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Revision: 1.54
Committed: Sat Dec 27 04:07:44 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.53: +18 -0 lines
Log Message:
more smell

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     /* 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 1.54 #if DEVEL
513     for (int sdir = 1; sdir <= 8; ++sdir)
514     {
515     mapxy pos (op); pos.move (sdir);
516     if (pos.normalise ())
517     {
518     mapspace &ms = pos.ms ();
519    
520     if (ms.smell > op->ms ().smell)
521     {
522     printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
523     op->ms ().smell = ms.smell - 1;
524     dir = sdir;
525     }
526     }
527     }
528     #endif
529    
530 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
531     dir = absdir (dir + 4);
532 elmex 1.1
533 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
534 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
535 elmex 1.1
536 root 1.8 pre_att_dir = dir; /* remember the original direction */
537 elmex 1.1
538 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
539     {
540     switch (op->attack_movement & LO4)
541     {
542 root 1.47 case DISTATT:
543     dir = dist_att (dir, op, enemy, part, &rv);
544     break;
545 root 1.4
546 root 1.47 case RUNATT:
547     dir = run_att (dir, op, enemy, part, &rv);
548     break;
549 root 1.4
550 root 1.47 case HITRUN:
551     dir = hitrun_att (dir, op, enemy);
552     break;
553 root 1.4
554 root 1.47 case WAITATT:
555     dir = wait_att (dir, op, enemy, part, &rv);
556     break;
557 root 1.4
558 root 1.47 case RUSH: /* default - monster normally moves towards player */
559     case ALLRUN:
560     break;
561 root 1.4
562 root 1.47 case DISTHIT:
563     dir = disthit_att (dir, op, enemy, part, &rv);
564     break;
565 root 1.4
566 root 1.47 case WAIT2:
567     dir = wait_att2 (dir, op, enemy, part, &rv);
568     break;
569 root 1.4
570 root 1.47 default:
571     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
572 root 1.4 }
573 elmex 1.1 }
574    
575 root 1.8 if (!dir)
576     return 0;
577    
578     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
579     {
580     if (move_object (op, dir)) /* Can the monster move directly toward player? */
581     {
582     /* elmex: Turn our monster after it moved if it has DISTATT attack */
583     if ((op->attack_movement & LO4) == DISTATT)
584     op->direction = pre_att_dir;
585 elmex 1.1
586 root 1.8 return 0;
587     }
588    
589     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
590     {
591     /* Try move around corners if !close */
592 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
593 elmex 1.1
594 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
595     {
596     /* try different detours */
597 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
598 elmex 1.1
599 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
600 root 1.4 return 0;
601     }
602     }
603 root 1.8 } /* if monster is not standing still */
604 elmex 1.1
605 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
606     if ((op->attack_movement & LO4) == DISTATT)
607     op->direction = pre_att_dir;
608    
609     /*
610     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
611     * direction if they can't move away.
612     */
613     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
614     if (move_randomly (op))
615     return 0;
616    
617     /*
618     * Try giving the monster a new enemy - the player that is closest
619     * to it. In this way, it won't just keep trying to get to a target
620     * that is inaccessible.
621     * This could be more clever - it should go through a list of several
622     * enemies, as it is now, you could perhaps get situations where there
623     * are two players flanking the monster at close distance, but which
624     * the monster can't get to, and a third one at a far distance that
625     * the monster could get to - as it is, the monster won't look at that
626     * third one.
627     */
628     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
629     {
630     object *nearest_player = get_nearest_player (op);
631 elmex 1.1
632 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
633     {
634 root 1.50 op->enemy = 0;
635 root 1.8 enemy = nearest_player;
636 root 1.4 }
637 elmex 1.1 }
638    
639 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
640     {
641     /* The adjustement to wc that was here before looked totally bogus -
642     * since wc can in fact get negative, that would mean by adding
643     * the current wc, the creature gets better? Instead, just
644     * add a fixed amount - nasty creatures that are runny away should
645     * still be pretty nasty.
646     */
647     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
648 elmex 1.1 {
649 root 1.8 part->stats.wc += 10;
650 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
651 root 1.8 part->stats.wc -= 10;
652     }
653     else
654 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
655 root 1.8 } /* if monster is in attack range */
656 elmex 1.1
657 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
658     return 1;
659 elmex 1.1
660 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
661 elmex 1.1 {
662 root 1.44 op->drop_and_destroy ();
663 root 1.8 return 1;
664 elmex 1.1 }
665 root 1.43
666 root 1.8 return 0;
667 elmex 1.1 }
668 root 1.5
669 root 1.8 int
670     can_hit (object *ob1, object *ob2, rv_vector * rv)
671     {
672     object *more;
673     rv_vector rv1;
674 elmex 1.1
675 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
676 root 1.8 return 0;
677 elmex 1.1
678 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
679     return 1;
680 elmex 1.1
681 root 1.8 /* check all the parts of ob2 - just because we can't get to
682     * its head doesn't mean we don't want to pound its feet
683     */
684     for (more = ob2->more; more != NULL; more = more->more)
685     {
686     get_rangevector (ob1, more, &rv1, 0);
687     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
688     return 1;
689 elmex 1.1 }
690 root 1.47
691 root 1.8 return 0;
692 elmex 1.1 }
693    
694     /* Returns 1 is monster should cast spell sp at an enemy
695     * Returns 0 if the monster should not cast this spell.
696     *
697     * Note that this function does not check to see if the monster can
698     * in fact cast the spell (sp dependencies and what not.) That is because
699     * this function is also sued to see if the monster should use spell items
700     * (rod/horn/wand/scroll).
701     * Note that there are certainly other offensive spells that could be
702     * included, but I decided to leave out the spells that may kill more
703     * monsters than players (eg, disease).
704     *
705     * This could be a lot smarter - if there are few monsters around,
706     * then disease might not be as bad. Likewise, if the monster is damaged,
707     * the right type of healing spell could be useful.
708     */
709    
710 root 1.8 static int
711     monster_should_cast_spell (object *monster, object *spell_ob)
712 elmex 1.1 {
713 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
714     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
715     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
716     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
717     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
718     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
719     return 1;
720 elmex 1.1
721 root 1.8 return 0;
722 elmex 1.1 }
723    
724     #define MAX_KNOWN_SPELLS 20
725    
726     /* Returns a randomly selected spell. This logic is still
727     * less than ideal. This code also only seems to deal with
728     * wizard spells, as the check is against sp, and not grace.
729     * can mosnters know cleric spells?
730     */
731 root 1.8 object *
732     monster_choose_random_spell (object *monster)
733     {
734     object *altern[MAX_KNOWN_SPELLS];
735     int i = 0;
736    
737 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
738 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
739     {
740     /* Check and see if it's actually a useful spell.
741     * If its a spellbook, the spell is actually the inventory item.
742     * if it is a spell, then it is just the object itself.
743     */
744     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
745     {
746 root 1.47 altern [i++] = tmp;
747    
748 root 1.8 if (i == MAX_KNOWN_SPELLS)
749     break;
750     }
751     }
752 root 1.47
753     return i ? altern [rndm (i)] : 0;
754 elmex 1.1 }
755    
756     /* This checks to see if the monster should cast a spell/ability.
757     * it returns true if the monster casts a spell, 0 if he doesn't.
758     * head is the head of the monster.
759     * part is the part of the monster we are checking against.
760     * pl is the target.
761     * dir is the direction to case.
762     * rv is the vector which describes where the enemy is.
763     */
764 root 1.8 int
765     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
766     {
767     object *spell_item;
768     object *owner;
769     rv_vector rv1;
770    
771     /* If you want monsters to cast spells over friends, this spell should
772     * be removed. It probably should be in most cases, since monsters still
773     * don't care about residual effects (ie, casting a cone which may have a
774     * clear path to the player, the side aspects of the code will still hit
775     * other monsters)
776     */
777     if (!(dir = path_to_player (part, pl, 0)))
778     return 0;
779    
780 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
781 root 1.8 {
782     get_rangevector (head, owner, &rv1, 0x1);
783     if (dirdiff (dir, rv1.direction) < 2)
784 root 1.47 return 0; /* Might hit owner with spell */
785 elmex 1.1 }
786    
787 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
788 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
789 root 1.8
790     /* If the monster hasn't already chosen a spell, choose one
791     * I'm not sure if it really make sense to pre-select spells (events
792     * could be different by the time the monster goes again).
793     */
794     if (head->spellitem == NULL)
795     {
796     if ((spell_item = monster_choose_random_spell (head)) == NULL)
797     {
798     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
799     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
800     return 0;
801 root 1.4 }
802 root 1.47
803 root 1.8 if (spell_item->type == SPELLBOOK)
804     {
805     if (!spell_item->inv)
806     {
807     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
808     return 0;
809 root 1.4 }
810 root 1.47
811 root 1.8 spell_item = spell_item->inv;
812 root 1.4 }
813 elmex 1.1 }
814 root 1.8 else
815     spell_item = head->spellitem;
816 elmex 1.1
817 root 1.8 if (!spell_item)
818     return 0;
819 elmex 1.1
820 root 1.8 /* Best guess this is a defensive/healing spell */
821     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
822     dir = 0;
823    
824     /* Monster doesn't have enough spell-points */
825     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
826     return 0;
827    
828     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
829     return 0;
830 elmex 1.1
831 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
832     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
833 elmex 1.1
834 root 1.8 /* set this to null, so next time monster will choose something different */
835     head->spellitem = NULL;
836 elmex 1.1
837 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
838 elmex 1.1 }
839    
840 root 1.8 int
841     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
842     {
843     object *scroll;
844     object *owner;
845     rv_vector rv1;
846    
847     /* If you want monsters to cast spells over friends, this spell should
848     * be removed. It probably should be in most cases, since monsters still
849     * don't care about residual effects (ie, casting a cone which may have a
850     * clear path to the player, the side aspects of the code will still hit
851     * other monsters)
852     */
853     if (!(dir = path_to_player (part, pl, 0)))
854     return 0;
855    
856 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
857 root 1.8 {
858     get_rangevector (head, owner, &rv1, 0x1);
859     if (dirdiff (dir, rv1.direction) < 2)
860     {
861     return 0; /* Might hit owner with spell */
862 root 1.4 }
863 elmex 1.1 }
864    
865 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
866 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
867 elmex 1.1
868 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
869     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
870     break;
871 elmex 1.1
872 root 1.8 /* Used up all his scrolls, so nothing do to */
873     if (!scroll)
874     {
875     CLEAR_FLAG (head, FLAG_READY_SCROLL);
876     return 0;
877 elmex 1.1 }
878    
879 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
880     if (scroll->inv->range == 0)
881     dir = 0;
882 elmex 1.1
883 root 1.8 apply_scroll (part, scroll, dir);
884     return 1;
885 elmex 1.1 }
886    
887     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
888     * Note that monsters do not need the skills SK_MELEE_WEAPON and
889     * SK_MISSILE_WEAPON to make those respective attacks, if we
890     * required that we would drastically increase the memory
891     * requirements of CF!!
892     *
893     * The skills we are treating here are all but those. -b.t.
894     *
895     * At the moment this is only useful for throwing, perhaps for
896     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
897 root 1.8 */
898     int
899     monster_use_skill (object *head, object *part, object *pl, int dir)
900     {
901     object *skill, *owner;
902 elmex 1.1
903 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
904     return 0;
905    
906 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
907 root 1.8 {
908     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
909    
910     if (dirdiff (dir, dir2) < 1)
911     return 0; /* Might hit owner with skill -thrown rocks for example ? */
912     }
913 root 1.27
914 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
915 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
916 root 1.8
917     /* skill selection - monster will use the next unused skill.
918     * well...the following scenario will allow the monster to
919     * toggle between 2 skills. One day it would be nice to make
920     * more skills available to monsters.
921     */
922 root 1.27 for (skill = head->inv; skill; skill = skill->below)
923 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
924     {
925     head->chosen_skill = skill;
926     break;
927     }
928 elmex 1.1
929 root 1.8 if (!skill && !head->chosen_skill)
930     {
931     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
932     CLEAR_FLAG (head, FLAG_READY_SKILL);
933     return 0;
934 elmex 1.1 }
935 root 1.27
936 root 1.8 /* use skill */
937     return do_skill (head, part, head->chosen_skill, dir, NULL);
938 elmex 1.1 }
939    
940     /* Monster will use a ranged spell attack. */
941 root 1.8 int
942     monster_use_range (object *head, object *part, object *pl, int dir)
943     {
944     object *wand, *owner;
945     int at_least_one = 0;
946    
947     if (!(dir = path_to_player (part, pl, 0)))
948     return 0;
949    
950 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
951 elmex 1.1 {
952 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
953 elmex 1.1
954 root 1.8 if (dirdiff (dir, dir2) < 2)
955     return 0; /* Might hit owner with spell */
956 elmex 1.1 }
957 root 1.31
958 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
959 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
960 elmex 1.1
961 root 1.27 for (wand = head->inv; wand; wand = wand->below)
962 root 1.8 {
963     if (wand->type == WAND)
964 elmex 1.1 {
965 root 1.8 /* Found a wand, let's see if it has charges left */
966     at_least_one = 1;
967     if (wand->stats.food <= 0)
968     continue;
969 elmex 1.1
970 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
971 elmex 1.1
972 root 1.8 if (!(--wand->stats.food))
973     {
974     if (wand->arch)
975 elmex 1.1 {
976 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
977 root 1.35 wand->face = wand->arch->face;
978 root 1.18 wand->set_speed (0);
979 elmex 1.1 }
980     }
981 root 1.8 /* Success */
982     return 1;
983     }
984     else if (wand->type == ROD || wand->type == HORN)
985     {
986     /* Found rod/horn, let's use it if possible */
987     at_least_one = 1;
988     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
989     continue;
990 elmex 1.1
991 root 1.8 /* drain charge before casting spell - can be a case where the
992     * spell destroys the monster, and rod, so if done after, results
993     * in crash.
994     */
995     drain_rod_charge (wand);
996     cast_spell (head, wand, dir, wand->inv, NULL);
997 elmex 1.1
998 root 1.8 /* Success */
999     return 1;
1000 elmex 1.1 }
1001 root 1.8 }
1002    
1003     if (at_least_one)
1004     return 0;
1005 elmex 1.1
1006 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1007 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1008     return 0;
1009     }
1010 elmex 1.1
1011 root 1.8 int
1012     monster_use_bow (object *head, object *part, object *pl, int dir)
1013     {
1014     object *owner;
1015 elmex 1.1
1016 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1017     return 0;
1018 root 1.31
1019 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1020 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1021 elmex 1.1
1022 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1023 root 1.8 {
1024     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1025 elmex 1.1
1026 root 1.8 if (dirdiff (dir, dir2) < 1)
1027     return 0; /* Might hit owner with arrow */
1028 elmex 1.1 }
1029    
1030 root 1.8 /* in server/player.c */
1031     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1032 elmex 1.1
1033     }
1034    
1035     /* Checks if putting on 'item' will make 'who' do more
1036 root 1.31 * damage. This is a very simplistic check - also checking things
1037 elmex 1.1 * like speed and ac are also relevant.
1038     *
1039     * return true if item is a better object.
1040     */
1041 root 1.8 int
1042     check_good_weapon (object *who, object *item)
1043     {
1044     object *other_weap;
1045     int val = 0, i;
1046    
1047 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1048 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1049     break;
1050 elmex 1.1
1051 root 1.31 if (!other_weap) /* No other weapons */
1052 root 1.8 return 1;
1053 elmex 1.1
1054 root 1.8 /* Rather than go through and apply the new one, and see if it is
1055     * better, just do some simple checks
1056     * Put some multipliers for things that hvae several effects,
1057     * eg, magic affects both damage and wc, so it has more weight
1058     */
1059 elmex 1.1
1060 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1061     val += (item->magic - other_weap->magic) * 3;
1062     /* Monsters don't really get benefits from things like regen rates
1063     * from items. But the bonus for their stats are very important.
1064     */
1065     for (i = 0; i < NUM_STATS; i++)
1066 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1067 root 1.8
1068     if (val > 0)
1069     return 1;
1070     else
1071     return 0;
1072 elmex 1.1 }
1073    
1074 root 1.8 int
1075     check_good_armour (object *who, object *item)
1076     {
1077     object *other_armour;
1078     int val = 0, i;
1079    
1080 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1081 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1082     break;
1083 elmex 1.1
1084 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1085     return 1;
1086 elmex 1.1
1087 root 1.8 /* Like above function , see which is better */
1088     val = item->stats.ac - other_armour->stats.ac;
1089     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1090     val += (item->magic - other_armour->magic) * 3;
1091    
1092     /* for the other protections, do weigh them very much in the equation -
1093     * it is the armor protection which is most important, because there is
1094     * no good way to know what the player may attack the monster with.
1095     * So if the new item has better protection than the old, give that higher
1096     * value. If the reverse, then decrease the value of this item some.
1097     */
1098     for (i = 1; i < NROFATTACKS; i++)
1099     {
1100     if (item->resist[i] > other_armour->resist[i])
1101     val++;
1102     else if (item->resist[i] < other_armour->resist[i])
1103     val--;
1104 elmex 1.1 }
1105    
1106 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1107 elmex 1.1
1108 root 1.8 if (val > 0)
1109     return 1;
1110     else
1111     return 0;
1112 elmex 1.1 }
1113    
1114     /*
1115     * monster_check_pickup(): checks for items that monster can pick up.
1116     *
1117     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1118     * Each time the blob passes over some treasure, it will
1119     * grab it a.s.a.p.
1120     *
1121     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1122     * to handle this.
1123     *
1124     * This function was seen be continueing looping at one point (tmp->below
1125     * became a recursive loop. It may be better to call monster_check_apply
1126     * after we pick everything up, since that function may call others which
1127     * affect stacking on this space.
1128     */
1129 root 1.8 void
1130     monster_check_pickup (object *monster)
1131     {
1132     object *tmp, *next;
1133    
1134     for (tmp = monster->below; tmp != NULL; tmp = next)
1135     {
1136     next = tmp->below;
1137     if (monster_can_pick (monster, tmp))
1138     {
1139 root 1.13 tmp->remove ();
1140 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1141     (void) monster_check_apply (monster, tmp);
1142     }
1143     /* We could try to re-establish the cycling, of the space, but probably
1144     * not a big deal to just bail out.
1145     */
1146 root 1.11 if (next && next->destroyed ())
1147 root 1.8 return;
1148 elmex 1.1 }
1149     }
1150    
1151     /*
1152     * monster_can_pick(): If the monster is interested in picking up
1153     * the item, then return 0. Otherwise 0.
1154     * Instead of pick_up, flags for "greed", etc, should be used.
1155     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1156     */
1157 root 1.8 int
1158     monster_can_pick (object *monster, object *item)
1159     {
1160     int flag = 0;
1161     int i;
1162 elmex 1.1
1163 root 1.8 if (!can_pick (monster, item))
1164     return 0;
1165 elmex 1.1
1166 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1167     return 0;
1168 elmex 1.1
1169 root 1.8 if (monster->pick_up & 64) /* All */
1170     flag = 1;
1171 elmex 1.1
1172 root 1.8 else
1173     switch (item->type)
1174     {
1175     case MONEY:
1176     case GEM:
1177     flag = monster->pick_up & 2;
1178 root 1.4 break;
1179    
1180 root 1.8 case FOOD:
1181     flag = monster->pick_up & 4;
1182 root 1.4 break;
1183    
1184 root 1.8 case WEAPON:
1185     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1186 root 1.4 break;
1187    
1188 root 1.8 case ARMOUR:
1189     case SHIELD:
1190     case HELMET:
1191     case BOOTS:
1192     case GLOVES:
1193     case GIRDLE:
1194     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1195 root 1.4 break;
1196    
1197 root 1.8 case SKILL:
1198     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1199 root 1.4 break;
1200    
1201 root 1.8 case RING:
1202     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1203 root 1.4 break;
1204    
1205 root 1.8 case WAND:
1206     case HORN:
1207     case ROD:
1208     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1209 root 1.4 break;
1210    
1211 root 1.8 case SPELLBOOK:
1212 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1213 root 1.4 break;
1214    
1215 root 1.8 case SCROLL:
1216     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1217 root 1.4 break;
1218    
1219 root 1.8 case BOW:
1220     case ARROW:
1221     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1222 root 1.4 break;
1223 root 1.8 }
1224 root 1.27
1225 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1226     * pick it up. Note that this doesn't handle cases where an item may
1227     * use several locations.
1228     */
1229     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1230     {
1231 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1232 root 1.8 {
1233     flag = 1;
1234     break;
1235 root 1.4 }
1236 elmex 1.1 }
1237    
1238 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1239     return 1;
1240 root 1.47
1241 root 1.8 return 0;
1242 elmex 1.1 }
1243    
1244     /*
1245     * monster_apply_below():
1246     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1247     * eager to apply things, encounters something apply-able,
1248     * then make him apply it
1249     */
1250 root 1.8 void
1251     monster_apply_below (object *monster)
1252     {
1253     object *tmp, *next;
1254 elmex 1.1
1255 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1256     {
1257     next = tmp->below;
1258     switch (tmp->type)
1259     {
1260 root 1.4 case CF_HANDLE:
1261     case TRIGGER:
1262 root 1.8 if (monster->will_apply & 1)
1263     manual_apply (monster, tmp, 0);
1264     break;
1265 root 1.4
1266     case TREASURE:
1267 root 1.8 if (monster->will_apply & 2)
1268     manual_apply (monster, tmp, 0);
1269     break;
1270 root 1.4
1271     }
1272 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1273     break;
1274 elmex 1.1 }
1275     }
1276    
1277     /*
1278     * monster_check_apply() is meant to be called after an item is
1279     * inserted in a monster.
1280     * If an item becomes outdated (monster found a better item),
1281     * a pointer to that object is returned, so it can be dropped.
1282     * (so that other monsters can pick it up and use it)
1283     * Note that as things are now, monsters never drop something -
1284     * they can pick up all that they can use.
1285     */
1286     /* Sept 96, fixed this so skills will be readied -b.t.*/
1287 root 1.8 void
1288     monster_check_apply (object *mon, object *item)
1289     {
1290     int flag = 0;
1291 elmex 1.1
1292 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1293 root 1.8 {
1294     SET_FLAG (mon, FLAG_CAST_SPELL);
1295     return;
1296 elmex 1.1 }
1297    
1298 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1299     if (QUERY_FLAG (item, FLAG_APPLIED))
1300     return;
1301    
1302     /* Might be better not to do this - if the monster can fire a bow,
1303     * it is possible in his wanderings, he will find one to use. In
1304     * which case, it would be nice to have ammo for it.
1305     */
1306     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1307     {
1308     /* Check for the right kind of bow */
1309     object *bow;
1310 elmex 1.1
1311 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1312 root 1.8 if (bow->type == BOW && bow->race == item->race)
1313     {
1314     SET_FLAG (mon, FLAG_READY_BOW);
1315     LOG (llevMonster, "Found correct bow for arrows.\n");
1316     return; /* nothing more to do for arrows */
1317     }
1318 elmex 1.1 }
1319    
1320 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1321     flag = 1;
1322     /* Eating food gets hp back */
1323     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1324     flag = 1;
1325     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1326     {
1327     if (!item->inv)
1328     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1329     else if (monster_should_cast_spell (mon, item->inv))
1330     SET_FLAG (mon, FLAG_READY_SCROLL);
1331     /* Don't use it right now */
1332     return;
1333     }
1334     else if (item->type == WEAPON)
1335     flag = check_good_weapon (mon, item);
1336 root 1.16 else if (item->is_armor ())
1337 root 1.8 flag = check_good_armour (mon, item);
1338     /* Should do something more, like make sure this is a better item */
1339     else if (item->type == RING)
1340     flag = 1;
1341     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1342     {
1343     /* We never really 'ready' the wand/rod/horn, because that would mean the
1344     * weapon would get undone.
1345     */
1346     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1347     {
1348     SET_FLAG (mon, FLAG_READY_RANGE);
1349     SET_FLAG (item, FLAG_APPLIED);
1350     }
1351     return;
1352     }
1353     else if (item->type == BOW)
1354     {
1355     /* We never really 'ready' the bow, because that would mean the
1356     * weapon would get undone.
1357     */
1358     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1359     SET_FLAG (mon, FLAG_READY_BOW);
1360     return;
1361     }
1362     else if (item->type == SKILL)
1363     {
1364     /*
1365     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1366     * else they can't use the skill...
1367     * Skills also don't need to get applied, so return now.
1368     */
1369     SET_FLAG (mon, FLAG_READY_SKILL);
1370     return;
1371 elmex 1.1 }
1372    
1373 root 1.8 /* if we don't match one of the above types, return now.
1374     * can_apply_object will say that we can apply things like flesh,
1375     * bolts, and whatever else, because it only checks against the
1376     * body_info locations.
1377     */
1378     if (!flag)
1379     return;
1380 elmex 1.1
1381 root 1.8 /* Check to see if the monster can use this item. If not, no need
1382     * to do further processing. Note that can_apply_object already checks
1383     * for the CAN_USE flags.
1384     */
1385     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1386 elmex 1.1 return;
1387 root 1.8
1388     /* should only be applying this item, not unapplying it.
1389     * also, ignore status of curse so they can take off old armour.
1390     * monsters have some advantages after all.
1391     */
1392     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1393 elmex 1.1 }
1394    
1395 root 1.8 void
1396     npc_call_help (object *op)
1397     {
1398     int x, y, mflags;
1399     object *npc;
1400     sint16 sx, sy;
1401 root 1.12 maptile *m;
1402 root 1.8
1403     for (x = -3; x < 4; x++)
1404     for (y = -3; y < 4; y++)
1405     {
1406     m = op->map;
1407     sx = op->x + x;
1408     sy = op->y + y;
1409     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1410     /* If nothing alive on this space, no need to search the space. */
1411     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1412     continue;
1413    
1414 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1415 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1416     npc->enemy = op->enemy;
1417     }
1418 elmex 1.1 }
1419    
1420 root 1.8 int
1421     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1422     {
1423     if (can_hit (part, enemy, rv))
1424     return dir;
1425 root 1.47
1426 root 1.8 if (rv->distance < 10)
1427     return absdir (dir + 4);
1428     else if (rv->distance > 18)
1429     return dir;
1430 root 1.27
1431 root 1.8 return 0;
1432 elmex 1.1 }
1433    
1434 root 1.8 int
1435     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1436     {
1437     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1438     {
1439     ob->move_status++;
1440     return (dir);
1441 elmex 1.1 }
1442 root 1.8 else if (ob->move_status > 20)
1443     ob->move_status = 0;
1444 root 1.27
1445 root 1.8 return absdir (dir + 4);
1446 elmex 1.1 }
1447    
1448 root 1.8 int
1449     hitrun_att (int dir, object *ob, object *enemy)
1450     {
1451     if (ob->move_status++ < 25)
1452     return dir;
1453     else if (ob->move_status < 50)
1454     return absdir (dir + 4);
1455     else
1456     ob->move_status = 0;
1457 root 1.27
1458 root 1.8 return absdir (dir + 4);
1459 elmex 1.1 }
1460    
1461 root 1.8 int
1462     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1463     {
1464    
1465     int inrange = can_hit (part, enemy, rv);
1466 elmex 1.1
1467 root 1.8 if (ob->move_status || inrange)
1468     ob->move_status++;
1469 elmex 1.1
1470 root 1.8 if (ob->move_status == 0)
1471 elmex 1.1 return 0;
1472 root 1.8 else if (ob->move_status < 10)
1473     return dir;
1474     else if (ob->move_status < 15)
1475     return absdir (dir + 4);
1476 root 1.27
1477 root 1.8 ob->move_status = 0;
1478     return 0;
1479 elmex 1.1 }
1480    
1481 root 1.8 int
1482     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1483     {
1484 elmex 1.1
1485 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1486     * happen is that if the creatures hp percentage falls below run_away,
1487     * the creature should run away (dir+4)
1488     * I think its wrong for a creature to have a zero maxhp value, but
1489     * at least one map has this set, and whatever the map contains, the
1490     * server should try to be resilant enough to avoid the problem
1491     */
1492     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1493     return absdir (dir + 4);
1494 root 1.27
1495 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1496 elmex 1.1 }
1497    
1498 root 1.8 int
1499     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1500     {
1501     if (rv->distance < 9)
1502     return absdir (dir + 4);
1503 root 1.27
1504 root 1.8 return 0;
1505 elmex 1.1 }
1506    
1507 root 1.8 void
1508     circ1_move (object *ob)
1509     {
1510     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1511 root 1.27
1512 root 1.8 if (++ob->move_status > 11)
1513 elmex 1.1 ob->move_status = 0;
1514 root 1.27
1515 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1516 root 1.27 move_object (ob, rndm (8) + 1);
1517 elmex 1.1 }
1518    
1519 root 1.8 void
1520     circ2_move (object *ob)
1521     {
1522     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1523 root 1.27
1524 root 1.8 if (++ob->move_status > 19)
1525 elmex 1.1 ob->move_status = 0;
1526 root 1.27
1527 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1528 root 1.27 move_object (ob, rndm (8) + 1);
1529 elmex 1.1 }
1530    
1531 root 1.8 void
1532     pace_movev (object *ob)
1533     {
1534 elmex 1.1 if (ob->move_status++ > 6)
1535     ob->move_status = 0;
1536 root 1.27
1537 elmex 1.1 if (ob->move_status < 4)
1538 root 1.27 move_object (ob, 5);
1539 elmex 1.1 else
1540 root 1.27 move_object (ob, 1);
1541 elmex 1.1 }
1542    
1543 root 1.8 void
1544     pace_moveh (object *ob)
1545     {
1546 elmex 1.1 if (ob->move_status++ > 6)
1547     ob->move_status = 0;
1548 root 1.27
1549 elmex 1.1 if (ob->move_status < 4)
1550 root 1.27 move_object (ob, 3);
1551 elmex 1.1 else
1552 root 1.27 move_object (ob, 7);
1553 elmex 1.1 }
1554    
1555 root 1.8 void
1556     pace2_movev (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, 5);
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, 1);
1567 root 1.8 else
1568     return;
1569     }
1570 elmex 1.1
1571 root 1.8 void
1572     pace2_moveh (object *ob)
1573     {
1574     if (ob->move_status++ > 16)
1575 elmex 1.1 ob->move_status = 0;
1576 root 1.27
1577 root 1.8 if (ob->move_status < 6)
1578 root 1.27 move_object (ob, 3);
1579 elmex 1.1 else if (ob->move_status < 8)
1580     return;
1581 root 1.8 else if (ob->move_status < 13)
1582 root 1.27 move_object (ob, 7);
1583 root 1.8 else
1584     return;
1585     }
1586 elmex 1.1
1587 root 1.8 void
1588     rand_move (object *ob)
1589     {
1590 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1591 root 1.47 for (int i = 0; i < 5; i++)
1592 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1593 elmex 1.1 return;
1594     }
1595    
1596 root 1.8 void
1597 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1598 root 1.8 {
1599 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1600     if (tmp->type == EARTHWALL)
1601     {
1602     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1603     return;
1604     }
1605 elmex 1.1 }
1606    
1607 root 1.8 void
1608 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1609 root 1.8 {
1610 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1611     if (tmp->type == DOOR)
1612     {
1613     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1614     return;
1615     }
1616 elmex 1.1 }
1617    
1618     /* find_mon_throw_ob() - modeled on find_throw_ob
1619     * This is probably overly simplistic as it is now - We want
1620     * monsters to throw things like chairs and other pieces of
1621     * furniture, even if they are not good throwable objects.
1622     * Probably better to have the monster throw a throwable object
1623     * first, then throw any non equipped weapon.
1624     */
1625 root 1.8 object *
1626     find_mon_throw_ob (object *op)
1627     {
1628     object *tmp = NULL;
1629 elmex 1.1
1630 root 1.8 if (op->head)
1631     tmp = op->head;
1632     else
1633     tmp = op;
1634 elmex 1.1
1635 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1636     * marked item and throw it to the enemy.
1637     */
1638     for (tmp = op->inv; tmp; tmp = tmp->below)
1639     {
1640     /* Can't throw invisible objects or items that are applied */
1641     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1642     continue;
1643    
1644     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1645     break;
1646 elmex 1.1
1647     }
1648    
1649     #ifdef DEBUG_THROW
1650 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1651 elmex 1.1 #endif
1652    
1653 root 1.8 return tmp;
1654 elmex 1.1 }
1655    
1656     /* determine if we can 'detect' the enemy. Check for walls blocking the
1657     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1658     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1659     * modified by MSW to use the get_rangevector so that map tiling works
1660     * properly. I also so odd code in place that checked for x distance
1661     * OR y distance being within some range - that seemed wrong - both should
1662     * be within the valid range. MSW 2001-08-05
1663     * Returns 0 if enemy can not be detected, 1 if it is detected
1664     */
1665 root 1.8 int
1666     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1667     {
1668     int radius = MIN_MON_RADIUS, hide_discovery;
1669    
1670     /* null detection for any of these condtions always */
1671     if (!op || !enemy || !op->map || !enemy->map)
1672     return 0;
1673 elmex 1.1
1674 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1675     if (!on_same_map (op, enemy))
1676     return 0;
1677 elmex 1.1
1678 root 1.8 get_rangevector (op, enemy, rv, 0);
1679 elmex 1.1
1680 root 1.8 /* Monsters always ignore the DM */
1681 root 1.47 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1682 root 1.8 return 0;
1683 elmex 1.1
1684 root 1.8 /* simple check. Should probably put some range checks in here. */
1685     if (can_see_enemy (op, enemy))
1686     return 1;
1687 elmex 1.1
1688 root 1.8 /* The rest of this is for monsters. Players are on their own for
1689     * finding enemies!
1690     */
1691     if (op->type == PLAYER)
1692     return 0;
1693 elmex 1.1
1694 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1695     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1696     */
1697     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1698     return 0;
1699 elmex 1.1
1700 root 1.8 /* use this for invis also */
1701     hide_discovery = op->stats.Int / 5;
1702 elmex 1.1
1703 root 1.8 /* Determine Detection radii */
1704 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1705 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1706 root 1.8 else
1707     { /* a level/INT/Dex adjustment for hiding */
1708 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1709 root 1.8
1710 root 1.52 if (enemy->is_player ())
1711 root 1.8 {
1712 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1713 root 1.8 bonus -= sk_hide->level;
1714     else
1715     {
1716     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1717     make_visible (enemy);
1718     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1719 root 1.4 }
1720     }
1721 root 1.8 else /* enemy is not a player */
1722     bonus -= enemy->level;
1723    
1724     radius += bonus / 5;
1725     hide_discovery += bonus * 5;
1726     } /* else creature has modifiers for hiding */
1727    
1728     /* Radii stealth adjustment. Only if you are stealthy
1729     * will you be able to sneak up closer to creatures */
1730     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1731 root 1.37 {
1732     radius /= 2;
1733     hide_discovery /= 3;
1734     }
1735 root 1.8
1736     /* Radii adjustment for enemy standing in the dark */
1737 root 1.51 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1738 root 1.8 {
1739     /* on dark maps body heat can help indicate location with infravision
1740     * undead don't have body heat, so no benefit detecting them.
1741     */
1742     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1743 root 1.51 radius += op->map->darklevel () / 2;
1744 root 1.8 else
1745 root 1.51 radius -= op->map->darklevel () / 2;
1746 root 1.8
1747     /* op next to a monster (and not in complete darkness)
1748     * the monster should have a chance to see you.
1749     */
1750 root 1.51 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1751 root 1.8 radius = MIN_MON_RADIUS;
1752     } /* if on dark map */
1753 elmex 1.1
1754 root 1.8 /* Lets not worry about monsters that have incredible detection
1755     * radii, we only need to worry here about things the player can
1756     * (potentially) see. This is 13, as that is the maximum size the player
1757     * may have for their map - in that way, creatures at the edge will
1758     * do something. Note that the distance field in the
1759     * vector is real distance, so in theory this should be 18 to
1760     * find that.
1761     */
1762 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1763     // we use 25, lets see if we have the cpu time for it
1764     radius = min (25, radius);
1765 root 1.8
1766     /* Enemy in range! Now test for detection */
1767 root 1.38 if (rv->distance <= radius)
1768 root 1.8 {
1769     /* ah, we are within range, detected? take cases */
1770     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1771     return 1;
1772 root 1.4
1773 root 1.8 /* hidden or low-quality invisible */
1774 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1775 root 1.8 {
1776     make_visible (enemy);
1777 root 1.37
1778 root 1.8 /* inform players of new status */
1779     if (enemy->type == PLAYER && player_can_view (enemy, op))
1780     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1781 root 1.37
1782 root 1.8 return 1; /* detected enemy */
1783     }
1784     else if (enemy->invisible)
1785     {
1786     /* Change this around - instead of negating the invisible, just
1787 root 1.37 * return true so that the monster that managed to detect you can
1788     * do something to you. Decreasing the duration of invisible
1789 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1790 root 1.37 * can then basically negate the spell. The spell isn't negated -
1791 root 1.8 * they just know where you are!
1792     */
1793 root 1.37 if (rndm (50) <= hide_discovery)
1794 root 1.8 {
1795     if (enemy->type == PLAYER)
1796 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1797    
1798 root 1.8 return 1;
1799 root 1.4 }
1800     }
1801 root 1.8 } /* within range */
1802 elmex 1.1
1803 root 1.8 /* Wasn't detected above, so still hidden */
1804     return 0;
1805 elmex 1.1 }
1806    
1807     /* determine if op stands in a lighted square. This is not a very
1808     * intellegent algorithm. For one thing, we ignore los here, SO it
1809     * is possible for a bright light to illuminate a player on the
1810     * other side of a wall (!).
1811     */
1812 root 1.8 int
1813     stand_in_light (object *op)
1814     {
1815 root 1.49 if (op)
1816     {
1817     if (op->glow_radius > 0)
1818     return 1;
1819 elmex 1.1
1820 root 1.49 if (op->map)
1821     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1822     {
1823     /* Check the spaces with the max light radius to see if any of them
1824     * have lights, and if any of them light the player enough, then return 1.
1825     */
1826     int light = m->at (nx, ny).light;
1827    
1828     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1829     return 1;
1830     }
1831 elmex 1.1 }
1832 root 1.27
1833 root 1.8 return 0;
1834 elmex 1.1 }
1835    
1836     /* assuming no walls/barriers, lets check to see if its *possible*
1837     * to see an enemy. Note, "detection" is different from "seeing".
1838     * See can_detect_enemy() for more details. -b.t.
1839     * return 0 if can't be seen, 1 if can be
1840     */
1841 root 1.8 int
1842     can_see_enemy (object *op, object *enemy)
1843     {
1844     object *looker = op->head ? op->head : op;
1845    
1846     /* safety */
1847     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1848     return 0;
1849 elmex 1.1
1850 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1851     * see through walls). Should we change the code elsewhere to make you
1852     * blind even if you can xray?
1853     */
1854     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1855     return 0;
1856    
1857     /* checking for invisible things */
1858     if (enemy->invisible)
1859     {
1860     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1861     * However,if you carry any source of light, then the hidden
1862     * creature is seeable (and stupid) */
1863 elmex 1.1
1864 root 1.8 if (has_carried_lights (enemy))
1865     {
1866 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1867 root 1.8 {
1868     make_visible (enemy);
1869     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1870 root 1.4 }
1871 root 1.39
1872 root 1.8 return 1;
1873     }
1874 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1875 root 1.8 return 0;
1876 root 1.4
1877 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1878 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1879     * and making it a conditional makes the code pretty ugly.
1880     */
1881     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1882 root 1.39 if (makes_invisible_to (enemy, looker))
1883     return 0;
1884 root 1.8 }
1885 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1886 root 1.8 if (player_can_view (looker, enemy))
1887     return 1;
1888 elmex 1.1
1889     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1890     * unless they carry a light or stand in light. Darkness doesnt
1891     * inhibit the undead per se (but we should give their archs
1892     * CAN_SEE_IN_DARK, this is just a safety
1893     * we care about the enemy maps status, not the looker.
1894     * only relevant for tiled maps, but it is possible that the
1895     * enemy is on a bright map and the looker on a dark - in that
1896     * case, the looker can still see the enemy
1897     */
1898 root 1.51 if (enemy->map->darklevel () > 0
1899     && !stand_in_light (enemy)
1900 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1901 elmex 1.1 return 0;
1902    
1903     return 1;
1904     }
1905 root 1.40