 elmex 1.1 }
1087    
1088 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1089 elmex 1.1
1090 root 1.8 if (val > 0)
1091     return 1;
1092     else
1093     return 0;
1094 elmex 1.1 }
1095    
1096     /*
1097     * monster_check_pickup(): checks for items that monster can pick up.
1098     *
1099     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1100     * Each time the blob passes over some treasure, it will
1101     * grab it a.s.a.p.
1102     *
1103     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1104     * to handle this.
1105     *
1106     * This function was seen be continueing looping at one point (tmp->below
1107     * became a recursive loop. It may be better to call monster_check_apply
1108     * after we pick everything up, since that function may call others which
1109     * affect stacking on this space.
1110     */
1111 root 1.8 void
1112     monster_check_pickup (object *monster)
1113     {
1114     object *tmp, *next;
1115    
1116     for (tmp = monster->below; tmp != NULL; tmp = next)
1117     {
1118     next = tmp->below;
1119     if (monster_can_pick (monster, tmp))
1120     {
1121 root 1.13 tmp->remove ();
1122 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1123     (void) monster_check_apply (monster, tmp);
1124     }
1125     /* We could try to re-establish the cycling, of the space, but probably
1126     * not a big deal to just bail out.
1127     */
1128 root 1.11 if (next && next->destroyed ())
1129 root 1.8 return;
1130 elmex 1.1 }
1131     }
1132    
1133     /*
1134     * monster_can_pick(): If the monster is interested in picking up
1135     * the item, then return 0. Otherwise 0.
1136     * Instead of pick_up, flags for "greed", etc, should be used.
1137     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1138     */
1139 root 1.8 int
1140     monster_can_pick (object *monster, object *item)
1141     {
1142     int flag = 0;
1143     int i;
1144 elmex 1.1
1145 root 1.8 if (!can_pick (monster, item))
1146     return 0;
1147 elmex 1.1
1148 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1149     return 0;
1150 elmex 1.1
1151 root 1.8 if (monster->pick_up & 64) /* All */
1152     flag = 1;
1153 elmex 1.1
1154 root 1.8 else
1155     switch (item->type)
1156     {
1157     case MONEY:
1158     case GEM:
1159     flag = monster->pick_up & 2;
1160 root 1.4 break;
1161    
1162 root 1.8 case FOOD:
1163     flag = monster->pick_up & 4;
1164 root 1.4 break;
1165    
1166 root 1.8 case WEAPON:
1167     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1168 root 1.4 break;
1169    
1170 root 1.8 case ARMOUR:
1171     case SHIELD:
1172     case HELMET:
1173     case BOOTS:
1174     case GLOVES:
1175     case GIRDLE:
1176     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1177 root 1.4 break;
1178    
1179 root 1.8 case SKILL:
1180     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1181 root 1.4 break;
1182    
1183 root 1.8 case RING:
1184     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1185 root 1.4 break;
1186    
1187 root 1.8 case WAND:
1188     case HORN:
1189     case ROD:
1190     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1191 root 1.4 break;
1192    
1193 root 1.8 case SPELLBOOK:
1194 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1195 root 1.4 break;
1196    
1197 root 1.8 case SCROLL:
1198     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1199 root 1.4 break;
1200    
1201 root 1.8 case BOW:
1202     case ARROW:
1203     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1204 root 1.4 break;
1205 root 1.8 }
1206 root 1.27
1207 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1208     * pick it up. Note that this doesn't handle cases where an item may
1209     * use several locations.
1210     */
1211     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1212     {
1213 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1214 root 1.8 {
1215     flag = 1;
1216     break;
1217 root 1.4 }
1218 elmex 1.1 }
1219    
1220 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1221     return 1;
1222 root 1.47
1223 root 1.8 return 0;
1224 elmex 1.1 }
1225    
1226     /*
1227     * monster_apply_below():
1228     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1229     * eager to apply things, encounters something apply-able,
1230     * then make him apply it
1231     */
1232 root 1.8 void
1233     monster_apply_below (object *monster)
1234     {
1235     object *tmp, *next;
1236 elmex 1.1
1237 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1238     {
1239     next = tmp->below;
1240     switch (tmp->type)
1241     {
1242 root 1.4 case CF_HANDLE:
1243     case TRIGGER:
1244 root 1.8 if (monster->will_apply & 1)
1245     manual_apply (monster, tmp, 0);
1246     break;
1247 root 1.4
1248     case TREASURE:
1249 root 1.8 if (monster->will_apply & 2)
1250     manual_apply (monster, tmp, 0);
1251     break;
1252 root 1.4
1253     }
1254 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1255     break;
1256 elmex 1.1 }
1257     }
1258    
1259     /*
1260     * monster_check_apply() is meant to be called after an item is
1261     * inserted in a monster.
1262     * If an item becomes outdated (monster found a better item),
1263     * a pointer to that object is returned, so it can be dropped.
1264     * (so that other monsters can pick it up and use it)
1265     * Note that as things are now, monsters never drop something -
1266     * they can pick up all that they can use.
1267     */
1268     /* Sept 96, fixed this so skills will be readied -b.t.*/
1269 root 1.8 void
1270     monster_check_apply (object *mon, object *item)
1271     {
1272     int flag = 0;
1273 elmex 1.1
1274 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1275 root 1.8 {
1276     SET_FLAG (mon, FLAG_CAST_SPELL);
1277     return;
1278 elmex 1.1 }
1279    
1280 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1281     if (QUERY_FLAG (item, FLAG_APPLIED))
1282     return;
1283    
1284     /* Might be better not to do this - if the monster can fire a bow,
1285     * it is possible in his wanderings, he will find one to use. In
1286     * which case, it would be nice to have ammo for it.
1287     */
1288     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1289     {
1290     /* Check for the right kind of bow */
1291     object *bow;
1292 elmex 1.1
1293 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1294 root 1.8 if (bow->type == BOW && bow->race == item->race)
1295     {
1296     SET_FLAG (mon, FLAG_READY_BOW);
1297     LOG (llevMonster, "Found correct bow for arrows.\n");
1298     return; /* nothing more to do for arrows */
1299     }
1300 elmex 1.1 }
1301    
1302 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1303     flag = 1;
1304     /* Eating food gets hp back */
1305     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1306     flag = 1;
1307     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1308     {
1309     if (!item->inv)
1310     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1311     else if (monster_should_cast_spell (mon, item->inv))
1312     SET_FLAG (mon, FLAG_READY_SCROLL);
1313     /* Don't use it right now */
1314     return;
1315     }
1316     else if (item->type == WEAPON)
1317     flag = check_good_weapon (mon, item);
1318 root 1.16 else if (item->is_armor ())
1319 root 1.8 flag = check_good_armour (mon, item);
1320     /* Should do something more, like make sure this is a better item */
1321     else if (item->type == RING)
1322     flag = 1;
1323     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1324     {
1325     /* We never really 'ready' the wand/rod/horn, because that would mean the
1326     * weapon would get undone.
1327     */
1328     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1329     {
1330     SET_FLAG (mon, FLAG_READY_RANGE);
1331     SET_FLAG (item, FLAG_APPLIED);
1332     }
1333     return;
1334     }
1335     else if (item->type == BOW)
1336     {
1337     /* We never really 'ready' the bow, because that would mean the
1338     * weapon would get undone.
1339     */
1340     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1341     SET_FLAG (mon, FLAG_READY_BOW);
1342     return;
1343     }
1344     else if (item->type == SKILL)
1345     {
1346     /*
1347     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1348     * else they can't use the skill...
1349     * Skills also don't need to get applied, so return now.
1350     */
1351     SET_FLAG (mon, FLAG_READY_SKILL);
1352     return;
1353 elmex 1.1 }
1354    
1355 root 1.8 /* if we don't match one of the above types, return now.
1356     * can_apply_object will say that we can apply things like flesh,
1357     * bolts, and whatever else, because it only checks against the
1358     * body_info locations.
1359     */
1360     if (!flag)
1361     return;
1362 elmex 1.1
1363 root 1.8 /* Check to see if the monster can use this item. If not, no need
1364     * to do further processing. Note that can_apply_object already checks
1365     * for the CAN_USE flags.
1366     */
1367     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1368 elmex 1.1 return;
1369 root 1.8
1370     /* should only be applying this item, not unapplying it.
1371     * also, ignore status of curse so they can take off old armour.
1372     * monsters have some advantages after all.
1373     */
1374     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1375 elmex 1.1 }
1376    
1377 root 1.8 void
1378     npc_call_help (object *op)
1379     {
1380     int x, y, mflags;
1381     object *npc;
1382     sint16 sx, sy;
1383 root 1.12 maptile *m;
1384 root 1.8
1385     for (x = -3; x < 4; x++)
1386     for (y = -3; y < 4; y++)
1387     {
1388     m = op->map;
1389     sx = op->x + x;
1390     sy = op->y + y;
1391     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1392     /* If nothing alive on this space, no need to search the space. */
1393     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1394     continue;
1395    
1396 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1397 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1398     npc->enemy = op->enemy;
1399     }
1400 elmex 1.1 }
1401    
1402 root 1.8 int
1403     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1404     {
1405     if (can_hit (part, enemy, rv))
1406     return dir;
1407 root 1.47
1408 root 1.8 if (rv->distance < 10)
1409     return absdir (dir + 4);
1410     else if (rv->distance > 18)
1411     return dir;
1412 root 1.27
1413 root 1.8 return 0;
1414 elmex 1.1 }
1415    
1416 root 1.8 int
1417     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1418     {
1419     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1420     {
1421     ob->move_status++;
1422     return (dir);
1423 elmex 1.1 }
1424 root 1.8 else if (ob->move_status > 20)
1425     ob->move_status = 0;
1426 root 1.27
1427 root 1.8 return absdir (dir + 4);
1428 elmex 1.1 }
1429    
1430 root 1.8 int
1431     hitrun_att (int dir, object *ob, object *enemy)
1432     {
1433     if (ob->move_status++ < 25)
1434     return dir;
1435     else if (ob->move_status < 50)
1436     return absdir (dir + 4);
1437     else
1438     ob->move_status = 0;
1439 root 1.27
1440 root 1.8 return absdir (dir + 4);
1441 elmex 1.1 }
1442    
1443 root 1.8 int
1444     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1445     {
1446    
1447     int inrange = can_hit (part, enemy, rv);
1448 elmex 1.1
1449 root 1.8 if (ob->move_status || inrange)
1450     ob->move_status++;
1451 elmex 1.1
1452 root 1.8 if (ob->move_status == 0)
1453 elmex 1.1 return 0;
1454 root 1.8 else if (ob->move_status < 10)
1455     return dir;
1456     else if (ob->move_status < 15)
1457     return absdir (dir + 4);
1458 root 1.27
1459 root 1.8 ob->move_status = 0;
1460     return 0;
1461 elmex 1.1 }
1462    
1463 root 1.8 int
1464     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1465     {
1466 elmex 1.1
1467 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1468     * happen is that if the creatures hp percentage falls below run_away,
1469     * the creature should run away (dir+4)
1470     * I think its wrong for a creature to have a zero maxhp value, but
1471     * at least one map has this set, and whatever the map contains, the
1472     * server should try to be resilant enough to avoid the problem
1473     */
1474     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1475     return absdir (dir + 4);
1476 root 1.27
1477 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1478 elmex 1.1 }
1479    
1480 root 1.8 int
1481     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482     {
1483     if (rv->distance < 9)
1484     return absdir (dir + 4);
1485 root 1.27
1486 root 1.8 return 0;
1487 elmex 1.1 }
1488    
1489 root 1.8 void
1490     circ1_move (object *ob)
1491     {
1492     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1493 root 1.27
1494 root 1.8 if (++ob->move_status > 11)
1495 elmex 1.1 ob->move_status = 0;
1496 root 1.27
1497 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1498 root 1.27 move_object (ob, rndm (8) + 1);
1499 elmex 1.1 }
1500    
1501 root 1.8 void
1502     circ2_move (object *ob)
1503     {
1504     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1505 root 1.27
1506 root 1.8 if (++ob->move_status > 19)
1507 elmex 1.1 ob->move_status = 0;
1508 root 1.27
1509 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1510 root 1.27 move_object (ob, rndm (8) + 1);
1511 elmex 1.1 }
1512    
1513 root 1.8 void
1514     pace_movev (object *ob)
1515     {
1516 elmex 1.1 if (ob->move_status++ > 6)
1517     ob->move_status = 0;
1518 root 1.27
1519 elmex 1.1 if (ob->move_status < 4)
1520 root 1.27 move_object (ob, 5);
1521 elmex 1.1 else
1522 root 1.27 move_object (ob, 1);
1523 elmex 1.1 }
1524    
1525 root 1.8 void
1526     pace_moveh (object *ob)
1527     {
1528 elmex 1.1 if (ob->move_status++ > 6)
1529     ob->move_status = 0;
1530 root 1.27
1531 elmex 1.1 if (ob->move_status < 4)
1532 root 1.27 move_object (ob, 3);
1533 elmex 1.1 else
1534 root 1.27 move_object (ob, 7);
1535 elmex 1.1 }
1536    
1537 root 1.8 void
1538     pace2_movev (object *ob)
1539     {
1540     if (ob->move_status++ > 16)
1541 elmex 1.1 ob->move_status = 0;
1542 root 1.27
1543 root 1.8 if (ob->move_status < 6)
1544 root 1.27 move_object (ob, 5);
1545 elmex 1.1 else if (ob->move_status < 8)
1546     return;
1547 root 1.8 else if (ob->move_status < 13)
1548 root 1.27 move_object (ob, 1);
1549 root 1.8 else
1550     return;
1551     }
1552 elmex 1.1
1553 root 1.8 void
1554     pace2_moveh (object *ob)
1555     {
1556     if (ob->move_status++ > 16)
1557 elmex 1.1 ob->move_status = 0;
1558 root 1.27
1559 root 1.8 if (ob->move_status < 6)
1560 root 1.27 move_object (ob, 3);
1561 elmex 1.1 else if (ob->move_status < 8)
1562     return;
1563 root 1.8 else if (ob->move_status < 13)
1564 root 1.27 move_object (ob, 7);
1565 root 1.8 else
1566     return;
1567     }
1568 elmex 1.1
1569 root 1.8 void
1570     rand_move (object *ob)
1571     {
1572 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1573 root 1.47 for (int i = 0; i < 5; i++)
1574 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1575 elmex 1.1 return;
1576     }
1577    
1578 root 1.8 void
1579 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1580 root 1.8 {
1581 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1582     if (tmp->type == EARTHWALL)
1583     {
1584     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1585     return;
1586     }
1587 elmex 1.1 }
1588    
1589 root 1.8 void
1590 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1591 root 1.8 {
1592 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1593     if (tmp->type == DOOR)
1594     {
1595     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1596     return;
1597     }
1598 elmex 1.1 }
1599    
1600     /* find_mon_throw_ob() - modeled on find_throw_ob
1601     * This is probably overly simplistic as it is now - We want
1602     * monsters to throw things like chairs and other pieces of
1603     * furniture, even if they are not good throwable objects.
1604     * Probably better to have the monster throw a throwable object
1605     * first, then throw any non equipped weapon.
1606     */
1607 root 1.8 object *
1608     find_mon_throw_ob (object *op)
1609     {
1610     object *tmp = NULL;
1611 elmex 1.1
1612 root 1.8 if (op->head)
1613     tmp = op->head;
1614     else
1615     tmp = op;
1616 elmex 1.1
1617 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1618     * marked item and throw it to the enemy.
1619     */
1620     for (tmp = op->inv; tmp; tmp = tmp->below)
1621     {
1622     /* Can't throw invisible objects or items that are applied */
1623     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1624     continue;
1625    
1626     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1627     break;
1628 elmex 1.1
1629     }
1630    
1631     #ifdef DEBUG_THROW
1632 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1633 elmex 1.1 #endif
1634    
1635 root 1.8 return tmp;
1636 elmex 1.1 }
1637    
1638     /* determine if we can 'detect' the enemy. Check for walls blocking the
1639     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1640     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1641     * modified by MSW to use the get_rangevector so that map tiling works
1642     * properly. I also so odd code in place that checked for x distance
1643     * OR y distance being within some range - that seemed wrong - both should
1644     * be within the valid range. MSW 2001-08-05
1645     * Returns 0 if enemy can not be detected, 1 if it is detected
1646     */
1647 root 1.8 int
1648     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1649     {
1650     int radius = MIN_MON_RADIUS, hide_discovery;
1651    
1652     /* null detection for any of these condtions always */
1653     if (!op || !enemy || !op->map || !enemy->map)
1654     return 0;
1655 elmex 1.1
1656 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1657     if (!on_same_map (op, enemy))
1658     return 0;
1659 elmex 1.1
1660 root 1.8 get_rangevector (op, enemy, rv, 0);
1661 elmex 1.1
1662 root 1.8 /* Monsters always ignore the DM */
1663 root 1.47 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1664 root 1.8 return 0;
1665 elmex 1.1
1666 root 1.8 /* simple check. Should probably put some range checks in here. */
1667     if (can_see_enemy (op, enemy))
1668     return 1;
1669 elmex 1.1
1670 root 1.8 /* The rest of this is for monsters. Players are on their own for
1671     * finding enemies!
1672     */
1673     if (op->type == PLAYER)
1674     return 0;
1675 elmex 1.1
1676 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1677     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1678     */
1679     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1680     return 0;
1681 elmex 1.1
1682 root 1.8 /* use this for invis also */
1683     hide_discovery = op->stats.Int / 5;
1684 elmex 1.1
1685 root 1.8 /* Determine Detection radii */
1686 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1687 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1688 root 1.8 else
1689     { /* a level/INT/Dex adjustment for hiding */
1690 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1691 root 1.8
1692 root 1.52 if (enemy->is_player ())
1693 root 1.8 {
1694 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1695 root 1.8 bonus -= sk_hide->level;
1696     else
1697     {
1698     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1699     make_visible (enemy);
1700     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1701 root 1.4 }
1702     }
1703 root 1.8 else /* enemy is not a player */
1704     bonus -= enemy->level;
1705    
1706     radius += bonus / 5;
1707     hide_discovery += bonus * 5;
1708     } /* else creature has modifiers for hiding */
1709    
1710     /* Radii stealth adjustment. Only if you are stealthy
1711     * will you be able to sneak up closer to creatures */
1712     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1713 root 1.37 {
1714     radius /= 2;
1715     hide_discovery /= 3;
1716     }
1717 root 1.8
1718     /* Radii adjustment for enemy standing in the dark */
1719 root 1.51 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1720 root 1.8 {
1721     /* on dark maps body heat can help indicate location with infravision
1722     * undead don't have body heat, so no benefit detecting them.
1723     */
1724     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1725 root 1.51 radius += op->map->darklevel () / 2;
1726 root 1.8 else
1727 root 1.51 radius -= op->map->darklevel () / 2;
1728 root 1.8
1729     /* op next to a monster (and not in complete darkness)
1730     * the monster should have a chance to see you.
1731     */
1732 root 1.51 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1733 root 1.8 radius = MIN_MON_RADIUS;
1734     } /* if on dark map */
1735 elmex 1.1
1736 root 1.8 /* Lets not worry about monsters that have incredible detection
1737     * radii, we only need to worry here about things the player can
1738     * (potentially) see. This is 13, as that is the maximum size the player
1739     * may have for their map - in that way, creatures at the edge will
1740     * do something. Note that the distance field in the
1741     * vector is real distance, so in theory this should be 18 to
1742     * find that.
1743     */
1744 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1745     // we use 25, lets see if we have the cpu time for it
1746     radius = min (25, radius);
1747 root 1.8
1748     /* Enemy in range! Now test for detection */
1749 root 1.38 if (rv->distance <= radius)
1750 root 1.8 {
1751     /* ah, we are within range, detected? take cases */
1752     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1753     return 1;
1754 root 1.4
1755 root 1.8 /* hidden or low-quality invisible */
1756 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1757 root 1.8 {
1758     make_visible (enemy);
1759 root 1.37
1760 root 1.8 /* inform players of new status */
1761     if (enemy->type == PLAYER && player_can_view (enemy, op))
1762     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1763 root 1.37
1764 root 1.8 return 1; /* detected enemy */
1765     }
1766     else if (enemy->invisible)
1767     {
1768     /* Change this around - instead of negating the invisible, just
1769 root 1.37 * return true so that the monster that managed to detect you can
1770     * do something to you. Decreasing the duration of invisible
1771 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1772 root 1.37 * can then basically negate the spell. The spell isn't negated -
1773 root 1.8 * they just know where you are!
1774     */
1775 root 1.37 if (rndm (50) <= hide_discovery)
1776 root 1.8 {
1777     if (enemy->type == PLAYER)
1778 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1779    
1780 root 1.8 return 1;
1781 root 1.4 }
1782     }
1783 root 1.8 } /* within range */
1784 elmex 1.1
1785 root 1.8 /* Wasn't detected above, so still hidden */
1786     return 0;
1787 elmex 1.1 }
1788    
1789     /* determine if op stands in a lighted square. This is not a very
1790     * intellegent algorithm. For one thing, we ignore los here, SO it
1791     * is possible for a bright light to illuminate a player on the
1792     * other side of a wall (!).
1793     */
1794 root 1.8 int
1795     stand_in_light (object *op)
1796     {
1797 root 1.49 if (op)
1798     {
1799     if (op->glow_radius > 0)
1800     return 1;
1801 elmex 1.1
1802 root 1.49 if (op->map)
1803     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1804     {
1805     /* Check the spaces with the max light radius to see if any of them
1806     * have lights, and if any of them light the player enough, then return 1.
1807     */
1808     int light = m->at (nx, ny).light;
1809    
1810     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1811     return 1;
1812     }
1813 elmex 1.1 }
1814 root 1.27
1815 root 1.8 return 0;
1816 elmex 1.1 }
1817    
1818     /* assuming no walls/barriers, lets check to see if its *possible*
1819     * to see an enemy. Note, "detection" is different from "seeing".
1820     * See can_detect_enemy() for more details. -b.t.
1821     * return 0 if can't be seen, 1 if can be
1822     */
1823 root 1.8 int
1824     can_see_enemy (object *op, object *enemy)
1825     {
1826     object *looker = op->head ? op->head : op;
1827    
1828     /* safety */
1829     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1830     return 0;
1831 elmex 1.1
1832 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1833     * see through walls). Should we change the code elsewhere to make you
1834     * blind even if you can xray?
1835     */
1836     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1837     return 0;
1838    
1839     /* checking for invisible things */
1840     if (enemy->invisible)
1841     {
1842     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1843     * However,if you carry any source of light, then the hidden
1844     * creature is seeable (and stupid) */
1845 elmex 1.1
1846 root 1.8 if (has_carried_lights (enemy))
1847     {
1848 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1849 root 1.8 {
1850     make_visible (enemy);
1851     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1852 root 1.4 }
1853 root 1.39
1854 root 1.8 return 1;
1855     }
1856 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1857 root 1.8 return 0;
1858 root 1.4
1859 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1860 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1861     * and making it a conditional makes the code pretty ugly.
1862     */
1863     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1864 root 1.39 if (makes_invisible_to (enemy, looker))
1865     return 0;
1866 root 1.8 }
1867 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1868 root 1.8 if (player_can_view (looker, enemy))
1869     return 1;
1870 elmex 1.1
1871     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1872     * unless they carry a light or stand in light. Darkness doesnt
1873     * inhibit the undead per se (but we should give their archs
1874     * CAN_SEE_IN_DARK, this is just a safety
1875     * we care about the enemy maps status, not the looker.
1876     * only relevant for tiled maps, but it is possible that the
1877     * enemy is on a bright map and the looker on a dark - in that
1878     * case, the looker can still see the enemy
1879     */
1880 root 1.51 if (enemy->map->darklevel () > 0
1881     && !stand_in_light (enemy)
1882 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1883 elmex 1.1 return 0;
1884    
1885     return 1;
1886     }
1887 root 1.40