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Revision: 1.55
Committed: Sat Dec 27 07:50:05 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.54: +22 -3 lines
Log Message:
primitive smell erasure

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 root 1.55 int sdir = 0;
514    
515     for (int dir = 1; dir <= 8; ++dir)
516 root 1.54 {
517 root 1.55 mapxy pos (op); pos.move (dir);
518 root 1.54 if (pos.normalise ())
519     {
520     mapspace &ms = pos.ms ();
521    
522     if (ms.smell > op->ms ().smell)
523     {
524     printf ("%s: found smell, following it, apparently (%d, %d)\n",& op->name,op->ms().smell,ms.smell);//D
525     op->ms ().smell = ms.smell - 1;
526 root 1.55 sdir = dir;
527    
528     // perturbing the path might let the monster lose track,
529     // but it will also wide the actual path, spreading information
530     if (!rndm (20))
531     sdir += absdir (1 - rndm (2) * 2);
532 root 1.54 }
533     }
534     }
535 root 1.55
536     if (sdir)
537     dir = sdir;
538     else
539     // no better smell found, so assume the player jumped, and erase this smell
540     {if (op->ms ().smell) printf ("erasing smell %d\n", op->ms ().smell);//D
541     ordered_mapwalk_begin (op, -1, -1, 1, 1)
542     if (m)
543     m->at (nx, ny).smell = 0;
544     ordered_mapwalk_end
545     }//D
546    
547 root 1.54 #endif
548    
549 root 1.8 if (QUERY_FLAG (op, FLAG_SCARED) || QUERY_FLAG (op, FLAG_RUN_AWAY))
550     dir = absdir (dir + 4);
551 elmex 1.1
552 root 1.8 if (QUERY_FLAG (op, FLAG_CONFUSED))
553 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
554 elmex 1.1
555 root 1.8 pre_att_dir = dir; /* remember the original direction */
556 elmex 1.1
557 root 1.8 if ((op->attack_movement & LO4) && !QUERY_FLAG (op, FLAG_SCARED))
558     {
559     switch (op->attack_movement & LO4)
560     {
561 root 1.47 case DISTATT:
562     dir = dist_att (dir, op, enemy, part, &rv);
563     break;
564 root 1.4
565 root 1.47 case RUNATT:
566     dir = run_att (dir, op, enemy, part, &rv);
567     break;
568 root 1.4
569 root 1.47 case HITRUN:
570     dir = hitrun_att (dir, op, enemy);
571     break;
572 root 1.4
573 root 1.47 case WAITATT:
574     dir = wait_att (dir, op, enemy, part, &rv);
575     break;
576 root 1.4
577 root 1.47 case RUSH: /* default - monster normally moves towards player */
578     case ALLRUN:
579     break;
580 root 1.4
581 root 1.47 case DISTHIT:
582     dir = disthit_att (dir, op, enemy, part, &rv);
583     break;
584 root 1.4
585 root 1.47 case WAIT2:
586     dir = wait_att2 (dir, op, enemy, part, &rv);
587     break;
588 root 1.4
589 root 1.47 default:
590     LOG (llevDebug, "Illegal low mon-move: %d\n", op->attack_movement & LO4);
591 root 1.4 }
592 elmex 1.1 }
593    
594 root 1.8 if (!dir)
595     return 0;
596    
597     if (!QUERY_FLAG (op, FLAG_STAND_STILL))
598     {
599     if (move_object (op, dir)) /* Can the monster move directly toward player? */
600     {
601     /* elmex: Turn our monster after it moved if it has DISTATT attack */
602     if ((op->attack_movement & LO4) == DISTATT)
603     op->direction = pre_att_dir;
604 elmex 1.1
605 root 1.8 return 0;
606     }
607    
608     if (QUERY_FLAG (op, FLAG_SCARED) || !can_hit (part, enemy, &rv) || QUERY_FLAG (op, FLAG_RUN_AWAY))
609     {
610     /* Try move around corners if !close */
611 root 1.52 int maxdiff = (QUERY_FLAG (op, FLAG_ONLY_ATTACK) || rndm (2)) ? 1 : 2;
612 elmex 1.1
613 root 1.8 for (diff = 1; diff <= maxdiff; diff++)
614     {
615     /* try different detours */
616 root 1.52 int m = 1 - rndm (2) * 2; /* Try left or right first? */
617 elmex 1.1
618 root 1.8 if (move_object (op, absdir (dir + diff * m)) || move_object (op, absdir (dir - diff * m)))
619 root 1.4 return 0;
620     }
621     }
622 root 1.8 } /* if monster is not standing still */
623 elmex 1.1
624 root 1.8 /* elmex: Turn our monster after it moved if it has DISTATT attack */
625     if ((op->attack_movement & LO4) == DISTATT)
626     op->direction = pre_att_dir;
627    
628     /*
629     * Eneq(@csd.uu.se): Patch to make RUN_AWAY or SCARED monsters move a random
630     * direction if they can't move away.
631     */
632     if (!QUERY_FLAG (op, FLAG_ONLY_ATTACK) && (QUERY_FLAG (op, FLAG_RUN_AWAY) || QUERY_FLAG (op, FLAG_SCARED)))
633     if (move_randomly (op))
634     return 0;
635    
636     /*
637     * Try giving the monster a new enemy - the player that is closest
638     * to it. In this way, it won't just keep trying to get to a target
639     * that is inaccessible.
640     * This could be more clever - it should go through a list of several
641     * enemies, as it is now, you could perhaps get situations where there
642     * are two players flanking the monster at close distance, but which
643     * the monster can't get to, and a third one at a far distance that
644     * the monster could get to - as it is, the monster won't look at that
645     * third one.
646     */
647     if (!QUERY_FLAG (op, FLAG_FRIENDLY) && enemy == op->enemy)
648     {
649     object *nearest_player = get_nearest_player (op);
650 elmex 1.1
651 root 1.8 if (nearest_player && nearest_player != enemy && !can_hit (part, enemy, &rv))
652     {
653 root 1.50 op->enemy = 0;
654 root 1.8 enemy = nearest_player;
655 root 1.4 }
656 elmex 1.1 }
657    
658 root 1.8 if (!QUERY_FLAG (op, FLAG_SCARED) && can_hit (part, enemy, &rv))
659     {
660     /* The adjustement to wc that was here before looked totally bogus -
661     * since wc can in fact get negative, that would mean by adding
662     * the current wc, the creature gets better? Instead, just
663     * add a fixed amount - nasty creatures that are runny away should
664     * still be pretty nasty.
665     */
666     if (QUERY_FLAG (op, FLAG_RUN_AWAY))
667 elmex 1.1 {
668 root 1.8 part->stats.wc += 10;
669 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
670 root 1.8 part->stats.wc -= 10;
671     }
672     else
673 root 1.47 skill_attack (enemy, part, 0, NULL, NULL);
674 root 1.8 } /* if monster is in attack range */
675 elmex 1.1
676 root 1.8 if (QUERY_FLAG (part, FLAG_FREED)) /* Might be freed by ghost-attack or hit-back */
677     return 1;
678 elmex 1.1
679 root 1.8 if (QUERY_FLAG (op, FLAG_ONLY_ATTACK))
680 elmex 1.1 {
681 root 1.44 op->drop_and_destroy ();
682 root 1.8 return 1;
683 elmex 1.1 }
684 root 1.43
685 root 1.8 return 0;
686 elmex 1.1 }
687 root 1.5
688 root 1.8 int
689     can_hit (object *ob1, object *ob2, rv_vector * rv)
690     {
691     object *more;
692     rv_vector rv1;
693 elmex 1.1
694 root 1.23 if (QUERY_FLAG (ob1, FLAG_CONFUSED) && !(rndm (3)))
695 root 1.8 return 0;
696 elmex 1.1
697 root 1.8 if (abs (rv->distance_x) < 2 && abs (rv->distance_y) < 2)
698     return 1;
699 elmex 1.1
700 root 1.8 /* check all the parts of ob2 - just because we can't get to
701     * its head doesn't mean we don't want to pound its feet
702     */
703     for (more = ob2->more; more != NULL; more = more->more)
704     {
705     get_rangevector (ob1, more, &rv1, 0);
706     if (abs (rv1.distance_x) < 2 && abs (rv1.distance_y) < 2)
707     return 1;
708 elmex 1.1 }
709 root 1.47
710 root 1.8 return 0;
711 elmex 1.1 }
712    
713     /* Returns 1 is monster should cast spell sp at an enemy
714     * Returns 0 if the monster should not cast this spell.
715     *
716     * Note that this function does not check to see if the monster can
717     * in fact cast the spell (sp dependencies and what not.) That is because
718     * this function is also sued to see if the monster should use spell items
719     * (rod/horn/wand/scroll).
720     * Note that there are certainly other offensive spells that could be
721     * included, but I decided to leave out the spells that may kill more
722     * monsters than players (eg, disease).
723     *
724     * This could be a lot smarter - if there are few monsters around,
725     * then disease might not be as bad. Likewise, if the monster is damaged,
726     * the right type of healing spell could be useful.
727     */
728    
729 root 1.8 static int
730     monster_should_cast_spell (object *monster, object *spell_ob)
731 elmex 1.1 {
732 root 1.8 if (spell_ob->subtype == SP_BOLT || spell_ob->subtype == SP_BULLET ||
733     spell_ob->subtype == SP_EXPLOSION || spell_ob->subtype == SP_CONE ||
734     spell_ob->subtype == SP_BOMB || spell_ob->subtype == SP_SMITE ||
735     spell_ob->subtype == SP_MAGIC_MISSILE || spell_ob->subtype == SP_SUMMON_GOLEM ||
736     spell_ob->subtype == SP_MAGIC_WALL || spell_ob->subtype == SP_SUMMON_MONSTER ||
737     spell_ob->subtype == SP_MOVING_BALL || spell_ob->subtype == SP_SWARM || spell_ob->subtype == SP_INVISIBLE)
738     return 1;
739 elmex 1.1
740 root 1.8 return 0;
741 elmex 1.1 }
742    
743     #define MAX_KNOWN_SPELLS 20
744    
745     /* Returns a randomly selected spell. This logic is still
746     * less than ideal. This code also only seems to deal with
747     * wizard spells, as the check is against sp, and not grace.
748     * can mosnters know cleric spells?
749     */
750 root 1.8 object *
751     monster_choose_random_spell (object *monster)
752     {
753     object *altern[MAX_KNOWN_SPELLS];
754     int i = 0;
755    
756 root 1.47 for (object *tmp = monster->inv; tmp; tmp = tmp->below)
757 root 1.8 if (tmp->type == SPELLBOOK || tmp->type == SPELL)
758     {
759     /* Check and see if it's actually a useful spell.
760     * If its a spellbook, the spell is actually the inventory item.
761     * if it is a spell, then it is just the object itself.
762     */
763     if (monster_should_cast_spell (monster, (tmp->type == SPELLBOOK) ? tmp->inv : tmp))
764     {
765 root 1.47 altern [i++] = tmp;
766    
767 root 1.8 if (i == MAX_KNOWN_SPELLS)
768     break;
769     }
770     }
771 root 1.47
772     return i ? altern [rndm (i)] : 0;
773 elmex 1.1 }
774    
775     /* This checks to see if the monster should cast a spell/ability.
776     * it returns true if the monster casts a spell, 0 if he doesn't.
777     * head is the head of the monster.
778     * part is the part of the monster we are checking against.
779     * pl is the target.
780     * dir is the direction to case.
781     * rv is the vector which describes where the enemy is.
782     */
783 root 1.8 int
784     monster_cast_spell (object *head, object *part, object *pl, int dir, rv_vector * rv)
785     {
786     object *spell_item;
787     object *owner;
788     rv_vector rv1;
789    
790     /* If you want monsters to cast spells over friends, this spell should
791     * be removed. It probably should be in most cases, since monsters still
792     * don't care about residual effects (ie, casting a cone which may have a
793     * clear path to the player, the side aspects of the code will still hit
794     * other monsters)
795     */
796     if (!(dir = path_to_player (part, pl, 0)))
797     return 0;
798    
799 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
800 root 1.8 {
801     get_rangevector (head, owner, &rv1, 0x1);
802     if (dirdiff (dir, rv1.direction) < 2)
803 root 1.47 return 0; /* Might hit owner with spell */
804 elmex 1.1 }
805    
806 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
807 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
808 root 1.8
809     /* If the monster hasn't already chosen a spell, choose one
810     * I'm not sure if it really make sense to pre-select spells (events
811     * could be different by the time the monster goes again).
812     */
813     if (head->spellitem == NULL)
814     {
815     if ((spell_item = monster_choose_random_spell (head)) == NULL)
816     {
817     LOG (llevMonster, "Turned off spells in %s\n", &head->name);
818     CLEAR_FLAG (head, FLAG_CAST_SPELL); /* Will be turned on when picking up book */
819     return 0;
820 root 1.4 }
821 root 1.47
822 root 1.8 if (spell_item->type == SPELLBOOK)
823     {
824     if (!spell_item->inv)
825     {
826     LOG (llevError, "spellbook %s does not contain a spell?\n", &spell_item->name);
827     return 0;
828 root 1.4 }
829 root 1.47
830 root 1.8 spell_item = spell_item->inv;
831 root 1.4 }
832 elmex 1.1 }
833 root 1.8 else
834     spell_item = head->spellitem;
835 elmex 1.1
836 root 1.8 if (!spell_item)
837     return 0;
838 elmex 1.1
839 root 1.8 /* Best guess this is a defensive/healing spell */
840     if (spell_item->range <= 1 || spell_item->stats.dam < 0)
841     dir = 0;
842    
843     /* Monster doesn't have enough spell-points */
844     if (head->stats.sp < SP_level_spellpoint_cost (head, spell_item, SPELL_MANA))
845     return 0;
846    
847     if (head->stats.grace < SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE))
848     return 0;
849 elmex 1.1
850 root 1.8 head->stats.sp -= SP_level_spellpoint_cost (head, spell_item, SPELL_MANA);
851     head->stats.grace -= SP_level_spellpoint_cost (head, spell_item, SPELL_GRACE);
852 elmex 1.1
853 root 1.8 /* set this to null, so next time monster will choose something different */
854     head->spellitem = NULL;
855 elmex 1.1
856 root 1.8 return cast_spell (part, part, dir, spell_item, NULL);
857 elmex 1.1 }
858    
859 root 1.8 int
860     monster_use_scroll (object *head, object *part, object *pl, int dir, rv_vector * rv)
861     {
862     object *scroll;
863     object *owner;
864     rv_vector rv1;
865    
866     /* If you want monsters to cast spells over friends, this spell should
867     * be removed. It probably should be in most cases, since monsters still
868     * don't care about residual effects (ie, casting a cone which may have a
869     * clear path to the player, the side aspects of the code will still hit
870     * other monsters)
871     */
872     if (!(dir = path_to_player (part, pl, 0)))
873     return 0;
874    
875 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
876 root 1.8 {
877     get_rangevector (head, owner, &rv1, 0x1);
878     if (dirdiff (dir, rv1.direction) < 2)
879     {
880     return 0; /* Might hit owner with spell */
881 root 1.4 }
882 elmex 1.1 }
883    
884 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
885 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
886 elmex 1.1
887 root 1.8 for (scroll = head->inv; scroll; scroll = scroll->below)
888     if (scroll->type == SCROLL && monster_should_cast_spell (head, scroll->inv))
889     break;
890 elmex 1.1
891 root 1.8 /* Used up all his scrolls, so nothing do to */
892     if (!scroll)
893     {
894     CLEAR_FLAG (head, FLAG_READY_SCROLL);
895     return 0;
896 elmex 1.1 }
897    
898 root 1.8 /* Spell should be cast on caster (ie, heal, strength) */
899     if (scroll->inv->range == 0)
900     dir = 0;
901 elmex 1.1
902 root 1.8 apply_scroll (part, scroll, dir);
903     return 1;
904 elmex 1.1 }
905    
906     /* monster_use_skill()-implemented 95-04-28 to allow monster skill use.
907     * Note that monsters do not need the skills SK_MELEE_WEAPON and
908     * SK_MISSILE_WEAPON to make those respective attacks, if we
909     * required that we would drastically increase the memory
910     * requirements of CF!!
911     *
912     * The skills we are treating here are all but those. -b.t.
913     *
914     * At the moment this is only useful for throwing, perhaps for
915     * stealing. TODO: This should be more integrated in the game. -MT, 25.11.01
916 root 1.8 */
917     int
918     monster_use_skill (object *head, object *part, object *pl, int dir)
919     {
920     object *skill, *owner;
921 elmex 1.1
922 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
923     return 0;
924    
925 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
926 root 1.8 {
927     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
928    
929     if (dirdiff (dir, dir2) < 1)
930     return 0; /* Might hit owner with skill -thrown rocks for example ? */
931     }
932 root 1.27
933 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
934 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
935 root 1.8
936     /* skill selection - monster will use the next unused skill.
937     * well...the following scenario will allow the monster to
938     * toggle between 2 skills. One day it would be nice to make
939     * more skills available to monsters.
940     */
941 root 1.27 for (skill = head->inv; skill; skill = skill->below)
942 root 1.8 if (skill->type == SKILL && skill != head->chosen_skill)
943     {
944     head->chosen_skill = skill;
945     break;
946     }
947 elmex 1.1
948 root 1.8 if (!skill && !head->chosen_skill)
949     {
950     LOG (llevDebug, "Error: Monster %s (%d) has FLAG_READY_SKILL without skill.\n", &head->name, head->count);
951     CLEAR_FLAG (head, FLAG_READY_SKILL);
952     return 0;
953 elmex 1.1 }
954 root 1.27
955 root 1.8 /* use skill */
956     return do_skill (head, part, head->chosen_skill, dir, NULL);
957 elmex 1.1 }
958    
959     /* Monster will use a ranged spell attack. */
960 root 1.8 int
961     monster_use_range (object *head, object *part, object *pl, int dir)
962     {
963     object *wand, *owner;
964     int at_least_one = 0;
965    
966     if (!(dir = path_to_player (part, pl, 0)))
967     return 0;
968    
969 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
970 elmex 1.1 {
971 root 1.8 int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
972 elmex 1.1
973 root 1.8 if (dirdiff (dir, dir2) < 2)
974     return 0; /* Might hit owner with spell */
975 elmex 1.1 }
976 root 1.31
977 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
978 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
979 elmex 1.1
980 root 1.27 for (wand = head->inv; wand; wand = wand->below)
981 root 1.8 {
982     if (wand->type == WAND)
983 elmex 1.1 {
984 root 1.8 /* Found a wand, let's see if it has charges left */
985     at_least_one = 1;
986     if (wand->stats.food <= 0)
987     continue;
988 elmex 1.1
989 root 1.8 cast_spell (head, wand, dir, wand->inv, NULL);
990 elmex 1.1
991 root 1.8 if (!(--wand->stats.food))
992     {
993     if (wand->arch)
994 elmex 1.1 {
995 root 1.8 CLEAR_FLAG (wand, FLAG_ANIMATE);
996 root 1.35 wand->face = wand->arch->face;
997 root 1.18 wand->set_speed (0);
998 elmex 1.1 }
999     }
1000 root 1.8 /* Success */
1001     return 1;
1002     }
1003     else if (wand->type == ROD || wand->type == HORN)
1004     {
1005     /* Found rod/horn, let's use it if possible */
1006     at_least_one = 1;
1007     if (wand->stats.hp < MAX (wand->inv->stats.sp, wand->inv->stats.grace))
1008     continue;
1009 elmex 1.1
1010 root 1.8 /* drain charge before casting spell - can be a case where the
1011     * spell destroys the monster, and rod, so if done after, results
1012     * in crash.
1013     */
1014     drain_rod_charge (wand);
1015     cast_spell (head, wand, dir, wand->inv, NULL);
1016 elmex 1.1
1017 root 1.8 /* Success */
1018     return 1;
1019 elmex 1.1 }
1020 root 1.8 }
1021    
1022     if (at_least_one)
1023     return 0;
1024 elmex 1.1
1025 root 1.31 LOG (llevError, "Error: Monster %s (%d) HAS_READY_RANGE() without wand/horn/rod.\n", &head->name, head->count);
1026 root 1.8 CLEAR_FLAG (head, FLAG_READY_RANGE);
1027     return 0;
1028     }
1029 elmex 1.1
1030 root 1.8 int
1031     monster_use_bow (object *head, object *part, object *pl, int dir)
1032     {
1033     object *owner;
1034 elmex 1.1
1035 root 1.8 if (!(dir = path_to_player (part, pl, 0)))
1036     return 0;
1037 root 1.31
1038 root 1.8 if (QUERY_FLAG (head, FLAG_CONFUSED))
1039 root 1.23 dir = absdir (dir + rndm (3) + rndm (3) - 2);
1040 elmex 1.1
1041 root 1.15 if (QUERY_FLAG (head, FLAG_FRIENDLY) && (owner = head->owner) != NULL)
1042 root 1.8 {
1043     int dir2 = find_dir_2 (head->x - owner->x, head->y - owner->y);
1044 elmex 1.1
1045 root 1.8 if (dirdiff (dir, dir2) < 1)
1046     return 0; /* Might hit owner with arrow */
1047 elmex 1.1 }
1048    
1049 root 1.8 /* in server/player.c */
1050     return fire_bow (head, part, NULL, dir, 0, part->x, part->y);
1051 elmex 1.1
1052     }
1053    
1054     /* Checks if putting on 'item' will make 'who' do more
1055 root 1.31 * damage. This is a very simplistic check - also checking things
1056 elmex 1.1 * like speed and ac are also relevant.
1057     *
1058     * return true if item is a better object.
1059     */
1060 root 1.8 int
1061     check_good_weapon (object *who, object *item)
1062     {
1063     object *other_weap;
1064     int val = 0, i;
1065    
1066 root 1.31 for (other_weap = who->inv; other_weap; other_weap = other_weap->below)
1067 root 1.8 if (other_weap->type == item->type && QUERY_FLAG (other_weap, FLAG_APPLIED))
1068     break;
1069 elmex 1.1
1070 root 1.31 if (!other_weap) /* No other weapons */
1071 root 1.8 return 1;
1072 elmex 1.1
1073 root 1.8 /* Rather than go through and apply the new one, and see if it is
1074     * better, just do some simple checks
1075     * Put some multipliers for things that hvae several effects,
1076     * eg, magic affects both damage and wc, so it has more weight
1077     */
1078 elmex 1.1
1079 root 1.8 val = item->stats.dam - other_weap->stats.dam;
1080     val += (item->magic - other_weap->magic) * 3;
1081     /* Monsters don't really get benefits from things like regen rates
1082     * from items. But the bonus for their stats are very important.
1083     */
1084     for (i = 0; i < NUM_STATS; i++)
1085 root 1.32 val += item->stats.stat (i) - other_weap->stats.stat (i) * 2;
1086 root 1.8
1087     if (val > 0)
1088     return 1;
1089     else
1090     return 0;
1091 elmex 1.1 }
1092    
1093 root 1.8 int
1094     check_good_armour (object *who, object *item)
1095     {
1096     object *other_armour;
1097     int val = 0, i;
1098    
1099 root 1.32 for (other_armour = who->inv; other_armour; other_armour = other_armour->below)
1100 root 1.8 if (other_armour->type == item->type && QUERY_FLAG (other_armour, FLAG_APPLIED))
1101     break;
1102 elmex 1.1
1103 root 1.8 if (other_armour == NULL) /* No other armour, use the new */
1104     return 1;
1105 elmex 1.1
1106 root 1.8 /* Like above function , see which is better */
1107     val = item->stats.ac - other_armour->stats.ac;
1108     val = (item->resist[ATNR_PHYSICAL] - other_armour->resist[ATNR_PHYSICAL]) / 5;
1109     val += (item->magic - other_armour->magic) * 3;
1110    
1111     /* for the other protections, do weigh them very much in the equation -
1112     * it is the armor protection which is most important, because there is
1113     * no good way to know what the player may attack the monster with.
1114     * So if the new item has better protection than the old, give that higher
1115     * value. If the reverse, then decrease the value of this item some.
1116     */
1117     for (i = 1; i < NROFATTACKS; i++)
1118     {
1119     if (item->resist[i] > other_armour->resist[i])
1120     val++;
1121     else if (item->resist[i] < other_armour->resist[i])
1122     val--;
1123 elmex 1.1 }
1124    
1125 root 1.8 /* Very few armours have stats, so not much need to worry about those. */
1126 elmex 1.1
1127 root 1.8 if (val > 0)
1128     return 1;
1129     else
1130     return 0;
1131 elmex 1.1 }
1132    
1133     /*
1134     * monster_check_pickup(): checks for items that monster can pick up.
1135     *
1136     * Vick's (vick@bern.docs.uu.se) fix 921030 for the sweeper blob.
1137     * Each time the blob passes over some treasure, it will
1138     * grab it a.s.a.p.
1139     *
1140     * Eneq(@csd.uu.se): This can now be defined in the archetypes, added code
1141     * to handle this.
1142     *
1143     * This function was seen be continueing looping at one point (tmp->below
1144     * became a recursive loop. It may be better to call monster_check_apply
1145     * after we pick everything up, since that function may call others which
1146     * affect stacking on this space.
1147     */
1148 root 1.8 void
1149     monster_check_pickup (object *monster)
1150     {
1151     object *tmp, *next;
1152    
1153     for (tmp = monster->below; tmp != NULL; tmp = next)
1154     {
1155     next = tmp->below;
1156     if (monster_can_pick (monster, tmp))
1157     {
1158 root 1.13 tmp->remove ();
1159 root 1.8 tmp = insert_ob_in_ob (tmp, monster);
1160     (void) monster_check_apply (monster, tmp);
1161     }
1162     /* We could try to re-establish the cycling, of the space, but probably
1163     * not a big deal to just bail out.
1164     */
1165 root 1.11 if (next && next->destroyed ())
1166 root 1.8 return;
1167 elmex 1.1 }
1168     }
1169    
1170     /*
1171     * monster_can_pick(): If the monster is interested in picking up
1172     * the item, then return 0. Otherwise 0.
1173     * Instead of pick_up, flags for "greed", etc, should be used.
1174     * I've already utilized flags for bows, wands, rings, etc, etc. -Frank.
1175     */
1176 root 1.8 int
1177     monster_can_pick (object *monster, object *item)
1178     {
1179     int flag = 0;
1180     int i;
1181 elmex 1.1
1182 root 1.8 if (!can_pick (monster, item))
1183     return 0;
1184 elmex 1.1
1185 root 1.8 if (QUERY_FLAG (item, FLAG_UNPAID))
1186     return 0;
1187 elmex 1.1
1188 root 1.8 if (monster->pick_up & 64) /* All */
1189     flag = 1;
1190 elmex 1.1
1191 root 1.8 else
1192     switch (item->type)
1193     {
1194     case MONEY:
1195     case GEM:
1196     flag = monster->pick_up & 2;
1197 root 1.4 break;
1198    
1199 root 1.8 case FOOD:
1200     flag = monster->pick_up & 4;
1201 root 1.4 break;
1202    
1203 root 1.8 case WEAPON:
1204     flag = (monster->pick_up & 8) || QUERY_FLAG (monster, FLAG_USE_WEAPON);
1205 root 1.4 break;
1206    
1207 root 1.8 case ARMOUR:
1208     case SHIELD:
1209     case HELMET:
1210     case BOOTS:
1211     case GLOVES:
1212     case GIRDLE:
1213     flag = (monster->pick_up & 16) || QUERY_FLAG (monster, FLAG_USE_ARMOUR);
1214 root 1.4 break;
1215    
1216 root 1.8 case SKILL:
1217     flag = QUERY_FLAG (monster, FLAG_CAN_USE_SKILL);
1218 root 1.4 break;
1219    
1220 root 1.8 case RING:
1221     flag = QUERY_FLAG (monster, FLAG_USE_RING);
1222 root 1.4 break;
1223    
1224 root 1.8 case WAND:
1225     case HORN:
1226     case ROD:
1227     flag = QUERY_FLAG (monster, FLAG_USE_RANGE);
1228 root 1.4 break;
1229    
1230 root 1.8 case SPELLBOOK:
1231 root 1.35 flag = monster->arch && QUERY_FLAG (monster->arch, FLAG_CAST_SPELL);
1232 root 1.4 break;
1233    
1234 root 1.8 case SCROLL:
1235     flag = QUERY_FLAG (monster, FLAG_USE_SCROLL);
1236 root 1.4 break;
1237    
1238 root 1.8 case BOW:
1239     case ARROW:
1240     flag = QUERY_FLAG (monster, FLAG_USE_BOW);
1241 root 1.4 break;
1242 root 1.8 }
1243 root 1.27
1244 root 1.8 /* Simplistic check - if the monster has a location to equip it, he will
1245     * pick it up. Note that this doesn't handle cases where an item may
1246     * use several locations.
1247     */
1248     for (i = 0; i < NUM_BODY_LOCATIONS; i++)
1249     {
1250 root 1.30 if (monster->slot[i].info && item->slot[i].info)
1251 root 1.8 {
1252     flag = 1;
1253     break;
1254 root 1.4 }
1255 elmex 1.1 }
1256    
1257 root 1.8 if (((!(monster->pick_up & 32)) && flag) || ((monster->pick_up & 32) && (!flag)))
1258     return 1;
1259 root 1.47
1260 root 1.8 return 0;
1261 elmex 1.1 }
1262    
1263     /*
1264     * monster_apply_below():
1265     * Vick's (vick@bern.docs.uu.se) @921107 -> If a monster who's
1266     * eager to apply things, encounters something apply-able,
1267     * then make him apply it
1268     */
1269 root 1.8 void
1270     monster_apply_below (object *monster)
1271     {
1272     object *tmp, *next;
1273 elmex 1.1
1274 root 1.8 for (tmp = monster->below; tmp != NULL; tmp = next)
1275     {
1276     next = tmp->below;
1277     switch (tmp->type)
1278     {
1279 root 1.4 case CF_HANDLE:
1280     case TRIGGER:
1281 root 1.8 if (monster->will_apply & 1)
1282     manual_apply (monster, tmp, 0);
1283     break;
1284 root 1.4
1285     case TREASURE:
1286 root 1.8 if (monster->will_apply & 2)
1287     manual_apply (monster, tmp, 0);
1288     break;
1289 root 1.4
1290     }
1291 root 1.8 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
1292     break;
1293 elmex 1.1 }
1294     }
1295    
1296     /*
1297     * monster_check_apply() is meant to be called after an item is
1298     * inserted in a monster.
1299     * If an item becomes outdated (monster found a better item),
1300     * a pointer to that object is returned, so it can be dropped.
1301     * (so that other monsters can pick it up and use it)
1302     * Note that as things are now, monsters never drop something -
1303     * they can pick up all that they can use.
1304     */
1305     /* Sept 96, fixed this so skills will be readied -b.t.*/
1306 root 1.8 void
1307     monster_check_apply (object *mon, object *item)
1308     {
1309     int flag = 0;
1310 elmex 1.1
1311 root 1.35 if (item->type == SPELLBOOK && mon->arch && (QUERY_FLAG (mon->arch, FLAG_CAST_SPELL)))
1312 root 1.8 {
1313     SET_FLAG (mon, FLAG_CAST_SPELL);
1314     return;
1315 elmex 1.1 }
1316    
1317 root 1.8 /* If for some reason, this item is already applied, no more work to do */
1318     if (QUERY_FLAG (item, FLAG_APPLIED))
1319     return;
1320    
1321     /* Might be better not to do this - if the monster can fire a bow,
1322     * it is possible in his wanderings, he will find one to use. In
1323     * which case, it would be nice to have ammo for it.
1324     */
1325     if (QUERY_FLAG (mon, FLAG_USE_BOW) && item->type == ARROW)
1326     {
1327     /* Check for the right kind of bow */
1328     object *bow;
1329 elmex 1.1
1330 root 1.27 for (bow = mon->inv; bow; bow = bow->below)
1331 root 1.8 if (bow->type == BOW && bow->race == item->race)
1332     {
1333     SET_FLAG (mon, FLAG_READY_BOW);
1334     LOG (llevMonster, "Found correct bow for arrows.\n");
1335     return; /* nothing more to do for arrows */
1336     }
1337 elmex 1.1 }
1338    
1339 root 1.8 if (item->type == TREASURE && mon->will_apply & WILL_APPLY_TREASURE)
1340     flag = 1;
1341     /* Eating food gets hp back */
1342     else if (item->type == FOOD && mon->will_apply & WILL_APPLY_FOOD)
1343     flag = 1;
1344     else if (item->type == SCROLL && QUERY_FLAG (mon, FLAG_USE_SCROLL))
1345     {
1346     if (!item->inv)
1347     LOG (llevDebug, "Monster %d having scroll %d with empty inventory!", mon->count, item->count);
1348     else if (monster_should_cast_spell (mon, item->inv))
1349     SET_FLAG (mon, FLAG_READY_SCROLL);
1350     /* Don't use it right now */
1351     return;
1352     }
1353     else if (item->type == WEAPON)
1354     flag = check_good_weapon (mon, item);
1355 root 1.16 else if (item->is_armor ())
1356 root 1.8 flag = check_good_armour (mon, item);
1357     /* Should do something more, like make sure this is a better item */
1358     else if (item->type == RING)
1359     flag = 1;
1360     else if (item->type == WAND || item->type == ROD || item->type == HORN)
1361     {
1362     /* We never really 'ready' the wand/rod/horn, because that would mean the
1363     * weapon would get undone.
1364     */
1365     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1366     {
1367     SET_FLAG (mon, FLAG_READY_RANGE);
1368     SET_FLAG (item, FLAG_APPLIED);
1369     }
1370     return;
1371     }
1372     else if (item->type == BOW)
1373     {
1374     /* We never really 'ready' the bow, because that would mean the
1375     * weapon would get undone.
1376     */
1377     if (!(can_apply_object (mon, item) & CAN_APPLY_NOT_MASK))
1378     SET_FLAG (mon, FLAG_READY_BOW);
1379     return;
1380     }
1381     else if (item->type == SKILL)
1382     {
1383     /*
1384     * skills are specials: monsters must have the 'FLAG_READY_SKILL' flag set,
1385     * else they can't use the skill...
1386     * Skills also don't need to get applied, so return now.
1387     */
1388     SET_FLAG (mon, FLAG_READY_SKILL);
1389     return;
1390 elmex 1.1 }
1391    
1392 root 1.8 /* if we don't match one of the above types, return now.
1393     * can_apply_object will say that we can apply things like flesh,
1394     * bolts, and whatever else, because it only checks against the
1395     * body_info locations.
1396     */
1397     if (!flag)
1398     return;
1399 elmex 1.1
1400 root 1.8 /* Check to see if the monster can use this item. If not, no need
1401     * to do further processing. Note that can_apply_object already checks
1402     * for the CAN_USE flags.
1403     */
1404     if (can_apply_object (mon, item) & CAN_APPLY_NOT_MASK)
1405 elmex 1.1 return;
1406 root 1.8
1407     /* should only be applying this item, not unapplying it.
1408     * also, ignore status of curse so they can take off old armour.
1409     * monsters have some advantages after all.
1410     */
1411     manual_apply (mon, item, AP_APPLY | AP_IGNORE_CURSE);
1412 elmex 1.1 }
1413    
1414 root 1.8 void
1415     npc_call_help (object *op)
1416     {
1417     int x, y, mflags;
1418     object *npc;
1419     sint16 sx, sy;
1420 root 1.12 maptile *m;
1421 root 1.8
1422     for (x = -3; x < 4; x++)
1423     for (y = -3; y < 4; y++)
1424     {
1425     m = op->map;
1426     sx = op->x + x;
1427     sy = op->y + y;
1428     mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1429     /* If nothing alive on this space, no need to search the space. */
1430     if ((mflags & P_OUT_OF_MAP) || !(mflags & P_IS_ALIVE))
1431     continue;
1432    
1433 root 1.17 for (npc = GET_MAP_OB (m, sx, sy); npc != NULL; npc = npc->above)
1434 root 1.8 if (QUERY_FLAG (npc, FLAG_ALIVE) && QUERY_FLAG (npc, FLAG_UNAGGRESSIVE))
1435     npc->enemy = op->enemy;
1436     }
1437 elmex 1.1 }
1438    
1439 root 1.8 int
1440     dist_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1441     {
1442     if (can_hit (part, enemy, rv))
1443     return dir;
1444 root 1.47
1445 root 1.8 if (rv->distance < 10)
1446     return absdir (dir + 4);
1447     else if (rv->distance > 18)
1448     return dir;
1449 root 1.27
1450 root 1.8 return 0;
1451 elmex 1.1 }
1452    
1453 root 1.8 int
1454     run_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1455     {
1456     if ((can_hit (part, enemy, rv) && ob->move_status < 20) || ob->move_status < 20)
1457     {
1458     ob->move_status++;
1459     return (dir);
1460 elmex 1.1 }
1461 root 1.8 else if (ob->move_status > 20)
1462     ob->move_status = 0;
1463 root 1.27
1464 root 1.8 return absdir (dir + 4);
1465 elmex 1.1 }
1466    
1467 root 1.8 int
1468     hitrun_att (int dir, object *ob, object *enemy)
1469     {
1470     if (ob->move_status++ < 25)
1471     return dir;
1472     else if (ob->move_status < 50)
1473     return absdir (dir + 4);
1474     else
1475     ob->move_status = 0;
1476 root 1.27
1477 root 1.8 return absdir (dir + 4);
1478 elmex 1.1 }
1479    
1480 root 1.8 int
1481     wait_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1482     {
1483    
1484     int inrange = can_hit (part, enemy, rv);
1485 elmex 1.1
1486 root 1.8 if (ob->move_status || inrange)
1487     ob->move_status++;
1488 elmex 1.1
1489 root 1.8 if (ob->move_status == 0)
1490 elmex 1.1 return 0;
1491 root 1.8 else if (ob->move_status < 10)
1492     return dir;
1493     else if (ob->move_status < 15)
1494     return absdir (dir + 4);
1495 root 1.27
1496 root 1.8 ob->move_status = 0;
1497     return 0;
1498 elmex 1.1 }
1499    
1500 root 1.8 int
1501     disthit_att (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1502     {
1503 elmex 1.1
1504 root 1.8 /* The logic below here looked plain wrong before. Basically, what should
1505     * happen is that if the creatures hp percentage falls below run_away,
1506     * the creature should run away (dir+4)
1507     * I think its wrong for a creature to have a zero maxhp value, but
1508     * at least one map has this set, and whatever the map contains, the
1509     * server should try to be resilant enough to avoid the problem
1510     */
1511     if (ob->stats.maxhp && (ob->stats.hp * 100) / ob->stats.maxhp < ob->run_away)
1512     return absdir (dir + 4);
1513 root 1.27
1514 root 1.8 return dist_att (dir, ob, enemy, part, rv);
1515 elmex 1.1 }
1516    
1517 root 1.8 int
1518     wait_att2 (int dir, object *ob, object *enemy, object *part, rv_vector * rv)
1519     {
1520     if (rv->distance < 9)
1521     return absdir (dir + 4);
1522 root 1.27
1523 root 1.8 return 0;
1524 elmex 1.1 }
1525    
1526 root 1.8 void
1527     circ1_move (object *ob)
1528     {
1529     static int circle[12] = { 3, 3, 4, 5, 5, 6, 7, 7, 8, 1, 1, 2 };
1530 root 1.27
1531 root 1.8 if (++ob->move_status > 11)
1532 elmex 1.1 ob->move_status = 0;
1533 root 1.27
1534 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1535 root 1.27 move_object (ob, rndm (8) + 1);
1536 elmex 1.1 }
1537    
1538 root 1.8 void
1539     circ2_move (object *ob)
1540     {
1541     static int circle[20] = { 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 1, 1, 1, 2, 2 };
1542 root 1.27
1543 root 1.8 if (++ob->move_status > 19)
1544 elmex 1.1 ob->move_status = 0;
1545 root 1.27
1546 root 1.8 if (!(move_object (ob, circle[ob->move_status])))
1547 root 1.27 move_object (ob, rndm (8) + 1);
1548 elmex 1.1 }
1549    
1550 root 1.8 void
1551     pace_movev (object *ob)
1552     {
1553 elmex 1.1 if (ob->move_status++ > 6)
1554     ob->move_status = 0;
1555 root 1.27
1556 elmex 1.1 if (ob->move_status < 4)
1557 root 1.27 move_object (ob, 5);
1558 elmex 1.1 else
1559 root 1.27 move_object (ob, 1);
1560 elmex 1.1 }
1561    
1562 root 1.8 void
1563     pace_moveh (object *ob)
1564     {
1565 elmex 1.1 if (ob->move_status++ > 6)
1566     ob->move_status = 0;
1567 root 1.27
1568 elmex 1.1 if (ob->move_status < 4)
1569 root 1.27 move_object (ob, 3);
1570 elmex 1.1 else
1571 root 1.27 move_object (ob, 7);
1572 elmex 1.1 }
1573    
1574 root 1.8 void
1575     pace2_movev (object *ob)
1576     {
1577     if (ob->move_status++ > 16)
1578 elmex 1.1 ob->move_status = 0;
1579 root 1.27
1580 root 1.8 if (ob->move_status < 6)
1581 root 1.27 move_object (ob, 5);
1582 elmex 1.1 else if (ob->move_status < 8)
1583     return;
1584 root 1.8 else if (ob->move_status < 13)
1585 root 1.27 move_object (ob, 1);
1586 root 1.8 else
1587     return;
1588     }
1589 elmex 1.1
1590 root 1.8 void
1591     pace2_moveh (object *ob)
1592     {
1593     if (ob->move_status++ > 16)
1594 elmex 1.1 ob->move_status = 0;
1595 root 1.27
1596 root 1.8 if (ob->move_status < 6)
1597 root 1.27 move_object (ob, 3);
1598 elmex 1.1 else if (ob->move_status < 8)
1599     return;
1600 root 1.8 else if (ob->move_status < 13)
1601 root 1.27 move_object (ob, 7);
1602 root 1.8 else
1603     return;
1604     }
1605 elmex 1.1
1606 root 1.8 void
1607     rand_move (object *ob)
1608     {
1609 root 1.23 if (ob->move_status < 1 || ob->move_status > 8 || !(move_object (ob, ob->move_status || !(rndm (9)))))
1610 root 1.47 for (int i = 0; i < 5; i++)
1611 root 1.23 if (move_object (ob, ob->move_status = rndm (8) + 1))
1612 elmex 1.1 return;
1613     }
1614    
1615 root 1.8 void
1616 root 1.12 check_earthwalls (object *op, maptile *m, int x, int y)
1617 root 1.8 {
1618 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1619     if (tmp->type == EARTHWALL)
1620     {
1621     hit_player (tmp, op->stats.dam, op, AT_PHYSICAL, 1);
1622     return;
1623     }
1624 elmex 1.1 }
1625    
1626 root 1.8 void
1627 root 1.12 check_doors (object *op, maptile *m, int x, int y)
1628 root 1.8 {
1629 root 1.47 for (object *tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1630     if (tmp->type == DOOR)
1631     {
1632     hit_player (tmp, 1000, op, AT_PHYSICAL, 1);
1633     return;
1634     }
1635 elmex 1.1 }
1636    
1637     /* find_mon_throw_ob() - modeled on find_throw_ob
1638     * This is probably overly simplistic as it is now - We want
1639     * monsters to throw things like chairs and other pieces of
1640     * furniture, even if they are not good throwable objects.
1641     * Probably better to have the monster throw a throwable object
1642     * first, then throw any non equipped weapon.
1643     */
1644 root 1.8 object *
1645     find_mon_throw_ob (object *op)
1646     {
1647     object *tmp = NULL;
1648 elmex 1.1
1649 root 1.8 if (op->head)
1650     tmp = op->head;
1651     else
1652     tmp = op;
1653 elmex 1.1
1654 root 1.8 /* New throw code: look through the inventory. Grap the first legal is_thrown
1655     * marked item and throw it to the enemy.
1656     */
1657     for (tmp = op->inv; tmp; tmp = tmp->below)
1658     {
1659     /* Can't throw invisible objects or items that are applied */
1660     if (tmp->invisible || QUERY_FLAG (tmp, FLAG_APPLIED))
1661     continue;
1662    
1663     if (QUERY_FLAG (tmp, FLAG_IS_THROWN))
1664     break;
1665 elmex 1.1
1666     }
1667    
1668     #ifdef DEBUG_THROW
1669 root 1.8 LOG (llevDebug, "%s chooses to throw: %s (%d)\n", op->name, !(tmp) ? "(nothing)" : query_name (tmp), tmp ? tmp->count : -1);
1670 elmex 1.1 #endif
1671    
1672 root 1.8 return tmp;
1673 elmex 1.1 }
1674    
1675     /* determine if we can 'detect' the enemy. Check for walls blocking the
1676     * los. Also, just because its hidden/invisible, we may be sensitive/smart
1677     * enough (based on Wis & Int) to figure out where the enemy is. -b.t.
1678     * modified by MSW to use the get_rangevector so that map tiling works
1679     * properly. I also so odd code in place that checked for x distance
1680     * OR y distance being within some range - that seemed wrong - both should
1681     * be within the valid range. MSW 2001-08-05
1682     * Returns 0 if enemy can not be detected, 1 if it is detected
1683     */
1684 root 1.8 int
1685     can_detect_enemy (object *op, object *enemy, rv_vector * rv)
1686     {
1687     int radius = MIN_MON_RADIUS, hide_discovery;
1688    
1689     /* null detection for any of these condtions always */
1690     if (!op || !enemy || !op->map || !enemy->map)
1691     return 0;
1692 elmex 1.1
1693 root 1.8 /* If the monster (op) has no way to get to the enemy, do nothing */
1694     if (!on_same_map (op, enemy))
1695     return 0;
1696 elmex 1.1
1697 root 1.8 get_rangevector (op, enemy, rv, 0);
1698 elmex 1.1
1699 root 1.8 /* Monsters always ignore the DM */
1700 root 1.47 if (op->type != PLAYER && QUERY_FLAG (enemy, FLAG_WIZ))
1701 root 1.8 return 0;
1702 elmex 1.1
1703 root 1.8 /* simple check. Should probably put some range checks in here. */
1704     if (can_see_enemy (op, enemy))
1705     return 1;
1706 elmex 1.1
1707 root 1.8 /* The rest of this is for monsters. Players are on their own for
1708     * finding enemies!
1709     */
1710     if (op->type == PLAYER)
1711     return 0;
1712 elmex 1.1
1713 root 1.8 /* Quality invisible? Bah, we wont see them w/o SEE_INVISIBLE
1714     * flag (which was already checked) in can_see_enmy (). Lets get out of here
1715     */
1716     if (enemy->invisible && (!enemy->contr || (!enemy->contr->tmp_invis && !enemy->contr->hidden)))
1717     return 0;
1718 elmex 1.1
1719 root 1.8 /* use this for invis also */
1720     hide_discovery = op->stats.Int / 5;
1721 elmex 1.1
1722 root 1.8 /* Determine Detection radii */
1723 root 1.45 if (!enemy->flag [FLAG_HIDDEN]) /* to detect non-hidden (eg dark/invis enemy) */
1724 root 1.37 radius = max (MIN_MON_RADIUS, op->stats.Wis / 5 + 1);
1725 root 1.8 else
1726     { /* a level/INT/Dex adjustment for hiding */
1727 root 1.37 int bonus = op->level / 2 + op->stats.Int / 5;
1728 root 1.8
1729 root 1.52 if (enemy->is_player ())
1730 root 1.8 {
1731 root 1.37 if (object *sk_hide = find_skill_by_number (enemy, SK_HIDING))
1732 root 1.8 bonus -= sk_hide->level;
1733     else
1734     {
1735     LOG (llevError, "can_detect_enemy() got hidden player w/o hiding skill!\n");
1736     make_visible (enemy);
1737     radius = radius < MIN_MON_RADIUS ? MIN_MON_RADIUS : radius;
1738 root 1.4 }
1739     }
1740 root 1.8 else /* enemy is not a player */
1741     bonus -= enemy->level;
1742    
1743     radius += bonus / 5;
1744     hide_discovery += bonus * 5;
1745     } /* else creature has modifiers for hiding */
1746    
1747     /* Radii stealth adjustment. Only if you are stealthy
1748     * will you be able to sneak up closer to creatures */
1749     if (QUERY_FLAG (enemy, FLAG_STEALTH))
1750 root 1.37 {
1751     radius /= 2;
1752     hide_discovery /= 3;
1753     }
1754 root 1.8
1755     /* Radii adjustment for enemy standing in the dark */
1756 root 1.51 if (op->map->darklevel () > 0 && !stand_in_light (enemy))
1757 root 1.8 {
1758     /* on dark maps body heat can help indicate location with infravision
1759     * undead don't have body heat, so no benefit detecting them.
1760     */
1761     if (QUERY_FLAG (op, FLAG_SEE_IN_DARK) && !is_true_undead (enemy))
1762 root 1.51 radius += op->map->darklevel () / 2;
1763 root 1.8 else
1764 root 1.51 radius -= op->map->darklevel () / 2;
1765 root 1.8
1766     /* op next to a monster (and not in complete darkness)
1767     * the monster should have a chance to see you.
1768     */
1769 root 1.51 if (radius < MIN_MON_RADIUS && op->map->darklevel () < 5 && rv->distance <= 1)
1770 root 1.8 radius = MIN_MON_RADIUS;
1771     } /* if on dark map */
1772 elmex 1.1
1773 root 1.8 /* Lets not worry about monsters that have incredible detection
1774     * radii, we only need to worry here about things the player can
1775     * (potentially) see. This is 13, as that is the maximum size the player
1776     * may have for their map - in that way, creatures at the edge will
1777     * do something. Note that the distance field in the
1778     * vector is real distance, so in theory this should be 18 to
1779     * find that.
1780     */
1781 root 1.37 // note that the above reasoning was utter bullshit even at the time it was written
1782     // we use 25, lets see if we have the cpu time for it
1783     radius = min (25, radius);
1784 root 1.8
1785     /* Enemy in range! Now test for detection */
1786 root 1.38 if (rv->distance <= radius)
1787 root 1.8 {
1788     /* ah, we are within range, detected? take cases */
1789     if (!enemy->invisible) /* enemy in dark squares... are seen! */
1790     return 1;
1791 root 1.4
1792 root 1.8 /* hidden or low-quality invisible */
1793 root 1.45 if (enemy->flag [FLAG_HIDDEN] && rv->distance <= 1 && rndm (100) <= hide_discovery)
1794 root 1.8 {
1795     make_visible (enemy);
1796 root 1.37
1797 root 1.8 /* inform players of new status */
1798     if (enemy->type == PLAYER && player_can_view (enemy, op))
1799     new_draw_info_format (NDI_UNIQUE, 0, enemy, "You are discovered by %s!", &op->name);
1800 root 1.37
1801 root 1.8 return 1; /* detected enemy */
1802     }
1803     else if (enemy->invisible)
1804     {
1805     /* Change this around - instead of negating the invisible, just
1806 root 1.37 * return true so that the monster that managed to detect you can
1807     * do something to you. Decreasing the duration of invisible
1808 root 1.8 * doesn't make a lot of sense IMO, as a bunch of stupid creatures
1809 root 1.37 * can then basically negate the spell. The spell isn't negated -
1810 root 1.8 * they just know where you are!
1811     */
1812 root 1.37 if (rndm (50) <= hide_discovery)
1813 root 1.8 {
1814     if (enemy->type == PLAYER)
1815 root 1.37 new_draw_info_format (NDI_UNIQUE, 0, enemy, "You see %s noticing your position.", query_name (op));
1816    
1817 root 1.8 return 1;
1818 root 1.4 }
1819     }
1820 root 1.8 } /* within range */
1821 elmex 1.1
1822 root 1.8 /* Wasn't detected above, so still hidden */
1823     return 0;
1824 elmex 1.1 }
1825    
1826     /* determine if op stands in a lighted square. This is not a very
1827     * intellegent algorithm. For one thing, we ignore los here, SO it
1828     * is possible for a bright light to illuminate a player on the
1829     * other side of a wall (!).
1830     */
1831 root 1.8 int
1832     stand_in_light (object *op)
1833     {
1834 root 1.49 if (op)
1835     {
1836     if (op->glow_radius > 0)
1837     return 1;
1838 elmex 1.1
1839 root 1.49 if (op->map)
1840     unordered_mapwalk (op, -MAX_LIGHT_RADIUS, -MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS, MAX_LIGHT_RADIUS)
1841     {
1842     /* Check the spaces with the max light radius to see if any of them
1843     * have lights, and if any of them light the player enough, then return 1.
1844     */
1845     int light = m->at (nx, ny).light;
1846    
1847     if (expect_false (light > 0) && idistance (dx, dy) <= light)
1848     return 1;
1849     }
1850 elmex 1.1 }
1851 root 1.27
1852 root 1.8 return 0;
1853 elmex 1.1 }
1854    
1855     /* assuming no walls/barriers, lets check to see if its *possible*
1856     * to see an enemy. Note, "detection" is different from "seeing".
1857     * See can_detect_enemy() for more details. -b.t.
1858     * return 0 if can't be seen, 1 if can be
1859     */
1860 root 1.8 int
1861     can_see_enemy (object *op, object *enemy)
1862     {
1863     object *looker = op->head ? op->head : op;
1864    
1865     /* safety */
1866     if (!looker || !enemy || !QUERY_FLAG (looker, FLAG_ALIVE))
1867     return 0;
1868 elmex 1.1
1869 root 1.8 /* we dont give a full treatment of xrays here (shorter range than normal,
1870     * see through walls). Should we change the code elsewhere to make you
1871     * blind even if you can xray?
1872     */
1873     if (QUERY_FLAG (looker, FLAG_BLIND) && !QUERY_FLAG (looker, FLAG_XRAYS))
1874     return 0;
1875    
1876     /* checking for invisible things */
1877     if (enemy->invisible)
1878     {
1879     /* HIDDEN ENEMY. by definition, you can't see hidden stuff!
1880     * However,if you carry any source of light, then the hidden
1881     * creature is seeable (and stupid) */
1882 elmex 1.1
1883 root 1.8 if (has_carried_lights (enemy))
1884     {
1885 root 1.45 if (enemy->flag [FLAG_HIDDEN])
1886 root 1.8 {
1887     make_visible (enemy);
1888     new_draw_info (NDI_UNIQUE, 0, enemy, "Your light reveals your hiding spot!");
1889 root 1.4 }
1890 root 1.39
1891 root 1.8 return 1;
1892     }
1893 root 1.45 else if (enemy->flag [FLAG_HIDDEN])
1894 root 1.8 return 0;
1895 root 1.4
1896 root 1.51 /* Invisible enemy. Break apart the check for invis undead/invis looker
1897 root 1.8 * into more simple checks - the QUERY_FLAG doesn't return 1/0 values,
1898     * and making it a conditional makes the code pretty ugly.
1899     */
1900     if (!QUERY_FLAG (looker, FLAG_SEE_INVISIBLE))
1901 root 1.39 if (makes_invisible_to (enemy, looker))
1902     return 0;
1903 root 1.8 }
1904 root 1.52 else if (looker->is_player ()) /* for players, a (possible) shortcut */
1905 root 1.8 if (player_can_view (looker, enemy))
1906     return 1;
1907 elmex 1.1
1908     /* ENEMY IN DARK MAP. Without infravision, the enemy is not seen
1909     * unless they carry a light or stand in light. Darkness doesnt
1910     * inhibit the undead per se (but we should give their archs
1911     * CAN_SEE_IN_DARK, this is just a safety
1912     * we care about the enemy maps status, not the looker.
1913     * only relevant for tiled maps, but it is possible that the
1914     * enemy is on a bright map and the looker on a dark - in that
1915     * case, the looker can still see the enemy
1916     */
1917 root 1.51 if (enemy->map->darklevel () > 0
1918     && !stand_in_light (enemy)
1919 root 1.8 && (!QUERY_FLAG (looker, FLAG_SEE_IN_DARK) || !is_true_undead (looker) || !QUERY_FLAG (looker, FLAG_XRAYS)))
1920 elmex 1.1 return 0;
1921    
1922     return 1;
1923     }
1924 root 1.40